public View(GameState model, ContentManager content, GraphicsDevice graphics) { this.model = model; this.content = content; this.graphics = graphics; this.model.StateChanged += new ChangedEventHandler( StateChanged ); posVec4 = new Vector2(graphics.Viewport.Width - 600, graphics.Viewport.Height - 350); posVec3 = new Vector2(graphics.Viewport.Width - 300, graphics.Viewport.Height - 350); posVec2 = new Vector2(graphics.Viewport.Width - 575, graphics.Viewport.Height - 300); posVec1 = new Vector2(graphics.Viewport.Width - 275, graphics.Viewport.Height - 300); sizeVec2 = new Vector2(200, 40); sizeVec1 = new Vector2(150, 150); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); myBackground = new ScrollingBackground(); //GUI gameState = new GameState(this); //Adds this as listener to menu model: gameState gameState.StateChanged += new ChangedEventHandler( StateChanged ); view = new View(gameState, this.Content, this.GraphicsDevice); view.Load(); // TODO: use this.Content to load your game content here this.menuInputController = new MenuInputController(PlayerIndex.One, new Keys[] { Keys.Left, Keys.Right, Keys.Up, Keys.Down, Keys.N, Keys.M, Keys.Escape }, gameState); this.menuInputController2 = new MenuInputController(PlayerIndex.Two, new Keys[] { Keys.A, Keys.D, Keys.W, Keys.S, Keys.Tab, Keys.Q, Keys.Escape }, gameState); }
public MenuInputController(PlayerIndex playerIndex, Keys[] keyMapping, GameState gameState) : base(playerIndex, keyMapping) { this.playerIndex = playerIndex; this.gameState = gameState; }