/// <summary> /// Constucts and assigns the basic data /// </summary> /// <param name="graphicsDevice"></param> /// <param name="colorMap"></param> /// <param name="fonts"></param> /// <param name="screenChanged"></param> public SettingsScreen( GraphicsDevice graphicsDevice, ColorMap colorMap, List<SpriteFont> fonts, ScreenChanged screenChanged ) { // subscribe to the delegate invocation list _screenChanged += screenChanged; // assign references to the local instance refs _graphicsDevice = graphicsDevice; _colorMap = colorMap; _fonts = fonts; }
/// <summary> /// Creates the achievements screen and assigns the basic data /// </summary> /// <param name="graphicsDevice"></param> /// <param name="colorMap"></param> /// <param name="fonts"></param> /// <param name="screenChanged"></param> public TopScoresScreen( GraphicsDevice graphicsDevice, ColorMap colorMap, List<SpriteFont> fonts, ScreenChanged screenChanged ) { // subscribe the delegate _screenChanged += screenChanged; // assign the refs to the local instances _graphicsDevice = graphicsDevice; _colorMap = colorMap; _fonts = fonts; }
/// <summary> /// Creates the color plate track and assigned the provided data /// </summary> /// <param name="graphicsDevice"></param> /// <param name="colorMap"></param> /// <param name="velocity"></param> /// <param name="font"></param> /// <param name="difficulty"></param> public ColorPlateTrack( GraphicsDevice graphicsDevice, ColorMap colorMap, SpriteFont font, Difficulty difficulty ) { // assign res to local refs this.TrackDifficulty = difficulty; this.font = font; this.Velocity = (int)difficulty; this.TrackColorMap = colorMap; // add the first plate to the track ColorPlates = new List<ColorPlate>(); ColorPlates.Add( CreateColorPlate( graphicsDevice ) ); }
/// <summary> /// Creates the main screen and assigns the provided instances to local refs /// </summary> /// <param name="graphicsDevice"></param> /// <param name="colorMap"></param> /// <param name="fonts"></param> /// <param name="method"></param> public MainScreen( GraphicsDevice graphicsDevice, ColorMap colorMap, List<SpriteFont> fonts, ScreenChanged method ) { // subscribe to the delegate invocation list _screenChanged += method; // assign refs to the local instances _graphicsDevice = graphicsDevice; _fonts = fonts; _colorMap = colorMap; // create a new track for the main screen with the top difficulty _track = new ColorPlateTrack( graphicsDevice, colorMap, _fonts[ 0 ], Difficulty.Asian ); }
/// <summary> /// Instantiates the game screen and sets up the base values /// </summary> /// <param name="graphicsDevice"></param> /// <param name="colorMap"></param> /// <param name="fonts"></param> /// <param name="screenChanged"></param> public GameScreen( GraphicsDevice graphicsDevice, ColorMap colorMap, List<SpriteFont> fonts, ScreenChanged screenChanged ) { // subscribe to the screen change delegate _screenChanged += screenChanged; // assign the local refs _graphicsDevice = graphicsDevice; _colorMap = colorMap; _fonts = fonts; // create the track Track = new ColorPlateTrack( _graphicsDevice, colorMap, _fonts[ 0 ], Difficulty.Pro /*alter to populate from settings*/ ); }
/// <summary> /// Creates the Screen manager and inits the base data /// </summary> /// <param name="graphicsDevice"></param> /// <param name="colorMap"></param> /// <param name="fonts"></param> public ScreenManager( GraphicsDevice graphicsDevice, ColorMap colorMap, List<SpriteFont> fonts ) { // assign local refs _graphicsDevice = graphicsDevice; _colorMap = colorMap; _fonts = fonts; // set the default screen _currentScreen = Screen.Main; _nextScreen = Screen.None; // create all screens _mainScreen = new MainScreen( _graphicsDevice, _colorMap, _fonts, ScreenChanged ); _gameScreen = new GameScreen( _graphicsDevice, _colorMap, _fonts, ScreenChanged ); _settingsScreen = new SettingsScreen( _graphicsDevice, _colorMap, _fonts, ScreenChanged ); _topScoresScreen = new TopScoresScreen( _graphicsDevice, _colorMap, _fonts, ScreenChanged ); // set up the swapping texture _bgT = ItemFactory.CreateFilledTexture( _graphicsDevice, 1, 480, Color.Black ); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Load the required fonts _fonts = new List<SpriteFont>(); _fonts.Add( Content.Load<SpriteFont>( "Motorwerk24" ) ); _fonts.Add( Content.Load<SpriteFont>( "Motorwerk40" ) ); _fonts.Add( Content.Load<SpriteFont>( "Motorwerk54" ) ); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch( GraphicsDevice ); // Create a new color map _colorMap = new ColorMap( GraphicsDevice ); // Create a new background _background = new BackgroundTrack( GraphicsDevice ); // Create a new screen manager with the given color map and the loaded fonts _screenManager = new ScreenManager( GraphicsDevice, _colorMap, _fonts ); }