loading screen now has the option to rotate image; change in how transitions are handled
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1879bb0e4c
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9da8233eda
@ -47,9 +47,11 @@
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<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="Zer01HD\Game\Screens\Transitions\FadeInTransition.cs" />
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<Compile Include="Zer01HD\Utilities\ContentSystem\NormalContentResolver.cs" />
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<Compile Include="Zer01HD\Utilities\Persistence\Preferences.cs" />
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<Compile Include="Zer01HD\Utilities\Renderer\ScaledRenderer.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Interactive\BasicButton.cs" />
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<Compile Include="Zer01HD\Utilities\UI\LoadingScreen.cs" />
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<Compile Include="Zer01HD\Game\Screens\MainScreen.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Modular\Module.cs" />
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@ -4,6 +4,7 @@ using Microsoft.Xna.Framework.Input;
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using RhythmBullet.Zer01HD.Game;
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using RhythmBullet.Zer01HD.Game.ContentResolvers;
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using RhythmBullet.Zer01HD.Game.Preferences;
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using RhythmBullet.Zer01HD.Game.Screens;
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using RhythmBullet.Zer01HD.UI;
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using RhythmBullet.Zer01HD.Utilities;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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@ -29,6 +30,7 @@ namespace RhythmBullet
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public readonly ContentSystem Assets;
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readonly ResolutionContentResolver resolutionContentResolver;
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public PreferencesManager preferencesManager;
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private Screen previousScreen;
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private Screen currentScreen;
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private bool resizing;
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public RhythmBulletGame()
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@ -60,6 +62,7 @@ namespace RhythmBullet
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{
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if (currentScreen != null)
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{
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previousScreen = value;
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Screen.Hide();
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}
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currentScreen = value;
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@ -91,7 +94,7 @@ namespace RhythmBullet
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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QueueContent();
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Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
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Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), 0.5f, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
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}
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/// <summary>
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@ -113,20 +116,21 @@ namespace RhythmBullet
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if (!Assets.Done)
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{
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Assets.Update();
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} else if (resizing)
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}
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else if (resizing)
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{
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resizing = false;
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PostResize();
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}
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switch (Screen.State) {
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switch (Screen.State)
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{
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case ScreenState.EnterTransition:
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Screen.EnteringTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor);
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break;
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case ScreenState.ExitTransition:
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Screen transitionScreen = Screen.ExitingTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor);
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if (transitionScreen != null)
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if (Screen.ExitingTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor))
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{
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Screen = transitionScreen;
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Screen = previousScreen != null ? previousScreen : new MainScreen(graphics.GraphicsDevice, BackgroundColor);
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}
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break;
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case ScreenState.Normal:
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@ -162,7 +166,7 @@ namespace RhythmBullet
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Assets.UnloadAll();
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QueueContent();
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Screen.AssetLoadStateChange(true);
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Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
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Screen = new LoadingScreen(Content.Load<Texture2D>("loading_ring"), 0.4f, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
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}
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private void PostResize()
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@ -173,21 +177,9 @@ namespace RhythmBullet
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private void QueueContent()
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{
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Assets.Queue<Texture2D>("Tech-Circle1");
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Assets.Queue<Texture2D>("polyjet-standard");
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Assets.Queue<Texture2D>("cybercircle3B");
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Assets.Queue<Texture2D>("title");
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Assets.Queue<Texture2D>("cybercircle1");
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Assets.Queue<Texture2D>("default_cover", false);
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Assets.Queue<Texture2D>("laser");
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Assets.Queue<Texture2D>("pellet");
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Assets.Queue<Texture2D>("shard");
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Assets.Queue<Texture2D>("bar");
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Assets.Queue<Texture2D>("flake");
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Assets.Queue<Texture2D>("void_circle");
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Assets.Queue<Texture2D>("tpSelector");
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Assets.Queue<Texture2D>("backgrounds/mainBG");
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Assets.Queue<Texture2D>("magic1");
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}
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}
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}
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@ -1,5 +1,6 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using RhythmBullet.Zer01HD.Game.Screens.Transitions;
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using RhythmBullet.Zer01HD.UI;
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using RhythmBullet.Zer01HD.Utilities.UI;
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using System;
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@ -12,14 +13,16 @@ namespace RhythmBullet.Zer01HD.Game.Screens
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{
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class MainScreen : Screen
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{
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FadeInTransition fadeInTransition;
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public MainScreen() : base(true)
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public MainScreen(GraphicsDevice graphicsDevice, Color transitionFromColor) : base(true)
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{
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fadeInTransition = new FadeInTransition(graphicsDevice, transitionFromColor, ScreenSize);
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}
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public override void EnteringTransition(double delta, bool assetsLoaded, ref Color backgroundColor)
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{
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fadeInTransition.Fade((float)delta);
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base.EnteringTransition(delta, assetsLoaded, ref backgroundColor);
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}
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}
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@ -28,7 +28,7 @@ namespace RhythmBullet.Zer01HD.Game.Screens.Transitions
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}
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internal void Fade(SpriteBatch batch, float deltaf)
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internal bool Fade(float deltaf)
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{
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if (progR > 0 || progG > 0 || progB > 0)
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{
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@ -53,8 +53,17 @@ namespace RhythmBullet.Zer01HD.Game.Screens.Transitions
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color.G = (byte)progG;
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color.B = (byte)progB;
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color.A = (byte)progA;
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return false;
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}
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return true;
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}
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internal void Draw(SpriteBatch batch)
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{
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if (curtain != null)
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{
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batch.Draw(curtain, curtainSize, color);
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}
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batch.Draw(curtain, curtainSize, color);
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}
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public void Dispose()
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@ -9,21 +9,30 @@ namespace RhythmBullet.Zer01HD.Game
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{
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class LoadingScreen : Screen
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{
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Texture2D texture;
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readonly Texture2D texture;
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Color color;
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Rectangle rectangleBounds;
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float proportion = 0.5f;
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Rectangle textureBounds;
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readonly float proportion;
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bool recorded;
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float rR, rG, rB;
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float progR, progG, progB;
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float progC = 254;
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public LoadingScreen(Texture2D texture, Rectangle dimensions) : base(true)
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float rotation;
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readonly bool rotate;
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Vector2 origin;
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public LoadingScreen(Texture2D texture, float proportion, Rectangle dimensions, bool rotate = false) : base(true)
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{
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color = Color.White;
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this.texture = texture;
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rectangleBounds = new Rectangle(0, 0, (int)(dimensions.Height * proportion), (int)(dimensions.Height * proportion));
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rectangleBounds.X = (dimensions.Width - rectangleBounds.Width) / 2;
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rectangleBounds.Y = (dimensions.Height - rectangleBounds.Height) / 2;
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this.proportion = proportion;
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this.rotate = rotate;
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textureBounds.Width = (int)(dimensions.Height * proportion);
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textureBounds.Height = (int)(dimensions.Height * proportion);
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textureBounds.X = (dimensions.Width) / 2;
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textureBounds.Y = (dimensions.Height) / 2;
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origin.X = texture.Width / 2;
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origin.Y = texture.Height / 2;
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}
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public override void Update(GameTime gameTime)
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@ -33,16 +42,20 @@ namespace RhythmBullet.Zer01HD.Game
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public override void EnteringTransition(double delta, bool assetsLoaded, ref Color BGColor)
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{
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float deltaf = (float)delta;
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if (rotate)
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{
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DoRotate(deltaf);
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}
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if (assetsLoaded)
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{
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float deltaf = (float)delta;
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if (progR < 254 || progG < 254 || progB < 254)
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{
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if (!recorded)
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{
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rR = (Color.White.R - BGColor.R) / 3f;
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rG = (Color.White.G - BGColor.G) / 3f;
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rB = (Color.White.B - BGColor.B) / 3f;
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rR = (Color.White.R - BGColor.R) / 2f;
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rG = (Color.White.G - BGColor.G) / 2f;
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rB = (Color.White.B - BGColor.B) / 2f;
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recorded = true;
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}
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progR += rR * deltaf;
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@ -55,34 +68,50 @@ namespace RhythmBullet.Zer01HD.Game
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BGColor.G = (byte)progG;
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BGColor.B = (byte)progB;
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}
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else if (progC > 0)
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{
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float rate = deltaf * 255 / 1.5f;
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progC -= rate;
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progC = Math.Max(progC, 0);
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color.R = (byte)progC;
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color.G = (byte)progC;
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color.B = (byte)progC;
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color.A = (byte)progC;
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}
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else
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{
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DoneTransition();
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DoneEnterTransition();
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StartExitTransition();
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}
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}
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base.EnteringTransition(delta, assetsLoaded, ref BGColor);
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}
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public override Screen ExitingTransition(double delta, bool assetsLoaded, ref Color backgroundColor)
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public override bool ExitingTransition(double delta, bool assetsLoaded, ref Color backgroundColor)
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{
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return new MainScreen();
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float deltaf = (float)delta;
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if (rotate)
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{
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DoRotate(deltaf);
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}
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if (progC > 0)
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{
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float rate = deltaf * 255 / 1f;
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progC -= rate;
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progC = Math.Max(progC, 0);
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color.R = (byte)progC;
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color.G = (byte)progC;
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color.B = (byte)progC;
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color.A = (byte)progC;
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}
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else
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{
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return true;
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}
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return false;
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}
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void DoRotate(float deltaf)
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{
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rotation += (2f / 3f) * (float)Math.PI * deltaf;
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if (rotation >= 2 * Math.PI)
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{
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rotation = 0;
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}
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}
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public override void Draw(SpriteBatch spriteBatch)
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{
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spriteBatch.Draw(texture, rectangleBounds, color);
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spriteBatch.Draw(texture, textureBounds, null, color, rotation, origin, SpriteEffects.None, 0f);
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base.Draw(spriteBatch);
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}
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@ -39,9 +39,9 @@ namespace RhythmBullet.Zer01HD.Utilities.UI
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}
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public virtual Screen ExitingTransition(double delta, bool assetsLoaded, ref Color backgroundColor)
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public virtual bool ExitingTransition(double delta, bool assetsLoaded, ref Color backgroundColor)
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{
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return null;
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return true;
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}
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public virtual void Show()
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@ -67,7 +67,7 @@ namespace RhythmBullet.Zer01HD.Utilities.UI
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}
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}
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public void DoneTransition()
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public void DoneEnterTransition()
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{
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state = ScreenState.Normal;
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}
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