void UpdateSliderValue(SliderGroup slider, float value, string titleText) { slider.SetValue(value); slider.SetTitle(titleText + value); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here blockTex = Content.Load<Texture2D>("block"); input = new InputHelper(); sliders = new SliderGroup(blockTex, new Vector2(20,20)); initscaleslider = new SliderGroup.DoubleSlider(0.004, 0.004, 1.6, 0.004, SliderChanged); sliders.RegisterValue(initscaleslider); magicslider = new SliderGroup.DoubleSlider(0.1, -1.0, 1.0, 0.8, SliderChanged); sliders.RegisterValue(magicslider); scalemodslider = new SliderGroup.DoubleSlider(0.1, 0.1, 1.9, 1.0, SliderChanged); sliders.RegisterValue(scalemodslider); scalemodmodslider = new SliderGroup.DoubleSlider(0.1, 0.1, 1.9, 0.3, SliderChanged); sliders.RegisterValue(scalemodmodslider); sliders.SelectSlider(0); try { pad = input.AcquireNewPad(); cam = new CamManual(pad); } catch(Exception e) { cam = new CamKeyboard(input); } //cam = new CamManual(pad); //cam = new CamKeyboard(input); cam.Viewport = new Vector2(1280, 720); cam.Position = new Vector2(0, 0);//-360 + GroundOffset); int width = LevelWidth * BaseUnitSize; int height = LevelHeight * BaseUnitSize; cam.Bounds = new Rectangle(-width / 2, -height, width, height + GroundOffset); wrapUV = new SamplerState(); wrapUV.AddressU = TextureAddressMode.Wrap; wrapUV.AddressV = TextureAddressMode.Wrap; wrapUV.Filter = TextureFilter.Point; base.Initialize(); }