//initializer public void init() { m_base = new List <worldobj>(); m_lstItem1 = new List <worldobj>(); m_lstItem2 = new List <worldobj>(); m_lstItem3 = new List <worldobj>(); m_lstItem4 = new List <worldobj>(); m_lstItem5 = new List <worldobj>(); curpos = new Vector2(0, 0); obj1 = new worldobj(); obj1.spritePosition = Vector2.Zero; }
// "LoadContent()": will be called once per game and is the place to load // all of your content. protected override void LoadContent() { device = graphics.GraphicsDevice; // Initializes the graphics device. effect = Content.Load<Effect>("Effects\\effects"); // Loads the specified effect. SetUpCamera(); // Sets up the camera position. titleScreen = Content.Load<Texture2D>("Title\\Title"); // Loads the title screen. loadScreen = Content.Load<Texture2D>("Title\\Loading"); // Loads the title screen. inputState.musicPlay("Menu_1"); // Plays the default song on load. mymenu.songString = "SONG: Menu 1 [Super Smash Bros. Brawl]"; // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); spriteBatch1 = new SpriteBatch(GraphicsDevice); Font1 = Content.Load<SpriteFont>("Fonts\\Verdana"); // Sets the font to 'Verdana'. FontPos = new Vector2((graphics.GraphicsDevice.Viewport.Width * 0.50f), graphics.GraphicsDevice.Viewport.Height - 14); // Sets the font position. // Loads the 2D textures into the program. background = Content.Load<Texture2D>("Textures\\Sky"); // Loads the background image. fdbackground = Content.Load<Texture2D>("Textures\\Stars"); // Loads the star background for Final Destination. currentbackground = background; // Uses the sky background as the default stage background. // Load menu textures. icon1 = Content.Load<Texture2D>("GUI\\Menu"); icon2 = Content.Load<Texture2D>("GUI\\Characters"); // TO DO: PUT IN REAL TEXTURES FOR THE MENU ICONS. mymenu.Texture = icon1; mymenu.setSub1 = icon2; mymenu.setSub2 = icon2; mymenu.setSub3 = icon2; mymenu.setSub4 = icon2; mymenu.setSub5 = icon2; Source = new Rectangle[] { new Rectangle(0, 0, 105, 95), new Rectangle(100, 0, 105, 95), new Rectangle(205, 0, 105, 95), new Rectangle(305, 0, 105, 95), new Rectangle(405, 0, 105, 95) }; Sourcesub = new Rectangle[] { new Rectangle(0, 0, 128, 128), new Rectangle(128, 0, 128, 128), new Rectangle(256, 0, 128, 128), new Rectangle(384, 0, 128, 128) }; //TODO: ADD MORE SOURCE - added 1 sub menu mymenu.Source = Source; mymenu.Submenu = Sourcesub; //TODO: CHANGE TO NONSTATIC Color temptint = new Color(); temptint.R = 255; temptint.G = 255; temptint.B = 255; temptint.A = 255; //add top menu for (int i = 0; i < 5; i++) { basemenu = new worldobj(); basemenu.spritePosition.X = Source[i].X; basemenu.spritePosition.Y = Source[i].Y; basemenu.width = 105; basemenu.height = 95; basemenu.show = true; basemenu.tint = temptint; mymenu.Add(basemenu); } //TO-DO adding submenus... not working for (int i = 0; i < 4; i++) { int tempadd = 128; //TODO: INITIALIZE OTHER VARIABLES FOR SUB MENUS. obj2 = new worldobj(); obj3 = new worldobj(); obj4 = new worldobj(); obj5 = new worldobj(); obj6 = new worldobj(); //INITIALIZE OBJECT 2 AND PASS IT IN.... but how to change pos? obj2.spritePosition.X = Sourcesub[i].X + tempadd * 0; obj2.spritePosition.Y = Sourcesub[i].Y + 128; obj2.width = 128; obj2.height = 128; obj2.show = false; obj2.tint = temptint; //2nd obj obj3.spritePosition.X = Sourcesub[i].X + tempadd * 1; obj3.spritePosition.Y = Sourcesub[i].Y + 128; obj3.width = 128; obj3.height = 128; obj3.show = false; obj3.tint = temptint; //3rd obj obj4.spritePosition.X = Sourcesub[i].X + tempadd * 2; obj4.spritePosition.Y = Sourcesub[i].Y + 128; obj4.width = 128; obj4.height = 128; obj4.show = false; obj4.tint = temptint; //4th obj obj5.spritePosition.X = Sourcesub[i].X + tempadd * 3; obj5.spritePosition.Y = Sourcesub[i].Y + 128; obj5.width = 128; obj5.height = 128; obj5.show = false; obj5.tint = temptint; //5th obj obj6.spritePosition.X = Sourcesub[i].X + tempadd * 4; obj6.spritePosition.Y = Sourcesub[i].Y + 128; obj6.width = 128; obj6.height = 128; obj6.show = false; obj6.tint = temptint; //add the items mymenu.AddSub1(obj2); mymenu.AddSub2(obj3); mymenu.AddSub3(obj4); mymenu.AddSub4(obj5); mymenu.AddSub5(obj6); } mainFrame = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); // Set the rectangle parameters. mymenu.Frame = mainFrame; aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width / (float)graphics.GraphicsDevice.Viewport.Height; // Set the aspect ratio. }
// "LoadContent()": will be called once per game and is the place to load // all of your content. protected override void LoadContent() { device = graphics.GraphicsDevice; // Initializes the graphics device. effect = Content.Load <Effect>("Effects\\effects"); // Loads the specified effect. SetUpCamera(); // Sets up the camera position. titleScreen = Content.Load <Texture2D>("Title\\Title"); // Loads the title screen. loadScreen = Content.Load <Texture2D>("Title\\Loading"); // Loads the title screen. inputState.musicPlay("Menu_1"); // Plays the default song on load. mymenu.songString = "SONG: Menu 1 [Super Smash Bros. Brawl]"; // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); spriteBatch1 = new SpriteBatch(GraphicsDevice); Font1 = Content.Load <SpriteFont>("Fonts\\Verdana"); // Sets the font to 'Verdana'. FontPos = new Vector2((graphics.GraphicsDevice.Viewport.Width * 0.50f), graphics.GraphicsDevice.Viewport.Height - 14); // Sets the font position. // Loads the 2D textures into the program. background = Content.Load <Texture2D>("Textures\\Sky"); // Loads the background image. fdbackground = Content.Load <Texture2D>("Textures\\Stars"); // Loads the star background for Final Destination. currentbackground = background; // Uses the sky background as the default stage background. // Load menu textures. icon1 = Content.Load <Texture2D>("GUI\\Menu"); icon2 = Content.Load <Texture2D>("GUI\\Characters"); // TO DO: PUT IN REAL TEXTURES FOR THE MENU ICONS. mymenu.Texture = icon1; mymenu.setSub1 = icon2; mymenu.setSub2 = icon2; mymenu.setSub3 = icon2; mymenu.setSub4 = icon2; mymenu.setSub5 = icon2; Source = new Rectangle[] { new Rectangle(0, 0, 105, 95), new Rectangle(100, 0, 105, 95), new Rectangle(205, 0, 105, 95), new Rectangle(305, 0, 105, 95), new Rectangle(405, 0, 105, 95) }; Sourcesub = new Rectangle[] { new Rectangle(0, 0, 128, 128), new Rectangle(128, 0, 128, 128), new Rectangle(256, 0, 128, 128), new Rectangle(384, 0, 128, 128) }; //TODO: ADD MORE SOURCE - added 1 sub menu mymenu.Source = Source; mymenu.Submenu = Sourcesub; //TODO: CHANGE TO NONSTATIC Color temptint = new Color(); temptint.R = 255; temptint.G = 255; temptint.B = 255; temptint.A = 255; //add top menu for (int i = 0; i < 5; i++) { basemenu = new worldobj(); basemenu.spritePosition.X = Source[i].X; basemenu.spritePosition.Y = Source[i].Y; basemenu.width = 105; basemenu.height = 95; basemenu.show = true; basemenu.tint = temptint; mymenu.Add(basemenu); } //TO-DO adding submenus... not working for (int i = 0; i < 4; i++) { int tempadd = 128; //TODO: INITIALIZE OTHER VARIABLES FOR SUB MENUS. obj2 = new worldobj(); obj3 = new worldobj(); obj4 = new worldobj(); obj5 = new worldobj(); obj6 = new worldobj(); //INITIALIZE OBJECT 2 AND PASS IT IN.... but how to change pos? obj2.spritePosition.X = Sourcesub[i].X + tempadd * 0; obj2.spritePosition.Y = Sourcesub[i].Y + 128; obj2.width = 128; obj2.height = 128; obj2.show = false; obj2.tint = temptint; //2nd obj obj3.spritePosition.X = Sourcesub[i].X + tempadd * 1; obj3.spritePosition.Y = Sourcesub[i].Y + 128; obj3.width = 128; obj3.height = 128; obj3.show = false; obj3.tint = temptint; //3rd obj obj4.spritePosition.X = Sourcesub[i].X + tempadd * 2; obj4.spritePosition.Y = Sourcesub[i].Y + 128; obj4.width = 128; obj4.height = 128; obj4.show = false; obj4.tint = temptint; //4th obj obj5.spritePosition.X = Sourcesub[i].X + tempadd * 3; obj5.spritePosition.Y = Sourcesub[i].Y + 128; obj5.width = 128; obj5.height = 128; obj5.show = false; obj5.tint = temptint; //5th obj obj6.spritePosition.X = Sourcesub[i].X + tempadd * 4; obj6.spritePosition.Y = Sourcesub[i].Y + 128; obj6.width = 128; obj6.height = 128; obj6.show = false; obj6.tint = temptint; //add the items mymenu.AddSub1(obj2); mymenu.AddSub2(obj3); mymenu.AddSub3(obj4); mymenu.AddSub4(obj5); mymenu.AddSub5(obj6); } mainFrame = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); // Set the rectangle parameters. mymenu.Frame = mainFrame; aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width / (float)graphics.GraphicsDevice.Viewport.Height; // Set the aspect ratio. }
//initializer public void init() { m_base = new List<worldobj>(); m_lstItem1 = new List<worldobj>(); m_lstItem2 = new List<worldobj>(); m_lstItem3 = new List<worldobj>(); m_lstItem4 = new List<worldobj>(); m_lstItem5 = new List<worldobj>(); curpos = new Vector2(0, 0); obj1 = new worldobj(); obj1.spritePosition = Vector2.Zero; }
public void AddSub5(worldobj item) { m_lstItem5.Add(item); }
public void AddSub4(worldobj item) { m_lstItem4.Add(item); }
public void AddSub3(worldobj item) { m_lstItem3.Add(item); }
public void AddSub2(worldobj item) { m_lstItem2.Add(item); }
public void AddSub1(worldobj item) { m_lstItem1.Add(item); }
//add an item to the index public void Add(worldobj item) { m_base.Add(item); }