refactoring to comply with c# conventions

This commit is contained in:
2018-11-20 18:56:41 -06:00
parent efbaad9c1b
commit 3347316182
37 changed files with 115 additions and 115 deletions

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RhythmBullet.UI.Book;
using RhythmBullet.Utilities.ContentSystem;
using RhythmBullet.Utilities.UI.Modular.Modules;
namespace RhythmBullet.Screens.MainMenu
{
internal class MainPage : Page
{
Image title;
internal MainPage(ContentManagerController assets) : base(0, 0)
{
title = new Image(assets.Get<Texture2D>("title"));
AddModule(title);
}
public override void ApplySize(int width, int height)
{
title.Scale = (width - 40) / title.Texture.Width;
title.bounds.X = (int)((width - title.bounds.Width) / 2f);
title.bounds.Y = (int)((height - title.bounds.Height) / 2f);
base.ApplySize(width, height);
}
public override void Draw(SpriteBatch batch)
{
base.Draw(batch);
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using RhythmBullet.Screens.Transitions;
using RhythmBullet.UI.Book;
using RhythmBullet.Utilities.Camera;
using RhythmBullet.Utilities.ContentSystem;
using RhythmBullet.Utilities.ScreenSystem;
using System;
namespace RhythmBullet.Screens.MainMenu
{
class MainScreen : Screen
{
ContentManagerController assets;
FadeAwayTransition fat;
Texture2D background;
Book book;
MainPage mainPage;
public MainScreen(ContentManagerController assets) : base(true)
{
this.assets = assets;
background = assets.Get<Texture2D>("backgrounds/mainBG");
fat = new FadeAwayTransition(1.5f);
book = new Book();
mainPage = new MainPage(assets);
book.AddPages(mainPage);
}
public override void Initiate(GraphicsDevice graphicsDevice, Rectangle screenSize, Camera2D camera)
{
book.Initiate(camera, screenSize);
base.Initiate(graphicsDevice, screenSize, camera);
}
public override void Show()
{
Transitions.Add(fat);
base.Show();
}
public override void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(background, ScreenSize, Color.White);
book.Draw(spriteBatch);
base.Draw(spriteBatch);
}
public override void Update(GameTime gameTime)
{
book.Update(gameTime);
base.Update(gameTime);
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RhythmBullet.Utilities.UI;
using RhythmBullet.Utilities.ScreenSystem;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Screens.Transitions
{
internal class FadeAwayTransition : IDisposable, ITransition
{
private float time;
public Texture2D curtain;
public Rectangle curtainSize;
private Color color;
private float progR, progG, progB, progA;
private float rR, rG, rB, rA;
internal FadeAwayTransition(float time)
{
this.time = time;
}
public void InitiateTransition(Rectangle dimensions)
{
curtainSize = dimensions;
color = Color.White;
rR = (0 - 254) / time;
rG = (0 - 254) / time;
rB = (0 - 254) / time;
rA = (0 - 254) / time;
progA = color.A;
progR = color.R;
progG = color.G;
progB = color.B;
}
private bool Fade(float deltaf)
{
if (progR > 0 || progG > 0 || progB > 0)
{
progR += rR * deltaf;
progR = Math.Max(progR, 0);
progG += rG * deltaf;
progG = Math.Max(progG, 0);
progB += rB * deltaf;
progB = Math.Max(progB, 0);
progA += rA * deltaf;
progA = Math.Max(progA, 0);
color.R = (byte)progR;
color.G = (byte)progG;
color.B = (byte)progB;
color.A = (byte)progA;
return false;
}
return true;
}
public void DrawTransition(SpriteBatch batch)
{
if (curtain != null)
{
batch.Draw(curtain, curtainSize, color);
}
}
public void Dispose()
{
curtain.Dispose();
}
public bool EnteringTransition(double delta, bool assetsLoaded)
{
return Fade((float)delta);
}
public bool ExitingTransition(double delta, bool assetsLoaded)
{
return Fade((float)delta);
}
public void UpdatePreviousScreenFrame(RenderTarget2D previousScreenFrame)
{
curtain = previousScreenFrame;
}
}
}