Files
LuaCsForBarotraumaEP/Subsurface/Source/GUI/TitleScreen.cs
2015-09-11 22:13:44 +03:00

113 lines
3.8 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
namespace Subsurface
{
class TitleScreen
{
private Texture2D backgroundTexture,monsterTexture,titleTexture;
readonly RenderTarget2D renderTarget;
float state;
public Vector2 CenterPosition;
public Vector2 TitlePosition;
public Vector2 TitleSize
{
get { return new Vector2(titleTexture.Width, titleTexture.Height); }
}
public float Scale
{
get;
private set;
}
public TitleScreen(GraphicsDevice graphics)
{
backgroundTexture = TextureLoader.FromFile("Content/UI/titleBackground.png");
monsterTexture = TextureLoader.FromFile("Content/UI/titleMonster.png");
titleTexture = TextureLoader.FromFile("Content/UI/titleText.png");
renderTarget = new RenderTarget2D(graphics, Game1.GraphicsWidth, Game1.GraphicsHeight);
}
public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics, float loadState, float deltaTime)
{
//if (stopwatch == null)
//{
// stopwatch = new Stopwatch();
// stopwatch.Start();
//}
graphics.SetRenderTarget(renderTarget);
//Debug.WriteLine(stopwatch.Elapsed.TotalMilliseconds);
Scale = Game1.GraphicsHeight/1500.0f;
state += deltaTime;
if (loadState>-1)
{
CenterPosition = new Vector2(Game1.GraphicsWidth*0.3f, Game1.GraphicsHeight/2.0f);
TitlePosition = CenterPosition + new Vector2(-0.0f + (float)Math.Sqrt(state) * 220.0f, 0.0f) * Scale;
TitlePosition.X = Math.Min(TitlePosition.X, (float)Game1.GraphicsWidth / 2.0f);
}
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
graphics.Clear(Color.Black);
spriteBatch.Draw(backgroundTexture, CenterPosition, null, Color.White * Math.Min(state / 5.0f, 1.0f), 0.0f,
new Vector2(backgroundTexture.Width / 2.0f, backgroundTexture.Height / 2.0f),
Scale*1.5f, SpriteEffects.None, 0.2f);
spriteBatch.Draw(monsterTexture,
CenterPosition + new Vector2((state % 40) * 100.0f - 1800.0f, (state % 40) * 30.0f - 200.0f) * Scale, null,
Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0.1f);
spriteBatch.Draw(titleTexture,
TitlePosition, null,
Color.White * Math.Min((state - 1.0f) / 5.0f, 1.0f), 0.0f, new Vector2(titleTexture.Width / 2.0f, titleTexture.Height / 2.0f), Scale, SpriteEffects.None, 0.0f);
spriteBatch.End();
graphics.SetRenderTarget(null);
Hull.renderer.RenderBack(spriteBatch, renderTarget, 0.0f);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
spriteBatch.Draw(titleTexture,
TitlePosition, null,
Color.White * Math.Min((state - 3.0f) / 5.0f, 1.0f), 0.0f, new Vector2(titleTexture.Width / 2.0f, titleTexture.Height / 2.0f), Scale, SpriteEffects.None, 0.0f);
string loadText = "";
if (loadState == 100.0f)
{
loadText = "Press any key to continue";
}
else if (loadState > 0.0f)
{
loadText = "Loading... " + (int)loadState + " %";
}
spriteBatch.DrawString(GUI.Font, loadText, new Vector2(Game1.GraphicsWidth/2.0f - 50.0f, Game1.GraphicsHeight*0.8f), Color.White);
spriteBatch.End();
}
}
}