public Game1() { graphics = new GraphicsDeviceManager(this); GameServices.AddService<GraphicsDeviceManager>(graphics); Content.RootDirectory = "Content"; graphics.PreferredBackBufferHeight = (int)(1080); graphics.PreferredBackBufferWidth = (int)(1920); graphics.PreferredBackBufferHeight = (int)(720); graphics.PreferredBackBufferWidth = (int)(1280); graphics.IsFullScreen = false; Window.Title = "The Drunken Dream Maker (With a Cold)"; ScreenManager = new ScreenManager(this); ScreenManager.initParameters(); Components.Add(ScreenManager); SoundManager = new SoundManager(this); Components.Add(SoundManager); particleComponent = new ParticleComponent(this); Components.Add(particleComponent); // FrameRateCounter myFrameCounter = new FrameRateCounter(this, new Vector2(25, 25), Color.White, Color.Black); // Components.Add(myFrameCounter); }
public Ennemi(Animate textureAnime, Vector2 position, Hero hero, Map map) { this.textureAnime = Ressources.GetPerso(Perso.Choisi).ennemiTextureAnime; this.texture = Ressources.GetPerso(Perso.Choisi).ennemiTexture; this.personnageAnime = Ressources.GetPerso(Perso.Choisi).ennemiAnime; this.positionGlobale = position; this.positionInitiale = position; this.vitesse = hero.vitesse; this.vitesseInitiale = hero.vitesse; this.container = new Rectangle((int)position.X, (int)position.Y, (int)(textureAnime.Texture.Width / textureAnime.Columns), textureAnime.Texture.Height); this.type = TypePerso.Ennemi; this.poids = new Vector2(0, hero.poids.Y); this.force = Vector2.Zero; this.reaction = Vector2.Zero; this.map = map; this.currentObjet = new Objet(); this.hero = hero; ACDC = new Rectangle(0, 0, texture.Width, texture.Height); animate = true; dead = false; font = Ressources.GetPerso(Perso.Choisi).font; #region moteur à particules particleComponent = new ParticleComponent(Ressources.Game); Ressources.Game.Components.Add(particleComponent); Emitter fireEmitter = new Emitter(); fireEmitter.Active = false; fireEmitter.TextureList.Add(Ressources.GetPerso(Perso.Choisi).obstacle); fireEmitter.RandomEmissionInterval = new RandomMinMax(50); fireEmitter.ParticleLifeTime = 9000; fireEmitter.ParticleDirection = new RandomMinMax(270, 300); fireEmitter.ParticleSpeed = new RandomMinMax(10, 20); // g modifié le moteur a particule; fireEmitter.ParticleRotation = new RandomMinMax(0, 180); fireEmitter.RotationSpeed = new RandomMinMax(0.04f); fireEmitter.ParticleFader = new ParticleFader(false, true, 30); fireEmitter.ParticleScaler = new ParticleScaler(0.2f, 0.18f, 0, 100); fireEmitter.Position = new Vector2(400, 650); //******piece********* Emitter desinté_piece = new Emitter(); desinté_piece.Active = false; desinté_piece.TextureList.Add(Ressources.GetPerso(Perso.Choisi).piece); desinté_piece.RandomEmissionInterval = new RandomMinMax(50); desinté_piece.ParticleLifeTime = 9000; desinté_piece.ParticleDirection = new RandomMinMax(270, 300); desinté_piece.ParticleSpeed = new RandomMinMax(10, 20); // g modifié le moteur a particule; desinté_piece.ParticleRotation = new RandomMinMax(0, 180); desinté_piece.RotationSpeed = new RandomMinMax(0.04f); desinté_piece.ParticleFader = new ParticleFader(false, true, 30); desinté_piece.ParticleScaler = new ParticleScaler(1.2f, 0.18f, 0, 100); desinté_piece.Position = new Vector2(400, 650); particleComponent.particleEmitterList.Add(fireEmitter); particleComponent.particleEmitterList.Add(desinté_piece); #endregion }
// MUSIQUE + BRUITAGES Xact method /*public AudioEngine audioEngine; public WaveBank waveBank; public SoundBank soundBank; public Cue currentSong; // Music volume. // float musicVolume = 1.0f;*/ /*SoundEffect jump; SoundEffectInstance jumpInst; SoundEffect landing; SoundEffectInstance landingInst; SoundEffect attack1; SoundEffectInstance attack1Inst;*/ public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.IsMouseVisible = false; graphics.PreferredBackBufferHeight = 765; graphics.PreferredBackBufferWidth = 1366; //Changes the settings that you just applied graphics.ApplyChanges(); //FrameRateCounter FrameRateCounter = new FrameRateCounter(this, "Fonts\\Default"); particleComponent = new ParticleComponent(this); //this.Components.Add(FrameRateCounter); this.Components.Add(particleComponent); }
public Hero(Animate textureAnime, Vector2 position, Vector2 vitesse, float poids, Map map) { this.texture = Ressources.GetPerso(Perso.Choisi).heroTexture; this.textureAnime = Ressources.GetPerso(Perso.Choisi).heroTextureAnime; this.textureDown = Ressources.GetPerso(Perso.Choisi).heroTextureDown; this.personnageAnime = Ressources.GetPerso(Perso.Choisi).heroAnime; this.positionGlobale = position; this.positionInitiale = position; this.vitesse = vitesse; this.vitesseInitiale = vitesse; this.type = TypePerso.Hero; this.poids = new Vector2(0, poids); this.force = Vector2.Zero; this.reaction = Vector2.Zero; this.map = map; containerDown = new Rectangle((int)positionGlobale.X, (int)positionGlobale.Y + texture.Height - textureDown.Height, textureDown.Width, textureDown.Height); containerUp = new Rectangle((int)positionGlobale.X, (int)positionGlobale.Y, texture.Width, texture.Height); this.container = containerUp; down = false; acdcTexture = Ressources.Content.Load<Texture2D>("ACDC"); containerACDC = new Rectangle((int)positionGlobale.X - acdcTexture.Width, (int)positionGlobale.Y, acdcTexture.Width, acdcTexture.Height); acdc = false; currentObjet = new Objet(); animate = true; random = new Random(); bonusVitesse = false; dead = false; win = false; superman = Ressources.Content.Load<Texture2D>("superman"); font = Ressources.GetPerso(Perso.Choisi).font; //moteur à particule pour la bombe #region Moteur a particules Emitter.statut = true; particleComponent = new ParticleComponent(Ressources.Game); Ressources.Game.Components.Add(particleComponent); bombe.Active = false; bombe.TextureList.Add(Ressources.Content.Load<Texture2D>("fire")); bombe.RandomEmissionInterval = new RandomMinMax(2.0d); bombe.ParticleLifeTime = 2000; bombe.ParticleDirection = new RandomMinMax(0, 359); bombe.ParticleSpeed = new RandomMinMax(0.1f, 1.0f); bombe.ParticleRotation = new RandomMinMax(0, 100); bombe.RotationSpeed = new RandomMinMax(0.015f); bombe.ParticleFader = new ParticleFader(false, true, 1350); bombe.ParticleScaler = new ParticleScaler(false, 0.3f); bombe.Position = new Vector2(400, 400); particleComponent.particleEmitterList.Add(bombe); //***************fumée************************** smokeEmitter.Active = false; smokeEmitter.TextureList.Add(Ressources.Content.Load<Texture2D>("smoke")); smokeEmitter.RandomEmissionInterval = new RandomMinMax(100); smokeEmitter.ParticleLifeTime = 9000; smokeEmitter.ParticleDirection = new RandomMinMax(-5, 5); smokeEmitter.ParticleSpeed = new RandomMinMax(0.6f); smokeEmitter.ParticleRotation = new RandomMinMax(0); smokeEmitter.RotationSpeed = new RandomMinMax(-0.008f, 0.008f); smokeEmitter.ParticleFader = new ParticleFader(true, true); smokeEmitter.ParticleScaler = new ParticleScaler(0.15f, 0.7f, 400, smokeEmitter.ParticleLifeTime); smokeEmitter.Position = new Vector2(0, 0); particleComponent.particleEmitterList.Add(smokeEmitter); //********************************************* //******************************************* // **** neige***************** testEmitter2.Active = false; testEmitter2.TextureList.Add(Ressources.Content.Load<Texture2D>("raindrop")); testEmitter2.RandomEmissionInterval = new RandomMinMax(9.0d); testEmitter2.ParticleLifeTime = 1000; testEmitter2.ParticleDirection = new RandomMinMax(170); testEmitter2.ParticleSpeed = new RandomMinMax(5.0f); testEmitter2.ParticleRotation = new RandomMinMax(0); testEmitter2.RotationSpeed = new RandomMinMax(0f); testEmitter2.ParticleFader = new ParticleFader(false, true, 800); testEmitter2.ParticleScaler = new ParticleScaler(false, 1.0f); testEmitter2.Opacity = 255; particleComponent.particleEmitterList.Add(testEmitter2); //************************** #endregion }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> public GameScreen() { firstTime = true; TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); RankScreen = new RankingScreen(); RankScreen.Accepted += RankScreenAccepted; PauseScreen = new PauseMenuScreen(); polygonsList = new List<PolygonPhysicsObject>(); Cars = new List<Car>(); playerIndexes = new List<PlayerIndex>(); playerIndexes.Add(PlayerIndex.One); playerIndexes.Add(PlayerIndex.Two); playerIndexes.Add(PlayerIndex.Three); playerIndexes.Add(PlayerIndex.Four); Random = new Random(DateTime.Now.Millisecond); PlayersCount = 4; startingPos = new Vertices(); readyToStart = false; aabbVerts = new Vector2[4]; activeBodiesCount = 0; startingPosAabbVerts = new Vector2[4]; particleComponent = GameServices.GetService<ParticleComponent>(); collisionsQuotes = collisionsQuotesNormal; dummyTexture = new Texture2D(GameServices.GetService<GraphicsDevice>(), 1, 1); byte whiteAlpha = 50; Color dummyTextureColor = new Color(whiteAlpha, whiteAlpha, whiteAlpha); dummyTexture.SetData(new Color[] { dummyTextureColor }); mySneezesManager = new SneezesManager(); obstaclesLoop = 0; }
public RandomTrack() { // Define the worls in which the track is going to be drawn world = GameServices.GetService<World>(); controlPoints=new Vertices(); curvePointsInternal = new Vertices(); curvePointsExternal = new Vertices(); curvePointsMiddle = new Vertices(); internalCorrispondances= new List<int>(); dummyTexture = new Texture2D(GameServices.GetService<GraphicsDevice>(), 1, 1); dummyTexture.SetData(new Color[] { Color.White }); random = new Random(DateTime.Now.Millisecond); normals = new List<Vector2>(); normalsInternal = new List<Vector2>(); ContentManager Content = GameServices.GetService<ContentManager>(); bgTexture = Content.Load<Texture2D>("Images/bgNew"); bgTextureEasterEgg = Content.Load<Texture2D>("Images/bgNew2"); currentTexture = bgTexture; currentTextureIndex = 0; rainbowTex = Content.Load<Texture2D>("Images/rainbow_texture"); texturesArray = new List<Texture2D>(); texturesArray.Add(bgTexture); texturesArray.Add(Content.Load<Texture2D>("Images/ColinComm2")); texturesArray.Add(Content.Load<Texture2D>("Images/asd")); texturesArray.Add(Content.Load<Texture2D>("Images/BlackNight_o_o")); texturesArray.Add(Content.Load<Texture2D>("Images/cina")); texturesArray.Add(Content.Load<Texture2D>("Images/q")); texturesArray.Add(bgTextureEasterEgg); postItDreamsList = new List<PostItDream>(); listNightmaresTextures = new List<Texture2D>(); listWishesTextures = new List<Texture2D>(); listWishesTextures.Add(Content.Load<Texture2D>("Images/Dreams/Wishes/Ali_Resized")); listWishesTextures.Add(Content.Load<Texture2D>("Images/Dreams/Wishes/Pony_Resized")); listWishesTextures.Add(Content.Load<Texture2D>("Images/Dreams/Wishes/Cupcake_Resized")); listNightmaresTextures.Add(Content.Load<Texture2D>("Images/Dreams/Nightmares/Diavolo_Resized")); listNightmaresTextures.Add(Content.Load<Texture2D>("Images/Dreams/Nightmares/Fantasma_Resized")); listNightmaresTextures.Add(Content.Load<Texture2D>("Images/Dreams/Nightmares/Frankenstein_Resized")); postItQuotesList=new List<PostItQuote>(); listQuotesTextures = new List<Texture2D>(); listQuotesTextures.Add(Content.Load<Texture2D>("Images/Dreams/Quotes/buyBeers")); listQuotesTextures.Add(Content.Load<Texture2D>("Images/Dreams/Quotes/buyMilk")); listQuotesTextures.Add(Content.Load<Texture2D>("Images/Dreams/Quotes/callLuigi")); listQuotesTextures.Add(Content.Load<Texture2D>("Images/Dreams/Quotes/mamaBDay")); listQuotesTextures.Add(Content.Load<Texture2D>("Images/Dreams/Quotes/marketingMeeting")); listQuotesTextures.Add(Content.Load<Texture2D>("Images/Dreams/Quotes/todolist")); listQuotesTextures.Add(Content.Load<Texture2D>("Images/Dreams/Quotes/aameeting")); listQuotesTextures.Add(Content.Load<Texture2D>("Images/Dreams/Quotes/feedTheCat")); postItSize = new Vector2(500f,500f); dreamsMiddlePoints = new List<int>(); internalNormalsCoefficients = new List<float>(); externalNormalsCoefficients = new List<float>(); _particleComponent = GameServices.GetService<ParticleComponent>(); wishSound = GameServices.GetService<ContentManager>().Load<SoundEffect>("Sounds/wishSound"); nightmareSound = GameServices.GetService<ContentManager>().Load<SoundEffect>("Sounds/nightmareSound"); }