Loading screen base set up.

This commit is contained in:
Harrison Deng 2018-09-15 14:05:14 -05:00
parent 3779f220ff
commit 7735445888
16 changed files with 99 additions and 57 deletions

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@ -11,7 +11,7 @@ with.
<!--
Modify this string to change the font that will be imported.
-->
<FontName>fonts/darktech_ldr.ttf</FontName>
<FontName>Darktech LDR</FontName>
<!--
Size is a float value, measured in points. Modify this value to change

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@ -11,7 +11,7 @@ with.
<!--
Modify this string to change the font that will be imported.
-->
<FontName>fonts/gasalt_regular.ttf</FontName>
<FontName>Gasalt</FontName>
<!--
Size is a float value, measured in points. Modify this value to change

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@ -11,7 +11,7 @@ with.
<!--
Modify this string to change the font that will be imported.
-->
<FontName>fonts/iron_maiden.ttf</FontName>
<FontName>Iron Maiden</FontName>
<!--
Size is a float value, measured in points. Modify this value to change

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@ -11,7 +11,7 @@ with.
<!--
Modify this string to change the font that will be imported.
-->
<FontName>fonts/darktech_ldr.ttf</FontName>
<FontName>Darktech LDR</FontName>
<!--
Size is a float value, measured in points. Modify this value to change

View File

@ -11,7 +11,7 @@ with.
<!--
Modify this string to change the font that will be imported.
-->
<FontName>fonts/gasalt_regular.ttf</FontName>
<FontName>Gasalt</FontName>
<!--
Size is a float value, measured in points. Modify this value to change

View File

@ -11,7 +11,7 @@ with.
<!--
Modify this string to change the font that will be imported.
-->
<FontName>fonts/iron_maiden.ttf</FontName>
<FontName>Iron Maiden</FontName>
<!--
Size is a float value, measured in points. Modify this value to change

View File

@ -11,7 +11,7 @@ with.
<!--
Modify this string to change the font that will be imported.
-->
<FontName>fonts/darktech_ldr.ttf</FontName>
<FontName>Darktech LDR</FontName>
<!--
Size is a float value, measured in points. Modify this value to change

View File

@ -11,7 +11,7 @@ with.
<!--
Modify this string to change the font that will be imported.
-->
<FontName>fonts/gasalt_regular.ttf</FontName>
<FontName>Gasalt</FontName>
<!--
Size is a float value, measured in points. Modify this value to change

View File

@ -11,7 +11,7 @@ with.
<!--
Modify this string to change the font that will be imported.
-->
<FontName>fonts/iron_maiden.ttf</FontName>
<FontName>Iron Maiden</FontName>
<!--
Size is a float value, measured in points. Modify this value to change

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@ -643,18 +643,6 @@
/processorParam:TextureFormat=Color
/build:defaultCover.png
#begin splash_texture.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:splash_texture.png
#begin 1920x1080/fonts/darktech_ldr.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
@ -676,3 +664,15 @@
/processorParam:TextureFormat=Compressed
/build:1920x1080/fonts/iron_maiden.spritefont
#begin recrown.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:recrown.png

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Before

Width:  |  Height:  |  Size: 4.2 KiB

After

Width:  |  Height:  |  Size: 4.2 KiB

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@ -42,6 +42,8 @@
<ApplicationManifest>app.manifest</ApplicationManifest>
</PropertyGroup>
<ItemGroup>
<Compile Include="Zer01HD\Game\LoadingScreen.cs" />
<Compile Include="Zer01HD\Game\MainScreen\MainScreen.cs" />
<Compile Include="Zer01HD\UI\Modular\Module.cs" />
<Compile Include="Zer01HD\UI\Modular\ModuleGroup.cs" />
<Compile Include="RhythmBulletGame.cs" />
@ -115,9 +117,7 @@
</None>
<None Include="app.manifest" />
</ItemGroup>
<ItemGroup>
<Folder Include="Zer01HD\Game\MainScreen\" />
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.

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@ -1,7 +1,9 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using RhythmBullet.Zer01HD.Game;
using RhythmBullet.Zer01HD.UI;
using RhythmBullet.Zer01HD.Utilities.ContentSystem;
namespace RhythmBullet
{
@ -10,10 +12,11 @@ namespace RhythmBullet
/// </summary>
public class RhythmBulletGame : Game
{
private GraphicsDeviceManager graphics;
public GraphicsDeviceManager Graphics;
SpriteBatch spriteBatch;
Screen currentScreen
public readonly ContentSystem Assets;
private Screen currentScreen;
Screen CurrentScreen
{
get
{
@ -21,18 +24,23 @@ namespace RhythmBullet
}
set
{
currentScreen.Hide();
if (currentScreen != null)
{
CurrentScreen.Hide();
}
currentScreen = value;
currentScreen.Show();
CurrentScreen.Show();
}
}
public RhythmBulletGame()
{
graphics = new GraphicsDeviceManager(this);
Graphics = new GraphicsDeviceManager(this);
Graphics.PreferredBackBufferWidth = 320;
Graphics.PreferredBackBufferHeight = 320;
Window.IsBorderless = true;
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 1920;
graphics.PreferredBackBufferHeight = 1080;
Assets = new ContentSystem(Content);
}
/// <summary>
@ -55,6 +63,7 @@ namespace RhythmBullet
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
CurrentScreen = new LoadingScreen(Content.Load<Texture2D>("recrown"));
// TODO: use this.Content to load your game content here
}
@ -75,10 +84,7 @@ namespace RhythmBullet
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit();
currentScreen.Update(gameTime);
CurrentScreen.Update(gameTime);
base.Update(gameTime);
}
@ -88,30 +94,19 @@ namespace RhythmBullet
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
GraphicsDevice.Clear(Color.White);
spriteBatch.Begin();
currentScreen.Draw(spriteBatch);
CurrentScreen.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
public int getWidth()
public void Resize(int width, int height)
{
return graphics.PreferredBackBufferWidth;
}
public int getHeight()
{
return graphics.PreferredBackBufferHeight;
}
public void resize(int width, int height)
{
graphics.PreferredBackBufferWidth = width;
graphics.PreferredBackBufferHeight = height;
Graphics.PreferredBackBufferWidth = width;
Graphics.PreferredBackBufferHeight = height;
}
}
}

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@ -0,0 +1,27 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using RhythmBullet.Zer01HD.UI;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Game
{
class LoadingScreen : Screen
{
Texture2D recrown;
public LoadingScreen(Texture2D recrown)
{
this.recrown = recrown;
}
public override void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(recrown, recrown.Bounds, Color.White);
base.Draw(spriteBatch);
}
}
}

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@ -0,0 +1,20 @@
using Microsoft.Xna.Framework.Graphics;
using RhythmBullet.Zer01HD.UI;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Game.MainScreen
{
class MainScreen : Screen
{
Viewport viewport = new Viewport();
public MainScreen()
{
}
}
}

View File

@ -21,16 +21,16 @@ namespace RhythmBullet.Zer01HD.UI.Book
public virtual void ApplySize(int width, int height)
{
X = pageX * width;
Y = pageY * height;
Position.X = pageX * width;
Position.Y = pageY * height;
this.Width = width;
this.Height = height;
}
public void DisplayWithViewport(Viewport viewport)
{
viewport.X = X;
viewport.Y = Y;
viewport.X = (int) Position.X;
viewport.Y = (int) Position.Y;
}
}
}