public UILayer(Game1 game) { final = game.Content.Load <Effect>("HLSL/final"); font = game.Content.Load <SpriteFont>("UI/Arial"); mouseTex = game.Content.Load <Texture2D>("UI/dot"); gRef = game; boostFactor = 0; stats = LevelManager.Current.UIStats; mTexOrigin = new Vector2(mouseTex.Width / 2, mouseTex.Height / 2); //displayMsg = false; }
public UILayer(Game1 game, SpriteBatch sBatch) { final = game.Content.Load <Effect>("HLSL/final"); font = game.Content.Load <SpriteFont>("UI/Arial"); MouseTex = game.Content.Load <Texture2D>("UI/dot"); gRef = game; boostFactor = 0; target = new RenderTarget2D(game.GraphicsDevice, Game1.ScreenX, Game1.ScreenY, 1, SurfaceFormat.Color); MenuManager.Assemble(sBatch); stats = LevelManager.Current.UIStats; effects = new List <UIEffect>(); pEffects = new List <VertexBag>(); //displayMsg = false; spriteBatch = sBatch; MainCursor = new Cursor(Color.White); }
public static void NextLevel() { stats = LevelManager.Current.UIStats; currentTime = 0; boostFactor = 0; }