/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // create the deck object and shuffle Deck deck = new Deck(Content, 100, 100); deck.Shuffle(); // create the player hands and fully deal the deck into the hands playerOneHand = new WarHand(WINDOW_WIDTH / 2, 100); playerTwoHand = new WarHand(WINDOW_WIDTH / 2, WINDOW_HEIGHT - 100); for (int i = 0; i < 2; i++) { playerOneHand.AddCard(deck.TakeTopCard()); playerTwoHand.AddCard(deck.TakeTopCard()); } // create the player battle piles playerOneBP = new WarBattlePile(WINDOW_WIDTH / 2, 200); playerTwoBP = new WarBattlePile(WINDOW_WIDTH / 2, WINDOW_HEIGHT - 200); // create the player winner messages playerOneWM = new WinnerMessage(Content, WINDOW_WIDTH / 2 + 150, 100); playerTwoWM = new WinnerMessage(Content, WINDOW_WIDTH / 2 + 150, WINDOW_HEIGHT - 100); // create the menu buttons flipButton = new MenuButton(Content, "flipbutton", 150, 150, GameState.Flip); quitButton = new MenuButton(Content, "quitbutton", 150, 450, GameState.Quit); collectWinnings = new MenuButton(Content, "collectwinningsbutton", 150, 300, GameState.CollectWinnings); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // create the deck object and shuffle Deck deck = new Deck(Content, 0, 0); deck.Shuffle(); // create the player hands and fully deal the deck into the hands // WINDOW_HEIGHT / 6 and WINDOW_HEIGHT * 5/6 handPlayer1 = new WarHand(WINDOW_WIDTH / 2, WINDOW_HEIGHT - 500); handPlayer2 = new WarHand(WINDOW_WIDTH / 2, WINDOW_HEIGHT - 100); //while (!deck.Empty) for (int i = 0; i < 2; i++) { handPlayer1.AddCard(deck.TakeTopCard()); handPlayer2.AddCard(deck.TakeTopCard()); } // create the player battle piles // WINDOW_HEIGHT / 3 and WINDOW_HEIGHT * 2/3 pilePlayer1 = new WarBattlePile(WINDOW_WIDTH / 2, WINDOW_HEIGHT - 380); pilePlayer2 = new WarBattlePile(WINDOW_WIDTH / 2, WINDOW_HEIGHT - 220); // create the player winner messages // WINDOW_WIDHT * 3 / 4, WINDOW_HEIGHT / 6 AND WINDOW_HEIGHT * 5 / 6 winnerPlayer1 = new WinnerMessage(Content, WINDOW_WIDTH - 200, WINDOW_HEIGHT - 500); winnerPlayer2 = new WinnerMessage(Content, WINDOW_WIDTH - 200, WINDOW_HEIGHT - 100); // create the menu buttons // WINDOW_WIDTH / 5, WINDOW_HEIGHT / 4 flipCards = new MenuButton(Content, "flipbutton", WINDOW_WIDTH - 650, WINDOW_HEIGHT - 450, GameState.Flip); // WINDOW_WIDTH / 5, WINDOW_HEIGHT * 3 / 4 quitGame = new MenuButton(Content, "quitbutton", WINDOW_WIDTH - 650, WINDOW_HEIGHT - 150, GameState.Quit); // WINDOW_WIDTH / 5, WINDOW_HEIGHT / 2 collectWinnings = new MenuButton(Content, "collectwinningsbutton", WINDOW_WIDTH - 650, WINDOW_HEIGHT - 300, GameState.Play); // GameState.CollectWinnings collectWinnings.Visible = false; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // create the deck object and shuffle Deck deck = new Deck(Content, 0, 0); deck.Shuffle(); // create the player hands and fully deal the deck into the hands player1Hand = new WarHand(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 6); player2Hand = new WarHand(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight * 5 / 6); while (!deck.Empty) { player1Hand.AddCard(deck.TakeTopCard()); player2Hand.AddCard(deck.TakeTopCard()); } // create the player battle piles player1BattlePile = new WarBattlePile(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 3); player2BattlePile = new WarBattlePile(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight * 2 / 3); // create the player winner messages player1Message = new WinnerMessage(Content, graphics.PreferredBackBufferWidth * 3 / 4, graphics.PreferredBackBufferHeight / 6); player2Message = new WinnerMessage(Content, graphics.PreferredBackBufferWidth * 3 / 4, graphics.PreferredBackBufferHeight * 5 / 6); // create the menu buttons flipButton = new MenuButton(Content, "flipbutton", graphics.PreferredBackBufferWidth / 5, graphics.PreferredBackBufferHeight / 4, GameState.Flip); collectWinningsButton = new MenuButton(Content, "collectwinningsbutton", graphics.PreferredBackBufferWidth / 5, graphics.PreferredBackBufferHeight / 2, GameState.Play); collectWinningsButton.Visible = false; quitButton = new MenuButton(Content, "quitbutton", graphics.PreferredBackBufferWidth / 5, graphics.PreferredBackBufferHeight / 4 * 3, GameState.Quit); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // create the deck object and shuffle deck = new Deck(Content, 100, 100); deck.Shuffle(); for (int i = 1; i < 45; i++) { deck.TakeTopCard(); } // create the player hands and fully deal the deck into the hands player1 = new WarHand((int)(graphics.PreferredBackBufferWidth / 2), (int)(graphics.PreferredBackBufferHeight * 0.2)); player2 = new WarHand((int)(graphics.PreferredBackBufferWidth / 2), (int)(graphics.PreferredBackBufferHeight * 0.8)); while (!deck.Empty) { player1.AddCard(deck.TakeTopCard()); player2.AddCard(deck.TakeTopCard()); } // create the player battle piles battlePile1 = new WarBattlePile((int)(graphics.PreferredBackBufferWidth / 2), (int)(graphics.PreferredBackBufferHeight * 0.4)); battlePile2 = new WarBattlePile((int)(graphics.PreferredBackBufferWidth / 2), (int)(graphics.PreferredBackBufferHeight * 0.6)); // create the player winner messages playerOneWin = new WinnerMessage(Content, (int)(graphics.PreferredBackBufferWidth * 0.7), (int)(graphics.PreferredBackBufferHeight * 0.2)); playerTwoWin = new WinnerMessage(Content, (int)(graphics.PreferredBackBufferWidth * 0.7), (int)(graphics.PreferredBackBufferHeight * 0.8)); // create the menu buttons flipButton = new MenuButton(Content, "flipbutton", (int)(graphics.PreferredBackBufferWidth * 0.2), (int)(graphics.PreferredBackBufferHeight * 0.3), GameState.Flip); collectButton = new MenuButton(Content, "collectwinningsbutton", (int)(graphics.PreferredBackBufferWidth * 0.2), (int)(graphics.PreferredBackBufferHeight * 0.5), GameState.CollectWinnings); quitButton = new MenuButton(Content, "quitbutton", (int)(graphics.PreferredBackBufferWidth * 0.2), (int)(graphics.PreferredBackBufferHeight * 0.7), GameState.Quit); flipButton.Visible = false; collectButton.Visible = false; quitButton.Visible = false; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // create the deck object and shuffle deck = new Deck(Content, 0, 0); deck.Shuffle(); // create the player hands and fully deal the deck into the hands playerOneHand = new WarHand(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 6); playerTwoHand = new WarHand(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 6 * 5); while (!deck.Empty) { playerOneHand.AddCard(deck.TakeTopCard()); playerTwoHand.AddCard(deck.TakeTopCard()); } // create the player battle piles playerOnePile = new WarBattlePile(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 3); playerTwoPile = new WarBattlePile(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 3 * 2); // create the player winner messages playerOneMessage = new WinnerMessage(Content, graphics.PreferredBackBufferWidth / 4 * 3, graphics.PreferredBackBufferHeight / 3); playerTwoMessage = new WinnerMessage(Content, graphics.PreferredBackBufferWidth / 4 * 3, graphics.PreferredBackBufferHeight / 3 * 2); // create the menu buttons flipButton = new MenuButton(Content, "flipbutton", 200, 150, GameState.Flip); quitButton = new MenuButton(Content, "quitbutton", 200 ,450 , GameState.Quit); collectButton = new MenuButton(Content, "collectwinningsbutton", 200, 150, GameState.CollectWinnings); // load font spriteFont = Content.Load<SpriteFont>("SpriteFont1"); }