public SceneTitle(Game game) : base(game) { Menu = new TitleUI(this); FloorBatch = new PrimitiveBatch <VertexPositionNormalTexture>(GraphicsDevice); MorphoPositionBase = new LerpVector2(new Vector2(650, Viewport.Height + 160)); MorphoHeight = new LerpFloat(40); GroundVelocityBase = new LerpVector2(new Vector2(2, 6) * 0.2f); CastleHeight = new LerpFloat(0); var fade = new ScreenFade(this, () => ColorMatrix.Tint(Color.Black), 1, true); TitleSM.AddState(TitleState.FadeIn, new TitleStateMachine.Transfer(TitleState.SpeedUp), (state, content, input) => new TitleStateMachine.Data(60)); TitleSM.AddState(TitleState.SpeedUp, new TitleStateMachine.Transfer(TitleState.MorphoAppear), (state, content, input) => new TitleStateMachine.Data(60)); TitleSM.AddState(TitleState.MorphoAppear, new TitleStateMachine.Transfer(TitleState.CastleAppear), (state, content, input) => new TitleStateMachine.Data(60)); TitleSM.AddState(TitleState.CastleAppear, new TitleStateMachine.Transfer(TitleState.TextSlash), (state, content, input) => new TitleStateMachine.Data(320)); TitleSM.AddState(TitleState.TextSlash, new TitleStateMachine.Transfer(TitleState.TextArrange), (state, content, input) => new TitleStateMachine.Data(40)); TitleSM.AddState(TitleState.TextArrange, new TitleStateMachine.Transfer(TitleState.Finish), (state, content, input) => new TitleStateMachine.Data(40)); TitleSM.AddState(TitleState.Finish, new TitleStateMachine.Finish(), (state, content, input) => new TitleStateMachine.Data(0)); TitleSM.AddOnLeave(TitleState.FadeIn, (input) => { fade.Lerp.Set(0, LerpHelper.QuadraticOut, 60); }); TitleSM.AddOnEnter(TitleState.SpeedUp, (input) => { GroundVelocityBase.Set(new Vector2(2, 6) * 1.5f, LerpHelper.QuadraticIn, 90); }); TitleSM.AddOnEnter(TitleState.MorphoAppear, (input) => { MorphoPositionBase.Set(new Vector2(550, 550), LerpHelper.QuadraticOut, 60); MorphoHeight.Set(80, LerpHelper.QuadraticOut, 60); CastleHeight.Set(400, LerpHelper.QuadraticOut, 400); }); TitleSM.AddOnEnter(TitleState.TextSlash, (input) => { int textX = Viewport.Width / 2; int textY = Viewport.Height / 10 + 40; MorphoFlash.AddFlash(ColorMatrix.Flat(Color.White), 10); TextFlash.AddFlash(ColorMatrix.Flat(Color.Red), 10); Particles.Add(new Particle(new SlashEffect(this, 300, 15) { Angle = Random.NextFloat(MathHelper.PiOver2 - 0.1f, MathHelper.PiOver2 + 0.1f), }, new Vector2(textX, textY))); new ScreenShakeRandom(this, 10, 10, LerpHelper.QuadraticOut); }); TitleSM.AddOnLeave(TitleState.TextArrange, (input) => { TextFlash.AddFlash(ColorMatrix.Flat(Color.White), 10); new ScreenShakeRandom(this, 10, 20, LerpHelper.QuadraticOut); }); TitleSM.Start(TitleState.FadeIn); ProtoEffects.Update(); }
public ScreenFade(Scene world, Func <ColorMatrix> color, float start, bool delete) : base(world, 1) { ColorFunction = color; Lerp = new LerpFloat(start); Delete = false; }