/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { // TODO: Add your initialization code here DrawScripts.AnimSprite _spStartB = new DrawScripts.AnimSprite(this.Game); _spStartB.texture = this.Game.Content.Load <Texture2D>("Assets\\MainMenu\\Start"); _spStartB.position = new Vector2(this.Game.GraphicsDevice.Viewport.Width / 2, this.Game.GraphicsDevice.Viewport.Height / 4); _spStartB.animations = new List <Rectangle>(); _spStartB.animations.Add(new Rectangle(0, 0, _spStartB.texture.Width, _spStartB.texture.Height)); _spStartB.center = new Vector2(_spStartB.texture.Width / 2, _spStartB.texture.Height / 2); _spStartB.scale = new Vector2(0.5f, 0.5f); _spStartB.currentAnim = 0; _spStartB.slika = true; this.Game.Components.Add(_spStartB); DrawScripts.AnimSprite _spLeaderBoardB = new DrawScripts.AnimSprite(this.Game); _spLeaderBoardB.texture = this.Game.Content.Load <Texture2D>("Assets\\MainMenu\\Leaderboard"); _spLeaderBoardB.position = new Vector2(this.Game.GraphicsDevice.Viewport.Width / 2, this.Game.GraphicsDevice.Viewport.Height / 2.7f); _spLeaderBoardB.animations = new List <Rectangle>(); _spLeaderBoardB.animations.Add(new Rectangle(0, 0, _spLeaderBoardB.texture.Width, _spLeaderBoardB.texture.Height)); _spLeaderBoardB.center = new Vector2(_spLeaderBoardB.texture.Width / 2, _spLeaderBoardB.texture.Height / 2); _spLeaderBoardB.scale = new Vector2(0.5f, 0.5f); _spLeaderBoardB.currentAnim = 0; _spLeaderBoardB.slika = true; this.Game.Components.Add(_spLeaderBoardB); DrawScripts.AnimSprite _spExitB = new DrawScripts.AnimSprite(this.Game); _spExitB.texture = this.Game.Content.Load <Texture2D>("Assets\\MainMenu\\Exit"); _spExitB.position = new Vector2(this.Game.GraphicsDevice.Viewport.Width / 2, this.Game.GraphicsDevice.Viewport.Height / 2); _spExitB.animations = new List <Rectangle>(); _spExitB.animations.Add(new Rectangle(0, 0, _spExitB.texture.Width, _spExitB.texture.Height)); _spExitB.center = new Vector2(_spExitB.texture.Width / 2, _spExitB.texture.Height / 2); _spExitB.scale = new Vector2(0.5f, 0.5f); _spExitB.currentAnim = 0; _spExitB.slika = true; this.Game.Components.Add(_spExitB); _UI = new List <DrawScripts.AnimSprite>(); _UI.Add(_spStartB); _UI.Add(_spLeaderBoardB); _UI.Add(_spExitB); DrawScripts.DrawMenu _draw = new DrawScripts.DrawMenu(this.Game, _UI); this.Game.Components.Add(_draw); this.Game.IsMouseVisible = true; base.Initialize(); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { // TODO: Add your initialization code here DrawScripts.AnimSprite _spMainMenuB = new DrawScripts.AnimSprite(this.Game); _spMainMenuB.texture = this.Game.Content.Load <Texture2D>("Assets\\MainMenu\\Mainmenu"); _spMainMenuB.position = new Vector2(this.Game.GraphicsDevice.Viewport.Width / 3.7f, this.Game.GraphicsDevice.Viewport.Height - 30); _spMainMenuB.animations = new List <Rectangle>(); _spMainMenuB.animations.Add(new Rectangle(0, 0, _spMainMenuB.texture.Width, _spMainMenuB.texture.Height)); _spMainMenuB.center = new Vector2(_spMainMenuB.texture.Width / 2, _spMainMenuB.texture.Height / 2); _spMainMenuB.scale = new Vector2(0.5f, 0.5f); _spMainMenuB.currentAnim = 0; _spMainMenuB.slika = true; this.Game.Components.Add(_spMainMenuB); DrawScripts.AnimSprite _spRetryB = new DrawScripts.AnimSprite(this.Game); _spRetryB.texture = this.Game.Content.Load <Texture2D>("Assets\\MainMenu\\Retry"); _spRetryB.position = new Vector2(this.Game.GraphicsDevice.Viewport.Width / 2, this.Game.GraphicsDevice.Viewport.Height - 30); _spRetryB.animations = new List <Rectangle>(); _spRetryB.animations.Add(new Rectangle(0, 0, _spRetryB.texture.Width, _spRetryB.texture.Height)); _spRetryB.center = new Vector2(_spRetryB.texture.Width / 2, _spRetryB.texture.Height / 2); _spRetryB.scale = new Vector2(0.5f, 0.5f); _spRetryB.currentAnim = 0; _spRetryB.slika = true; this.Game.Components.Add(_spRetryB); DrawScripts.AnimSprite _spExitB = new DrawScripts.AnimSprite(this.Game); _spExitB.texture = this.Game.Content.Load <Texture2D>("Assets\\MainMenu\\Exit"); _spExitB.position = new Vector2(this.Game.GraphicsDevice.Viewport.Width / 1.37f, this.Game.GraphicsDevice.Viewport.Height - 30); _spExitB.animations = new List <Rectangle>(); _spExitB.animations.Add(new Rectangle(0, 0, _spExitB.texture.Width, _spExitB.texture.Height)); _spExitB.center = new Vector2(_spExitB.texture.Width / 2, _spExitB.texture.Height / 2); _spExitB.scale = new Vector2(0.5f, 0.5f); _spExitB.currentAnim = 0; _spExitB.slika = true; this.Game.Components.Add(_spExitB); DrawScripts.AnimSprite _LeaderBoardTextHead = new DrawScripts.AnimSprite(this.Game); _LeaderBoardTextHead.font = this.Game.Content.Load <SpriteFont>("Assets\\Font\\Font"); _LeaderBoardTextHead.slika = false; _LeaderBoardTextHead.text = "Name -- Number of waves"; _LeaderBoardTextHead.position = new Vector2(((int)this.Game.GraphicsDevice.Viewport.Width / 2) - 100, 20); this.Game.Components.Add(_LeaderBoardTextHead); // 14 izpisev je lepa stevilka _LeaderBoardText = new DrawScripts.AnimSprite(this.Game); _LeaderBoardText.font = this.Game.Content.Load <SpriteFont>("Assets\\Font\\Font"); _LeaderBoardText.slika = false; _LeaderBoardText.text = "neki -- 13"; _LeaderBoardText.position = new Vector2(((int)this.Game.GraphicsDevice.Viewport.Width / 2) - 100, 50); this.Game.Components.Add(_LeaderBoardText); _UI = new List <DrawScripts.AnimSprite>(); _UI.Add(_spMainMenuB); _UI.Add(_spRetryB); _UI.Add(_spExitB); _UI.Add(_LeaderBoardTextHead); _UI.Add(_LeaderBoardText); DrawScripts.DrawMenu _draw = new DrawScripts.DrawMenu(this.Game, _UI); this.Game.Components.Add(_draw); PrevisuMouseVale = 0; top = 0; bot = 14; _LeaderBoard = new List <string[]>(); fillLeaderBoard(); makeTextbetween(); this.Game.IsMouseVisible = true; base.Initialize(); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { // TODO: Add your initialization code here DrawScripts.AnimSprite _spMainMenuB = new DrawScripts.AnimSprite(this.Game); _spMainMenuB.texture = this.Game.Content.Load <Texture2D>("Assets\\MainMenu\\Mainmenu"); _spMainMenuB.position = new Vector2(this.Game.GraphicsDevice.Viewport.Width / 2.7f, this.Game.GraphicsDevice.Viewport.Height - 30); _spMainMenuB.animations = new List <Rectangle>(); _spMainMenuB.animations.Add(new Rectangle(0, 0, _spMainMenuB.texture.Width, _spMainMenuB.texture.Height)); _spMainMenuB.center = new Vector2(_spMainMenuB.texture.Width / 2, _spMainMenuB.texture.Height / 2); _spMainMenuB.scale = new Vector2(0.5f, 0.5f); _spMainMenuB.currentAnim = 0; _spMainMenuB.slika = true; this.Game.Components.Add(_spMainMenuB); DrawScripts.AnimSprite _spSaveB = new DrawScripts.AnimSprite(this.Game); _spSaveB.texture = this.Game.Content.Load <Texture2D>("Assets\\MainMenu\\Save"); _spSaveB.position = new Vector2(this.Game.GraphicsDevice.Viewport.Width / 1.5f, this.Game.GraphicsDevice.Viewport.Height - 30); _spSaveB.animations = new List <Rectangle>(); _spSaveB.animations.Add(new Rectangle(0, 0, _spSaveB.texture.Width, _spSaveB.texture.Height)); _spSaveB.center = new Vector2(_spSaveB.texture.Width / 2, _spSaveB.texture.Height / 2); _spSaveB.scale = new Vector2(0.5f, 0.5f); _spSaveB.currentAnim = 0; _spSaveB.slika = true; this.Game.Components.Add(_spSaveB); DrawScripts.AnimSprite _spInputBack = new DrawScripts.AnimSprite(this.Game); _spInputBack.texture = this.Game.Content.Load <Texture2D>("Assets\\MainMenu\\InputBackGround"); _spInputBack.position = new Vector2(this.Game.GraphicsDevice.Viewport.Width / 2, this.Game.GraphicsDevice.Viewport.Height / 2); _spInputBack.animations = new List <Rectangle>(); _spInputBack.animations.Add(new Rectangle(0, 0, _spInputBack.texture.Width, _spInputBack.texture.Height)); _spInputBack.center = new Vector2(_spInputBack.texture.Width / 2, _spInputBack.texture.Height / 2); _spInputBack.scale = new Vector2(0.5f, 0.5f); _spInputBack.currentAnim = 0; _spInputBack.slika = true; this.Game.Components.Add(_spInputBack); DrawScripts.AnimSprite _EndScreenTextHeade = new DrawScripts.AnimSprite(this.Game); _EndScreenTextHeade.font = this.Game.Content.Load <SpriteFont>("Assets\\Font\\Font"); _EndScreenTextHeade.slika = false; _EndScreenTextHeade.text = " You died, \n at " + Waves + " waves. \n \n enter your name for the Leaderboard!"; _EndScreenTextHeade.position = new Vector2(((int)this.Game.GraphicsDevice.Viewport.Width / 2) - 200, 20); this.Game.Components.Add(_EndScreenTextHeade); _inputText = new DrawScripts.AnimSprite(this.Game); _inputText.font = this.Game.Content.Load <SpriteFont>("Assets\\Font\\Font"); _inputText.slika = false; _inputText.text = "";//17 max leght za ime _inputText.position = new Vector2(((int)this.Game.GraphicsDevice.Viewport.Width / 2) - 86, (this.Game.GraphicsDevice.Viewport.Height / 2) - 10); this.Game.Components.Add(_inputText); _UI = new List <DrawScripts.AnimSprite>(); _UI.Add(_spMainMenuB); _UI.Add(_spSaveB); _UI.Add(_spInputBack); _UI.Add(_EndScreenTextHeade); _UI.Add(_inputText); DrawScripts.DrawMenu _draw = new DrawScripts.DrawMenu(this.Game, _UI); this.Game.Components.Add(_draw); crke = new Dictionary <Keys, string>(); crke.Add(Keys.A, "a"); crke.Add(Keys.B, "b"); crke.Add(Keys.C, "c"); crke.Add(Keys.D, "d"); crke.Add(Keys.E, "e"); crke.Add(Keys.F, "f"); crke.Add(Keys.G, "g"); crke.Add(Keys.H, "h"); crke.Add(Keys.I, "i"); crke.Add(Keys.J, "j"); crke.Add(Keys.K, "k"); crke.Add(Keys.L, "l"); crke.Add(Keys.M, "m"); crke.Add(Keys.N, "n"); crke.Add(Keys.O, "o"); crke.Add(Keys.P, "p"); crke.Add(Keys.R, "r"); crke.Add(Keys.S, "s"); crke.Add(Keys.T, "t"); crke.Add(Keys.U, "u"); crke.Add(Keys.V, "v"); crke.Add(Keys.Z, "z"); crke.Add(Keys.Space, " "); keyStatesOld = new Dictionary <Keys, Boolean>(); keyStatesOld.Add(Keys.A, false); keyStatesOld.Add(Keys.B, false); keyStatesOld.Add(Keys.C, false); keyStatesOld.Add(Keys.D, false); keyStatesOld.Add(Keys.E, false); keyStatesOld.Add(Keys.F, false); keyStatesOld.Add(Keys.G, false); keyStatesOld.Add(Keys.H, false); keyStatesOld.Add(Keys.I, false); keyStatesOld.Add(Keys.J, false); keyStatesOld.Add(Keys.K, false); keyStatesOld.Add(Keys.L, false); keyStatesOld.Add(Keys.M, false); keyStatesOld.Add(Keys.N, false); keyStatesOld.Add(Keys.O, false); keyStatesOld.Add(Keys.P, false); keyStatesOld.Add(Keys.R, false); keyStatesOld.Add(Keys.S, false); keyStatesOld.Add(Keys.T, false); keyStatesOld.Add(Keys.U, false); keyStatesOld.Add(Keys.V, false); keyStatesOld.Add(Keys.Z, false); keyStatesOld.Add(Keys.Back, false); keyStatesOld.Add(Keys.Space, false); keyStatesNew = new Dictionary <Keys, Boolean>(); keyStatesNew.Add(Keys.A, false); keyStatesNew.Add(Keys.B, false); keyStatesNew.Add(Keys.C, false); keyStatesNew.Add(Keys.D, false); keyStatesNew.Add(Keys.E, false); keyStatesNew.Add(Keys.F, false); keyStatesNew.Add(Keys.G, false); keyStatesNew.Add(Keys.H, false); keyStatesNew.Add(Keys.I, false); keyStatesNew.Add(Keys.J, false); keyStatesNew.Add(Keys.K, false); keyStatesNew.Add(Keys.L, false); keyStatesNew.Add(Keys.M, false); keyStatesNew.Add(Keys.N, false); keyStatesNew.Add(Keys.O, false); keyStatesNew.Add(Keys.P, false); keyStatesNew.Add(Keys.R, false); keyStatesNew.Add(Keys.S, false); keyStatesNew.Add(Keys.T, false); keyStatesNew.Add(Keys.U, false); keyStatesNew.Add(Keys.V, false); keyStatesNew.Add(Keys.Z, false); keyStatesNew.Add(Keys.Back, false); keyStatesNew.Add(Keys.Space, false); this.Game.IsMouseVisible = true; base.Initialize(); }