public EndingScreen(GraphicsDevice graphicsDevice, MousePointer mouse) { playAgainButton = new Button(new Rectangle(187, 375, 125, 40), "Play Again"); mousePointer = mouse; blankTex = new Texture2D(graphicsDevice, 1, 1); blankTex.SetData(new Color[] { Color.White }); timer = 0; blackoutStartTimer = 0; blackingOut = false; }
public StartingScreen(GraphicsDeviceManager graphics) { timer = 0; blackoutStartTimer = 0; blackingOut = false; titleImage = null; titleImageContainer = new Vector2(75, 150); sourceRectangle = new Rectangle(0, 0, 361, 49); graphics.PreferredBackBufferWidth = TITLESCREEN_SIZE; graphics.PreferredBackBufferHeight = TITLESCREEN_SIZE; graphics.ApplyChanges(); mousePointer = new MousePointer(400, 400, TITLESCREEN_SIZE, TITLESCREEN_SIZE); settingsButton = new Button(new Rectangle(100, 400, 100, 25), "Controls"); startGameButton = new Button(new Rectangle(300, 400, 100, 25), "Play"); }
/// <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); // TODO: use this.Content to load your game content here resetLevels(); MousePointer.loadPointerImage(this); Button.loadContent(this); StartingScreen.loadTitleScreenImage(this); LabelPrompt.loadSpriteFont(this); /*locs is a list of the coords of all the powerups,coords are like (Y,X) * types stores the powerup type for each powerup. */ /*double[,] locs = new double[,] { { 500, 100 }, { 600, 100 }, { -50, 50 }, { -40, 200 } }; * string[] types = new string[] {"white", "pink","pink","red","pink","red","pink"}; * powerupManager = new PowerupManager(this,spriteBatch,locs,types);*/ }
public SettingsScreen(MousePointer mousePointer) { settingsPrompt = new LabelPrompt(new Vector2(50, 50), controls); backButton = new Button(new Rectangle(370, 450, 100, 25), "Back"); this.mousePointer = mousePointer; }