/*
* MatrixTextEffect.cs
* Authors:
* Copyright (c) 2007-2008 Cornell University
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Random = Util.Random;
namespace StarJack
{
///
/// This class wil create a matirx text effect!
///
class MatrixTextEffect
{
private List> mLetters;
private List mSpeedVariance;
private float mSpeed;
private int mHeight;
private int mWidth;
//private string mSpriteFont;
private float mElapsed;
private Viewport mView;
private Color mTextColor = new Color(175, 255, 175, 255);
public MatrixTextEffect(Viewport view, int height, int width, float speed, float minSpeed)
{
mView = view;
mHeight = height;
mWidth = width;
mSpeed = speed;
int row = view.Height / mHeight ;
int col = view.Width / mWidth ;
mLetters = new List>();
MatrixLetter tLetter;
for (int a = 0; a < row; a++)
{
mLetters.Add( new List());
for (int b = 0; b < col; b++)
{
char c = (char)Random.Next(32, 103+1);
tLetter = new MatrixLetter(c+"");
tLetter.Color = mTextColor ;
tLetter.ShadowColor = Color.Lime;
tLetter.X = b*mWidth;
tLetter.Y = a*mHeight;
tLetter.Width = mWidth;
tLetter.Height = mHeight;
mLetters[a].Add(tLetter);
}
}
mSpeedVariance = new List();
for (int a = 0; a < col; a++)
{
mSpeedVariance.Add(Random.NextFloat(minSpeed,speed));
}
mElapsed = 0;
}
public void LoadCOntent(ContentManager content)
{
for (int a = 0; a < mLetters.Count; a++)
{
for (int b = 0; b < mLetters[a].Count; b++)
{
mLetters[a][b].LoadContent(content);
}
}
}
public void Update(GameTime time)
{
mElapsed = time.ElapsedGameTime.Milliseconds;
for (int a = 0; a < mLetters.Count; a++)
{
for (int b = 0; b < mLetters[a].Count; b++)
{
mLetters[a][b].Y += (int)((mElapsed / 1000) * mSpeedVariance[b]);
if (mLetters[a][b].Y >= mView.Y + mView.Height)
{
mLetters[a][b].Y = 0;
mLetters[a][b].Text = "" + (char)Random.Next(32, 126+1);
if (Random.Next(0, 3) == 0)
{
mLetters[a][b].ShadowColor = Color.Black;
mLetters[a][b].Color = Color.Black;
}
else
{
if (Random.Next(0, 4) == 0)
{
mLetters[a][b].Color = Color.White;
mLetters[a][b].ShadowColor = Color.Lime;
}
else
{
mLetters[a][b].Color = mTextColor;
mLetters[a][b].ShadowColor = Color.Lime;
}
}
}
mLetters[a][b].Update(time);
}
}
}
public void Draw(SpriteBatch pSpritebatch)
{
for (int a = 0; a < mLetters.Count; a++)
{
for (int b = 0; b < mLetters[a].Count; b++)
{
mLetters[a][b].Draw(pSpritebatch);
}
}
}
}
}