//positions is an 4-size Point vector containing the (x,y) positions of the 4 level buttons public TimeGateUpgradeCategory(Game game, int DrawOrder, Point[] positions) : base(game) { graphicsCollection = (GraphicsCollection)Game.Services.GetService(typeof(GraphicsCollection)); //-----Level Buttons------- btnLevel1 = new TimeGateUpgradeLevel(game, new Sprite(game, graphicsCollection.GetPack("Level1")), DrawOrder); btnLevel1.Position = positions[0]; btnLevel1.Name = "Level1"; btnLevel1.Status = TimeGateUpgradeStatus.Locked; btnLevel1.OnPress += new EventHandler <ButtonEventArgs>(Do_LevelOnPress); AddChild(btnLevel1); levels.Add(btnLevel1); btnLevel2 = new TimeGateUpgradeLevel(game, new Sprite(game, graphicsCollection.GetPack("Level2")), DrawOrder); btnLevel2.Position = positions[1]; btnLevel2.Name = "Level2"; btnLevel2.Status = TimeGateUpgradeStatus.Locked; btnLevel2.OnPress += new EventHandler <ButtonEventArgs>(Do_LevelOnPress); AddChild(btnLevel2); levels.Add(btnLevel2); btnLevel3 = new TimeGateUpgradeLevel(game, new Sprite(game, graphicsCollection.GetPack("Level3")), DrawOrder); btnLevel3.Position = positions[2]; btnLevel3.Name = "Level3"; btnLevel3.Status = TimeGateUpgradeStatus.Locked; btnLevel3.OnPress += new EventHandler <ButtonEventArgs>(Do_LevelOnPress); AddChild(btnLevel3); levels.Add(btnLevel3); btnLevel4 = new TimeGateUpgradeLevel(game, new Sprite(game, graphicsCollection.GetPack("Level4")), DrawOrder); btnLevel4.Position = positions[3]; btnLevel4.Name = "Level4"; btnLevel4.Status = TimeGateUpgradeStatus.Locked; btnLevel4.OnPress += new EventHandler <ButtonEventArgs>(Do_LevelOnPress); AddChild(btnLevel4); levels.Add(btnLevel4); //----------------------- this.StackOrder = DrawOrder; }
//positions is an 4-size Point vector containing the (x,y) positions of the 4 level buttons public TimeGateUpgradeCategory(Game game, int DrawOrder,Point[] positions) : base(game) { graphicsCollection = (GraphicsCollection)Game.Services.GetService(typeof(GraphicsCollection)); //-----Level Buttons------- btnLevel1 = new TimeGateUpgradeLevel(game, new Sprite(game, graphicsCollection.GetPack("Level1")), DrawOrder); btnLevel1.Position = positions[0]; btnLevel1.Name = "Level1"; btnLevel1.Status = TimeGateUpgradeStatus.Locked; btnLevel1.OnPress += new EventHandler<ButtonEventArgs>(Do_LevelOnPress); AddChild(btnLevel1); levels.Add(btnLevel1); btnLevel2 = new TimeGateUpgradeLevel(game, new Sprite(game, graphicsCollection.GetPack("Level2")), DrawOrder); btnLevel2.Position = positions[1]; btnLevel2.Name = "Level2"; btnLevel2.Status = TimeGateUpgradeStatus.Locked; btnLevel2.OnPress += new EventHandler<ButtonEventArgs>(Do_LevelOnPress); AddChild(btnLevel2); levels.Add(btnLevel2); btnLevel3 = new TimeGateUpgradeLevel(game, new Sprite(game, graphicsCollection.GetPack("Level3")), DrawOrder); btnLevel3.Position = positions[2]; btnLevel3.Name = "Level3"; btnLevel3.Status = TimeGateUpgradeStatus.Locked; btnLevel3.OnPress += new EventHandler<ButtonEventArgs>(Do_LevelOnPress); AddChild(btnLevel3); levels.Add(btnLevel3); btnLevel4 = new TimeGateUpgradeLevel(game, new Sprite(game, graphicsCollection.GetPack("Level4")), DrawOrder); btnLevel4.Position = positions[3]; btnLevel4.Name = "Level4"; btnLevel4.Status = TimeGateUpgradeStatus.Locked; btnLevel4.OnPress += new EventHandler<ButtonEventArgs>(Do_LevelOnPress); AddChild(btnLevel4); levels.Add(btnLevel4); //----------------------- this.StackOrder = DrawOrder; }