87 lines
2.8 KiB
C#
87 lines
2.8 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using RhythmBullet.Zer01HD.Game.Screens;
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using RhythmBullet.Zer01HD.Utilities.UI;
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using System;
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using System.Diagnostics;
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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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Color color;
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Rectangle rectangleBounds;
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float proportion = 0.5f;
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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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{
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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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}
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public override void Update(GameTime gameTime)
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{
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base.Update(gameTime);
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}
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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 (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) / 2.5f;
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rG = (Color.White.G - BGColor.G) / 2.5f;
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rB = (Color.White.B - BGColor.B) / 2.5f;
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recorded = true;
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}
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progR += rR * deltaf;
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progR = Math.Min(progR, 254);
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progG += rG * deltaf;
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progG = Math.Min(progG, 254);
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progB += rB * deltaf;
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progB = Math.Min(progB, 254);
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BGColor.R = (byte)progR;
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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 if (assetsLoaded)
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{
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DoneTransition();
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StartExitTransition();
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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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{
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return new MainScreen();
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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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base.Draw(spriteBatch);
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}
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}
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}
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