/// <summary> /// Constructor. /// </summary> public OptionsMenuScreen() : base("Options") { // Create our menu entries. ungulateMenuEntry = new MenuEntry(string.Empty, this); languageMenuEntry = new MenuEntry(string.Empty, this); frobnicateMenuEntry = new MenuEntry(string.Empty, this); elfMenuEntry = new MenuEntry(string.Empty, this); SetMenuEntryText(); MenuEntry back = new MenuEntry("Back", this); // Hook up menu event handlers. ungulateMenuEntry.Selected += UngulateMenuEntrySelected; languageMenuEntry.Selected += LanguageMenuEntrySelected; frobnicateMenuEntry.Selected += FrobnicateMenuEntrySelected; elfMenuEntry.Selected += ElfMenuEntrySelected; back.Selected += OnCancel; // Add entries to the menu. MenuEntries.Add(ungulateMenuEntry); MenuEntries.Add(languageMenuEntry); MenuEntries.Add(frobnicateMenuEntry); MenuEntries.Add(elfMenuEntry); MenuEntries.Add(back); }
/// <summary> /// Constructor. /// </summary> public PauseMenuScreen() : base("Paused") { // Create our menu entries. MenuEntry resumeGameMenuEntry = new MenuEntry("Resume Game", this); MenuEntry quitGameMenuEntry = new MenuEntry("Quit Game", this); // Hook up menu event handlers. resumeGameMenuEntry.Selected += OnCancel; quitGameMenuEntry.Selected += QuitGameMenuEntrySelected; // Add entries to the menu. MenuEntries.Add(resumeGameMenuEntry); MenuEntries.Add(quitGameMenuEntry); }
/// <summary> /// Constructor. /// </summary> public TowerMenuScreen(td_Tower tower) : base(tower.ID) { this.tower = tower; // Create our menu entries. MenuEntry upgradeMenuEntry = new MenuEntry("Upgrade", this); MenuEntry closeMenuEntry = new MenuEntry("Close", this); // Hook up menu event handlers. upgradeMenuEntry.Selected += UpgradeMenuEntrySelected; closeMenuEntry.Selected += OnCancel; // Add entries to the menu. MenuEntries.Add(upgradeMenuEntry); MenuEntries.Add(closeMenuEntry); }
/// <summary> /// Constructor fills in the menu contents. /// </summary> public MainMenuScreen() : base("Ash Ton Of Zombies") { // Create our menu entries. MenuEntry playGameMenuEntry = new MenuEntry("Play Game", this); //MenuEntry optionsMenuEntry = new MenuEntry("Options"); MenuEntry exitMenuEntry = new MenuEntry("Exit", this); // Hook up menu event handlers. playGameMenuEntry.Selected += PlayGameMenuEntrySelected; //optionsMenuEntry.Selected += OptionsMenuEntrySelected; exitMenuEntry.Selected += OnCancel; // Add entries to the menu. MenuEntries.Add(playGameMenuEntry); //MenuEntries.Add(optionsMenuEntry); MenuEntries.Add(exitMenuEntry); }
/// <summary> /// Constructor automatically includes the standard "A=ok, B=cancel" /// usage text prompt. /// </summary> public TowerMenuBoxScreen(td_Tower tower) { this.tower = tower; // Create our menu entries. MenuEntry upgradeMenuEntry = new MenuEntry("Upgrade", this); MenuEntry closeMenuEntry = new MenuEntry("Close", this); // Hook up menu event handlers. upgradeMenuEntry.Selected += UpgradeMenuEntrySelected; closeMenuEntry.Selected += OnCancel; // Add entries to the menu. MenuEntries.Add(upgradeMenuEntry); MenuEntries.Add(closeMenuEntry); //IsPopup = true; TransitionOnTime = TimeSpan.FromSeconds(0.2); TransitionOffTime = TimeSpan.FromSeconds(0.2); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { this.EnabledGestures = GestureType.Pinch | GestureType.VerticalDrag | GestureType.Tap | GestureType.HorizontalDrag; if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); #region menu assets gameFont = content.Load<SpriteFont>("gamefont"); systemFont = content.Load<SpriteFont>("systemfont"); tinyFont = content.Load<SpriteFont>("tinyfont"); menuTexture = new Texture2D(ScreenManager.Game.GraphicsDevice, 5, 5, false, SurfaceFormat.Color); ; spriteAtlas = content.Load<Texture2D>("desert_tile"); dirtTexture = new Texture2D[4]; dirtTexture[0] = content.Load<Texture2D>("tile_Dirt1"); dirtTexture[1] = content.Load<Texture2D>("tile_Dirt2"); dirtTexture[2] = content.Load<Texture2D>("tile_Dirt3"); dirtTexture[3] = content.Load<Texture2D>("tile_Dirt4"); muckTexture = new Texture2D[4]; muckTexture[0] = content.Load<Texture2D>("tile_Muck1"); muckTexture[1] = content.Load<Texture2D>("tile_Muck2"); muckTexture[2] = content.Load<Texture2D>("tile_Muck3"); muckTexture[3] = content.Load<Texture2D>("tile_Muck4"); sludgeTexture = new Texture2D[4]; sludgeTexture[0] = content.Load<Texture2D>("tile_Sludge1"); sludgeTexture[1] = content.Load<Texture2D>("tile_Sludge2"); sludgeTexture[2] = content.Load<Texture2D>("tile_Sludge3"); sludgeTexture[3] = content.Load<Texture2D>("tile_Sludge4"); wallTexture = new Texture2D[4]; wallTexture[0] = content.Load<Texture2D>("tile_Wall1"); wallTexture[1] = content.Load<Texture2D>("tile_Wall2"); wallTexture[2] = content.Load<Texture2D>("tile_Wall3"); MenuEntry buy_Wall = new MenuEntry("Block - G " + WallEntity.GoldCost + ", E " + WallEntity.EnergyCost, this); buy_Wall.Selected += BuyWallMenuEntrySelected; buy_Wall.Position = new Vector2(50, 380); menuEntries.Add(buy_Wall); buildingTexture = content.Load<Texture2D>("tile_Building"); guyTexture = content.Load<Texture2D>("mob_helper_small"); MenuEntry buy_Building = new MenuEntry("Energy - G " + BuildingEntity.GoldCost + ", E " + BuildingEntity.EnergyCost, this); buy_Building.Selected += BuyBuildingMenuEntrySelected; buy_Building.Position = new Vector2(50, 420); menuEntries.Add(buy_Building); towerTexture = content.Load<Texture2D>("tile_Tower"); bulletTexture = content.Load<Texture2D>("mob_Bullet_Red_0"); MenuEntry buy_Tower = new MenuEntry("Shoot - G " + TowerEntity.GoldCost + ", E " + TowerEntity.EnergyCost, this); buy_Tower.Selected += BuyTowerMenuEntrySelected; buy_Tower.Position = new Vector2(50, 460); menuEntries.Add(buy_Tower); towerLaserTexture = content.Load<Texture2D>("tile_Tower_Laser"); MenuEntry buy_TowerLaser = new MenuEntry("Zap - G " + TowerLaserEntity.GoldCost + ", E " + TowerLaserEntity.EnergyCost, this); buy_TowerLaser.Selected += BuyTowerLaserMenuEntrySelected; buy_TowerLaser.Position = new Vector2(300, 420); menuEntries.Add(buy_TowerLaser); towerLavaTexture = content.Load<Texture2D>("tile_Tower_Lava"); lavaTexture = content.Load<Texture2D>("mob_Lava"); MenuEntry buy_TowerLava = new MenuEntry("Burn - G " + TowerLavaEntity.GoldCost + ", E " + TowerLavaEntity.EnergyCost, this); buy_TowerLava.Selected += BuyTowerLavaMenuEntrySelected; buy_TowerLava.Position = new Vector2(300, 460); menuEntries.Add(buy_TowerLava); zombieTexture = content.Load<Texture2D>("mob_Zombie"); hardZombieTexture = content.Load<Texture2D>("mob_HardZombie"); dollZombieTexture = content.Load<Texture2D>("mob_ZombieDoll"); Color[] color = new Color[25]; for (int i = 0; i < color.Length; i++) { color[i] = Color.Black; } menuTexture.SetData(color); #endregion Tile_Engine.Content = ScreenManager.Content; Tile_Engine.Map = BuildEmptyMap(16, 7); Tile_Engine.Zoom = 1.0f; //Tile_Engine.Viewport = this.game.GraphicsDevice.Viewport; Tile_Engine.Viewport = new Viewport(0, 0, this.game.GraphicsDevice.Viewport.Width, this.game.GraphicsDevice.Viewport.Height - 130); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); }