Exemple #1
0
        /// <summary>
        /// Zone List Screen Constructor
        /// </summary>
        public ZoneListScreen()
            : base("ZoneList")
        {
            TransOnTime  = TimeSpan.FromSeconds(0.5f);
            TransOffTime = TimeSpan.FromSeconds(0.5f);

            //Create our button entries
            ButtonEntry Back = new ButtonEntry("Back", true);
            ButtonEntry Exit = new ButtonEntry("Exit", true);

            //Set the hooks
            Back.Selected += Back_Selected;
            Exit.Selected += OnExit;

            //Add the entries to our main list
            ButtonEntries.Add(Back);
            ButtonEntries.Add(Exit);

            //Dont draw the login title
            DrawTitle = false;

            //Make our object linker
            _zonelist        = new ZoneList();
            _zonelist.Screen = this;
        }
Exemple #2
0
        /// <summary>
        /// Updates our buttons
        /// </summary>
        private void UpdateButtons()
        {
            //Add our zone buttons to the main list
            foreach (string zoneName in Zones.Keys)
            {
                ButtonEntry entry = new ButtonEntry(zoneName, true);
                entry.Selected += EnterZone_Selected;
                if (!ButtonEntries.Contains(entry))
                {
                    ButtonEntries.Add(entry);
                }
            }

            //Remove any buttons that arent active in our zone list
            foreach (ButtonEntry button in ButtonEntries.ToList())
            {
                if (oldZones.Contains(button.Text))
                {
                    ButtonEntries.Remove(button);
                }
            }

            //Clear old list
            oldZones.Clear();
        }
Exemple #3
0
        /// <summary>
        /// The Login Screen is the first screen you see when the app starts
        /// </summary>
        public LoginScreen()
            : base("Login")
        {
            //Inherits our login background
            ScreenManager.AddScreen(new BackgroundScreen());

            Settings.UserSetting Settings = GameManager.UserSettings;

            ButtonEntry play    = new ButtonEntry("Play", true);
            ButtonEntry options = new ButtonEntry("Options", true);
            ButtonEntry exit    = new ButtonEntry("Exit", true);

            play.Selected    += PlaySelected;
            options.Selected += OptionsSelected;
            exit.Selected    += OnCancel;

            ButtonEntries.Add(play);
            ButtonEntries.Add(options);
            ButtonEntries.Add(exit);

            CheckBox              = new CheckBoxEntry();
            CheckBox.Text         = "Remember Password";
            CheckBox.TextPosition = CheckBoxEntry.TextLocation.Right;
            CheckBoxEntries.Add(CheckBox);

            username = new BoxEntry((!String.IsNullOrEmpty(Settings.Username) ? Settings.Username : "******"));
            if (Settings.PasswordSave && !String.IsNullOrEmpty(Settings.Password))
            {
                //Because our password is already hashed,
                //lets just make an object show "*"
                string str = "";
                for (int i = 0; i < Settings.PassLength; i++)
                {
                    str += "*";
                }

                password = new BoxEntry(str);
            }
            else
            {
                password = new BoxEntry("Password");
            }

            username.Selected += UserSelected;
            password.Selected += PassSelected;

            username.InputEnabled  = true;
            password.InputEnabled  = true;
            password.ScrambleInput = true;

            BoxEntries.Add(username);
            BoxEntries.Add(password);

            //Dont draw the login title
            DrawTitle = false;
        }
Exemple #4
0
        /// <summary>
        /// Draws the menu
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            Vector2 position = Position;

            //Makes the menu slide into place during transition
            //Using math.Pow, it makes the movement slow down near the end
            float offset  = (float)Math.Pow(TransPosition, 2);
            bool  StateOn = false;

            if (ScreenState == Screens.ScreenState.On)
            {
                position.X -= offset * 256;
                StateOn     = true;
            }
            else
            {
                position.X += offset * 512;
            }

            ScreenManager.SpriteBatch.Begin();

            //Draws each button entry
            //Makes each entry slide horizontally into place
            //using a position modifier
            //State on = right to left
            //State off = left to right
            for (int i = 0; i < _buttonEntries.Count; i++)
            {
                ButtonEntry entry    = _buttonEntries[i];
                bool        selected = IsActive && (i == _selectedButton);

                entry.Draw(this, position, selected, gameTime);
                //Make sure to set our button spacing,
                //otherwise itll stack on top of eachother
                position.Y += entry.GetHeight(this);
            }

            //Draws each box entry
            //Makes each entry slide horizontally into place
            //using a position modifier
            //State on = left to right
            //State off = right to left
            for (int i = 0; i < _boxEntries.Count; i++)
            {
                BoxEntry box    = _boxEntries[i];
                bool     select = IsActive && (i == _selectedBox);
                Vector2  newPos = Vector2.Zero;
                if (StateOn)
                {
                    newPos.X += offset * 256;
                }
                else
                {
                    newPos.X -= offset * 512;
                }
                box.Draw(this, newPos, select, gameTime);
            }

            //Draws each checkbox entry
            //Internally in each entry, we fade in
            for (int i = 0; i < _checkboxEntries.Count; i++)
            {
                CheckBoxEntry check  = _checkboxEntries[i];
                bool          select = IsActive && (i == _selectedCheckBox);
                check.Draw(this, position, select, gameTime);
            }

            //Draws the menu title
            if (DrawTitle)
            {
                Viewport viewport    = GameManager.Device.Viewport;
                Vector2  titlePos    = new Vector2(viewport.Width / 2, viewport.Height / 25);
                Vector2  titleOrigin = ScreenManager.Font.MeasureString(_title) / 2;
                Color    color       = new Color(192, 192, 192, Alpha);
                float    scale       = 1.25f;

                titlePos.Y -= offset * 100;
                ScreenManager.SpriteBatch.DrawString(ScreenManager.Font, _title, titlePos, color,
                                                     0, titleOrigin, scale, SpriteEffects.None, 0);
            }

            ScreenManager.SpriteBatch.End();
        }