示例#1
0
        public void Initialize(RenderContext context)
        {
            //SplashScreen should always fill the screen of thw game correctly
            if (SplashScreen != null)
            {
                m_bIsStarting = true;

                SplashScreen.Scale(context.ViewPortSize.X / SplashScreen.Width, context.ViewPortSize.Y / SplashScreen.Height);
            }
            if (BackgroundScreen != null)
            {
                BackgroundScreen.Scale(context.ViewPortSize.X / BackgroundScreen.Width, context.ViewPortSize.Y / BackgroundScreen.Height);
            }
        }
示例#2
0
文件: HealthBar.cs 项目: TobieD/Glide
 public HealthBar(RenderContext context)
 {
     for (int i = 0; i < m_Amount; i++)
     {
         m_Health = new GameSprite("Textures/GUI/Health_GUI", context);
         m_Health.Scale(0.5f);
         m_HealthBar.Add(m_Health);
     }
 }
示例#3
0
文件: HealthBar.cs 项目: TobieD/Glide
 public HealthBar(RenderContext context)
 {
     for (int i = 0; i < m_Amount; i++)
     {
         m_Health = new GameSprite("Textures/GUI/Health_GUI",context);
         m_Health.Scale(0.5f);
         m_HealthBar.Add(m_Health);
     }
 }
示例#4
0
        protected override void LoadContent()
        {
            //MENU
            //***************
            m_MenuManager = new MenuManager(m_RenderContext.ViewPortSize / 2);
            m_MenuManager.AddItem(new GUIButton("Textures/GUI/Buttons/StartNormal", "Textures/GUI/Buttons/StartOnHover", ButtonName.Start, m_RenderContext));
            m_MenuManager.AddItem(new GUIButton("Textures/GUI/Buttons/ExitNormal", "Textures/GUI/Buttons/ExitOnHover", ButtonName.Exit, m_RenderContext));
            m_MenuManager.AddItem(new GUIButton("Textures/GUI/Buttons/RestartNormal", "Textures/GUI/Buttons/RestartOnHover", ButtonName.Restart, m_RenderContext));
            m_MenuManager.AddItem(new GUIButton("Textures/GUI/Buttons/ToggleFullscreenNormal", "Textures/GUI/Buttons/ToggleFullscreenOnHover", ButtonName.Fullscreen, m_RenderContext));

            //Set the splash screen and hit screen
            m_MenuManager.BackgroundScreen = new GameSprite("Textures/GUI/BackgroundStartScreen", m_RenderContext);
            m_MenuManager.SplashScreen     = new GameSprite("Textures/GUI/DAEScreen_GUI", m_RenderContext);
            m_MenuManager.Initialize(m_RenderContext);

            m_LostMenu = new MenuManager(m_RenderContext.ViewPortSize / 2);
            m_LostMenu.AddItem(new GUIButton("Textures/GUI/Buttons/ExitNormal", "Textures/GUI/Buttons/ExitOnHover", ButtonName.Exit, m_RenderContext));
            m_LostMenu.AddItem(new GUIButton("Textures/GUI/Buttons/RestartNormal", "Textures/GUI/Buttons/RestartOnHover", ButtonName.Restart, m_RenderContext));
            m_LostMenu.Initialize(m_RenderContext);

            //SOUND
            //*****
            SoundManager.AddSound("Background", m_RenderContext);
            // SoundManager.AddSound("ButtonClick", m_RenderContext);

            //POST PROCESSING
            //***************
            m_BloomPP = new BloomPostProcessing(this);
            m_RenderContext.Component.Add(m_BloomPP);

            m_Particles = new WindParticleSystem(m_RenderContext, 7);
            // m_RenderContext.Component.Add(m_Particles);

            //GAMESCENE
            //*********

            MainScene = new GameScene();

            m_Texture = Content.Load <Texture2D>("Textures/Models/D_Default");
            m_Sprite  = new GameSprite("Textures/Models/D_Default", m_RenderContext);
            m_Sprite.Scale(0.5f);
        }
示例#5
0
文件: GameScene.cs 项目: TobieD/Glide
        void Draw2D(RenderContext context, bool before3D)
        {
            //DRAW SPRITES BEFORE THE 3D
            //*************************
            if (before3D)
            {
                //Parallaxing
                m_BgManager.DrawBefore(context);
                m_LevelManager.Draw2D(context);

                //Hit overlays
                if (PlayerHit)
                {
                    m_HitOpacity = 1;
                    PlayerHit    = false;
                }
                HitScreen.Scale(context.ViewPortSize.X / HitScreen.Width, context.ViewPortSize.Y / HitScreen.Height);
                if (HitScreen != null)
                {
                    HitScreen.DrawAsGUI(context, m_HitOpacity);
                }
                if (m_HitOpacity > 0)
                {
                    m_HitOpacity -= 0.01f;
                }
                if (m_HitOpacity < 0)
                {
                    m_HitOpacity = 0;
                }

                if (PickupHit)
                {
                    m_PickOpacity = 1;
                    PickupHit     = false;
                }
                PickScreen.Scale(context.ViewPortSize.X / HitScreen.Width, context.ViewPortSize.Y / HitScreen.Height);
                if (PickScreen != null)
                {
                    PickScreen.DrawAsGUI(context, m_PickOpacity);
                }
                if (m_PickOpacity > 0)
                {
                    m_PickOpacity -= 0.01f;
                }
                if (m_PickOpacity < 0)
                {
                    m_PickOpacity = 0;
                }

                //Use For text
                TextRenderer.DrawText("Distance Traveled: " + (int)(m_TotalDistanceTraveled * 0.02f)
                                      + "\nHighest score: " + m_Data.HighestDistance, m_ViewPort.Width * 0.45f, m_ViewPort.Height * 0.02f, Color.White, context);

               #if (DEBUG)
                if (m_bEnableDebug)
                {
                    m_MonoDebug.RenderDebugData(context.Camera.Projection, context.Camera.View);
                    m_Player.DisplaySettings(context);
                }
               #endif
            }

            else if (!before3D)
            {
                m_BgManager.DrawAfter(context);
            }
        }
示例#6
0
文件: Game1.cs 项目: TobieD/Glide
        protected override void LoadContent()
        {
            //MENU
            //***************
            m_MenuManager = new MenuManager(m_RenderContext.ViewPortSize / 2);
            m_MenuManager.AddItem(new GUIButton("Textures/GUI/Buttons/StartNormal", "Textures/GUI/Buttons/StartOnHover", ButtonName.Start, m_RenderContext));
            m_MenuManager.AddItem(new GUIButton("Textures/GUI/Buttons/ExitNormal", "Textures/GUI/Buttons/ExitOnHover", ButtonName.Exit, m_RenderContext));
            m_MenuManager.AddItem(new GUIButton("Textures/GUI/Buttons/RestartNormal", "Textures/GUI/Buttons/RestartOnHover", ButtonName.Restart, m_RenderContext));
            m_MenuManager.AddItem(new GUIButton("Textures/GUI/Buttons/ToggleFullscreenNormal", "Textures/GUI/Buttons/ToggleFullscreenOnHover", ButtonName.Fullscreen, m_RenderContext));

            //Set the splash screen and hit screen
            m_MenuManager.BackgroundScreen = new GameSprite("Textures/GUI/BackgroundStartScreen", m_RenderContext);
            m_MenuManager.SplashScreen = new GameSprite("Textures/GUI/DAEScreen_GUI", m_RenderContext);
            m_MenuManager.Initialize(m_RenderContext);

            m_LostMenu = new MenuManager(m_RenderContext.ViewPortSize / 2);
            m_LostMenu.AddItem(new GUIButton("Textures/GUI/Buttons/ExitNormal", "Textures/GUI/Buttons/ExitOnHover", ButtonName.Exit, m_RenderContext));
            m_LostMenu.AddItem(new GUIButton("Textures/GUI/Buttons/RestartNormal", "Textures/GUI/Buttons/RestartOnHover", ButtonName.Restart, m_RenderContext));
            m_LostMenu.Initialize(m_RenderContext);

            //SOUND
            //*****
            SoundManager.AddSound("Background", m_RenderContext);
               // SoundManager.AddSound("ButtonClick", m_RenderContext);

            //POST PROCESSING
            //***************
            m_BloomPP = new BloomPostProcessing(this);
            m_RenderContext.Component.Add(m_BloomPP);

            m_Particles = new WindParticleSystem(m_RenderContext, 7);
               // m_RenderContext.Component.Add(m_Particles);

            //GAMESCENE
            //*********

            MainScene = new GameScene();

            m_Texture = Content.Load<Texture2D>("Textures/Models/D_Default");
            m_Sprite = new GameSprite("Textures/Models/D_Default", m_RenderContext);
            m_Sprite.Scale(0.5f);
        }
示例#7
0
 public void Initialize(RenderContext context)
 {
     //SplashScreen should always fill the screen of thw game correctly
     SplashScreen.Scale(context.ViewPortSize.X / SplashScreen.Width, context.ViewPortSize.Y / SplashScreen.Height);
 }