new loading texture.
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a9647f2146
commit
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@ -631,18 +631,6 @@
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/processorParam:Quality=Best
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/processorParam:Quality=Best
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/build:sfx/pop_open.ogg
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/build:sfx/pop_open.ogg
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#begin defaultCover.png
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/importer:TextureImporter
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/processor:TextureProcessor
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/processorParam:ColorKeyColor=255,0,255,255
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/processorParam:ColorKeyEnabled=True
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/processorParam:GenerateMipmaps=False
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/processorParam:PremultiplyAlpha=True
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/processorParam:ResizeToPowerOfTwo=False
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/processorParam:MakeSquare=False
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/processorParam:TextureFormat=Color
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/build:defaultCover.png
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#begin 1920x1080/fonts/darktech_ldr.spritefont
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#begin 1920x1080/fonts/darktech_ldr.spritefont
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/importer:FontDescriptionImporter
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processor:FontDescriptionProcessor
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@ -676,3 +664,27 @@
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/processorParam:TextureFormat=Color
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/processorParam:TextureFormat=Color
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/build:recrown.png
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/build:recrown.png
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#begin default_cover.png
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/importer:TextureImporter
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/processor:TextureProcessor
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/processorParam:ColorKeyColor=255,0,255,255
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/processorParam:ColorKeyEnabled=True
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/processorParam:GenerateMipmaps=False
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/processorParam:PremultiplyAlpha=True
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/processorParam:ResizeToPowerOfTwo=False
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/processorParam:MakeSquare=False
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/processorParam:TextureFormat=Color
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/build:default_cover.png
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#begin RhythmBullet.png
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/importer:TextureImporter
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/processor:TextureProcessor
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/processorParam:ColorKeyColor=255,0,255,255
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/processorParam:ColorKeyEnabled=True
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/processorParam:GenerateMipmaps=False
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/processorParam:PremultiplyAlpha=True
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/processorParam:ResizeToPowerOfTwo=False
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/processorParam:MakeSquare=False
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/processorParam:TextureFormat=Color
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/build:RhythmBullet.png
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BIN
RhythmBullet/Content/RhythmBullet.png
Normal file
BIN
RhythmBullet/Content/RhythmBullet.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 346 KiB |
Before Width: | Height: | Size: 119 KiB After Width: | Height: | Size: 119 KiB |
@ -91,7 +91,7 @@ namespace RhythmBullet
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{
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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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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spriteBatch = new SpriteBatch(GraphicsDevice);
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Screen = new LoadingScreen(Content.Load<Texture2D>("recrown"));
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Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), new Rectangle(0,0, Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight));
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// TODO: use this.Content to load your game content here
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// TODO: use this.Content to load your game content here
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}
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}
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@ -126,7 +126,7 @@ namespace RhythmBullet
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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protected override void Draw(GameTime gameTime)
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{
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{
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GraphicsDevice.Clear(Color.White);
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GraphicsDevice.Clear(Color.Transparent);
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spriteBatch.Begin();
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spriteBatch.Begin();
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Screen.Draw(spriteBatch);
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Screen.Draw(spriteBatch);
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spriteBatch.End();
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spriteBatch.End();
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@ -155,7 +155,7 @@ namespace RhythmBullet
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Assets.Queue<Texture2D>("cybercircle3B");
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Assets.Queue<Texture2D>("cybercircle3B");
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Assets.Queue<Texture2D>("title");
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Assets.Queue<Texture2D>("title");
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Assets.Queue<Texture2D>("cybercircle1");
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Assets.Queue<Texture2D>("cybercircle1");
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Assets.Queue<Texture2D>("defaultCover");
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Assets.Queue<Texture2D>("default_cover");
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Assets.Queue<Texture2D>("laser");
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Assets.Queue<Texture2D>("laser");
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Assets.Queue<Texture2D>("pellet");
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Assets.Queue<Texture2D>("pellet");
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Assets.Queue<Texture2D>("shard");
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Assets.Queue<Texture2D>("shard");
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@ -73,16 +73,13 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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/// </summary>
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/// </summary>
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public void Update()
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public void Update()
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{
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{
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if (queue.Count > 0)
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if (queue.Count > 0 && (thread == null || !thread.IsAlive))
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{
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if (thread == null || !thread.IsAlive)
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{
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{
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ThreadStart threadStart = new ThreadStart(LoadBatch);
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ThreadStart threadStart = new ThreadStart(LoadBatch);
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thread = new Thread(threadStart);
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thread = new Thread(threadStart);
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thread.Start();
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thread.Start();
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}
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}
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}
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}
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}
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private void LoadBatch()
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private void LoadBatch()
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{
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{
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@ -14,14 +14,16 @@ namespace RhythmBullet.Zer01HD.Game
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class LoadingScreen : Screen
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class LoadingScreen : Screen
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{
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{
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Texture2D recrown;
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Texture2D recrown;
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public LoadingScreen(Texture2D recrown)
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Rectangle rectangleBounds;
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public LoadingScreen(Texture2D recrown, Rectangle bounds)
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{
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{
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this.recrown = recrown;
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this.recrown = recrown;
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this.rectangleBounds = bounds;
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}
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}
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public override void Draw(SpriteBatch spriteBatch)
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public override void Draw(SpriteBatch spriteBatch)
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{
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{
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spriteBatch.Draw(recrown, recrown.Bounds, Color.White);
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spriteBatch.Draw(recrown, rectangleBounds, Color.White);
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base.Draw(spriteBatch);
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base.Draw(spriteBatch);
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}
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}
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}
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}
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