public QuantityDisplayBar(Vector2 DIMENSIONS, int BORDER, Color COLOR) { border = BORDER; color = COLOR; bar = new Basic2d("2d/misc/solid", new Vector2(0, 0), new Vector2(DIMENSIONS.X - border * 2, DIMENSIONS.Y - border * 2)); barBackground = new Basic2d("2d/misc/shade", new Vector2(0, 0), new Vector2(DIMENSIONS.X, DIMENSIONS.Y)); }
public UI(PassObject RESET_WORLD) { pauseOverlay = new Basic2d("2d/misc/PauseOverlay", new Vector2(Globals.screenWidth / 2, Globals.screenHeight / 2), new Vector2(300, 300)); font = Globals.content.Load <SpriteFont>("2d/Fonts/Arial16"); resetButton = new Button2d("2d/misc/SimpleBtn", new Vector2(0, 0), new Vector2(96, 32), "2d/Fonts/Arial16", "Reset", RESET_WORLD, null); // total width including the background of the bar healthBar = new QuantityDisplayBar(new Vector2(104, 16), 2, Color.Red); }
public MainMenu(PassObject PLAY_CLICK_DELETE, PassObject EXIT_CLICK_DELETE) { PlayClickDelete = PLAY_CLICK_DELETE; ExitClickDelete = EXIT_CLICK_DELETE; background = new Basic2d("2d/UI/Backgrounds/MainMenuBkg", new Vector2(Globals.screenWidth / 2, Globals.screenHeight / 2), new Vector2(Globals.screenWidth, Globals.screenHeight)); buttons.Add(new Button2d("2d/misc/SimpleBtn", new Vector2(0, 0), new Vector2(96, 32), "2d/Fonts/Arial16", "Play", PlayClickDelete, 1));; buttons.Add(new Button2d("2d/misc/SimpleBtn", new Vector2(0, 0), new Vector2(96, 32), "2d/Fonts/Arial16", "Exit", ExitClickDelete, null));; }
/// <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. Globals.content = this.Content; Globals.spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here cursor = new Basic2d("2d\\Misc\\CursorArrow", new Vector2(0, 0), new Vector2(28, 28)); Globals.keyboard = new McKeyboard(); Globals.mouse = new McMouseControl(); world = new World(); }
protected override void LoadContent() { Globals.content = Content; Globals.spriteBatch = new SpriteBatch(GraphicsDevice); cursor = new Basic2d("2d/misc/CursorArrow", new Vector2(0, 0), new Vector2(28, 28)); Globals.normalEffect = Globals.content.Load <Effect>("2d/Effects/NormalFlat"); Globals.keyboard = new McKeyboard(); Globals.mouse = new McMouseControl(); mainMenu = new MainMenu(ChangeGameState, ExitGame); gamePlay = new GamePlay(ChangeGameState); }
public SquareGrid(Vector2 SLOTDIMS, Vector2 STARTPOS, Vector2 TOTALDIMS) { showGrid = false; slotDims = SLOTDIMS; // rare instances where decimal numbers will cause issues // the int concatenation is a safety measure to prevent that physicalStartPos = new Vector2((int)STARTPOS.X, (int)STARTPOS.Y); totalPhysicalDims = new Vector2((int)TOTALDIMS.X, (int)TOTALDIMS.Y); currentHoverSlot = new Vector2(-1, -1); SetBaseGrid(); // param2 note: // slotDims/2 because our slots location begin in the top left corner of the slot // this places it directly in the center // param3 note: // the -2's are because without the -2, the lines will all blur together at the point // in which the touch // the -2 gives it the spacing it needs the slots to be "grid like" gridImg = new Basic2d("2d/misc/shade", slotDims / 2, new Vector2(slotDims.X - 2, slotDims.Y - 2)); }