Exemplo n.º 1
0
void EndScreen::Load() {
	needLoad = false;
	restartButton = new UIButton("Replay?", REWHITE, RERED);
	restartButton->SetPaddingX(30);
	restartButton->SetPaddingY(10);
	restartButton->SetInvisiblePaddingY(4);
	AddUIElement(restartButton);
	MeshManagerSingleton::GetInstance()->SetFont("Font.png");
}
Exemplo n.º 2
0
SelectState::SelectState():  bg("img/Pre-Jogo/pre_jogo_fundo.png", 1, 0), cortina_fundo(640,384, "img/Pre-Jogo/cortinas_boas.png"),
		cortina_esquerda(305, 384, "img/Pre-Jogo/cortina_esquerda.png"), cortina_direita(975, 384, "img/Pre-Jogo/cortina_direita.png"),
		sombra_cima(640, 384, "img/Pre-Jogo/sombra_preta_cima.png"), sombra_baixo(640, 384, "img/Pre-Jogo/sombra_preta_baixo.png"),
		campo1min(640, 225, "img/Pre-Jogo/gelo.png"), campo2min(640, 225, "img/Pre-Jogo/floresta.png"),
		campo4min(640, 225, "img/Pre-Jogo/castelo.png") {

	vez = 0; escolhaRei1 = 0; escolhaRei2 = 0; escolhaCampo = 0;

	sombra_anim = Sprite("img/Pre-Jogo/sombra_preta_anim.png", 10, 0.1);

	restartTimer = false;

	text1 = new Text("font/mask.ttf", 26, TextStyle::BLENDED, "CRAZY FREEZING", Color::GetColor(0,0,0,0), 555, 280);
	text2 = new Text("font/mask.ttf", 26, TextStyle::BLENDED, "FLORESTA ENCANTADA", Color::GetColor(0,0,0,0), 535, 280);
	text4 = new Text("font/mask.ttf", 26, TextStyle::BLENDED, "DIES IRAE", Color::GetColor(0,0,0,0), 590, 280);

	rei1.Open("img/Pre-Jogo/statua_rei_azul.png"); //azul
	rei2.Open("img/Pre-Jogo/statua_rei_verde.png"); //verde
	rei3.Open("img/Pre-Jogo/statua_rei_roxo.png"); //roxo
	rei4.Open("img/Pre-Jogo/statua_rei_vermelho.png"); //vermelho

	rei1col.Open("img/Pre-Jogo/rei_azul.png"); //azul col
	rei2col.Open("img/Pre-Jogo/rei_verde.png"); //verde col
	rei3col.Open("img/Pre-Jogo/rei_roxo.png"); //roxo col
	rei4col.Open("img/Pre-Jogo/rei_vermelho.png"); //vermelho col

	campo1.Open("img/Pre-Jogo/marca_mapa_aceso.png"); //neve
	campo2.Open("img/Pre-Jogo/marca_mapa_aceso.png"); //floresta
	campo3.Open("img/Pre-Jogo/marca_mapa_apagado.png"); //n tem
	campo4.Open("img/Pre-Jogo/marca_mapa_aceso.png"); //castelo

	xRei1 = 183; xRei2 = 337; xRei3 = 725; xRei4 = 879;
	yRei1 = 210; yRei2 = 365; yRei3 = 365; yRei4 = 210;

	boxRei1.x = xRei1;
	boxRei1.y = yRei1;
	boxRei1.w = rei1.GetWidth()/2;
	boxRei1.h = rei1.GetHeight();

	boxRei2.x = xRei2;
	boxRei2.y = yRei2;
	boxRei2.w = rei2.GetWidth()/2;
	boxRei2.h = rei2.GetHeight();

	boxRei3.x = xRei3+rei3.GetWidth()/2;
	boxRei3.y = yRei3;
	boxRei3.w = rei3.GetWidth()/2;
	boxRei3.h = rei3.GetHeight();

	boxRei4.x = xRei4+rei4.GetWidth()/2;
	boxRei4.y = yRei4;
	boxRei4.w = rei4.GetWidth()/2;
	boxRei4.h = rei4.GetHeight();

	xCampo1 = 385; xCampo2 = 540; xCampo3 = 692; xCampo4 = 761;
	yCampo1 = 218; yCampo2 = 90; yCampo3 = 125; yCampo4 = 233;

	boxCampo1.x = xCampo1;
	boxCampo1.y = yCampo1;
	boxCampo1.w = campo1.GetWidth();
	boxCampo1.h = campo1.GetHeight();

	boxCampo2.x = xCampo2;
	boxCampo2.y = yCampo2;
	boxCampo2.w = campo2.GetWidth();
	boxCampo2.h = campo2.GetHeight();

	boxCampo3.x = xCampo3;
	boxCampo3.y = yCampo3;
	boxCampo3.w = campo3.GetWidth();
	boxCampo3.h = campo3.GetHeight();

	boxCampo4.x = xCampo4;
	boxCampo4.y = yCampo4;
	boxCampo4.w = campo4.GetWidth();
	boxCampo4.h = campo4.GetHeight();

	Button * buttonPlay = new Button(730, 670, "img/button_play_over.png", "img/button_play_out.png", &NextState);
	buttonPlay->SetScale(0.5);
	AddUIElement(buttonPlay);
}
Exemplo n.º 3
0
void TestLevel::Load() {
    //TEMP STUFF TO AVOID LAG
    GameObject* temp = new GameObject();
    ModelRender* tempModel = new ModelRender("DinoLasers\\Laser.obj", "Laser");
    temp->AddComponent(tempModel);
    temp->GetTransform().SetScale(vector3(0.0f, 0.0f, 0.0f));
    GameObjectManager::GetInstance()->AddGameObject(temp);
    temp = new GameObject();
    tempModel = new ModelRender("DinoLasers\\Spaghetti.obj", "Spaghetti");
    temp->AddComponent(tempModel);
    temp->GetTransform().SetScale(vector3(0.0f, 0.0f, 0.0f));
    GameObjectManager::GetInstance()->AddGameObject(temp);
    tempModel = new ModelRender("DinoLasers\\SpaghettiMine.obj", "Mine");
    temp->AddComponent(tempModel);
    temp->GetTransform().SetScale(vector3(0.0f, 0.0f, 0.0f));
    GameObjectManager::GetInstance()->AddGameObject(temp);
    tempModel = new ModelRender("DinoLasers\\Explosion.obj", "Explosion");
    temp->AddComponent(tempModel);
    temp->GetTransform().SetScale(vector3(0.0f, 0.0f, 0.0f));
    GameObjectManager::GetInstance()->AddGameObject(temp);
    //END TEMP STUFF


    dino = new GameObject();
    dino->AddComponent(new ModelRender("DinoLasers\\Dino.obj", "Dino"));
    BoundingObject* dinoBO = new BoundingObject();
    dinoBO->SetLayer(2 | 8);
    dino->AddComponent(dinoBO);
    dino->AddComponent(new CameraFollow());
    ProjectileLauncher* launcher = new ProjectileLauncher();
    launcher->SetFireTime(0.1f);
    dino->AddComponent(launcher);
    dino->AddComponent(new PlayerMovement());
    dino->AddComponent(new Rigidbody());
    dino->AddComponent(new Health());
    dino->AddComponent(new Score());
    dino->GetTransform().SetPosition(vector3(0.0f, 5.0f, 0.0f));
    //dino->AddComponent(new CollisionDebug());
    GameObjectManager::GetInstance()->AddGameObject(dino);

    crateDropper = new GameObject();
    crateDropper->AddComponent(new CrateDropper(1.0f, 20));
    GameObjectManager::GetInstance()->AddGameObject(crateDropper);

    /*Component* testModel = new ModelRender("DinoLasers\\SpaghettiMine.obj", "Mine");
    test = new GameObject();
    //test->AddComponent(testModel);
    test->GetTransform().SetPosition(vector3(0.0f, 1.0f, 0.0f));
    //BoundingObject* testBO = new BoundingObject();
    //test->AddComponent(testBO);
    GameObjectManager::GetInstance()->AddGameObject(test);*/

    ProgressBar* healthBar = new ProgressBar("Health", 100.0f);
    healthBar->SetFillColor(RERED);
    AddUIElement(healthBar);

    //maxGameTimer = gameTimer;
    ProgressBar* timerBar = new ProgressBar("Timer", maxGameTimer);
    timerBar->SetFillColor(REBLUE);
    AddUIElement(timerBar);

    //Load Level
    LoadLevelFromFile();
}
Exemplo n.º 4
0
void MenuScreen::AddButton(Button *button)
{
    m_Buttons.push_back(button);
    AddUIElement(button);
}