private void loadTwoPlayerButtons(Texture2D overlay) { float btnPosX = 2 * quarterScreenW - overlay.Width / 2f; float btnSpace = (quarterScreenH * 4 - quarterScreenH * 4 * .26f - 3f * overlay.Height) / 3; twoPlayerBtns[0] = new SSButton(Content.Load <Texture2D>(@"Buttons\SuitOnlineButton"), new Vector2(btnPosX, quarterScreenH), overlay, MenuStage.Online); twoPlayerBtns[1] = new SSButton(Content.Load <Texture2D>(@"Buttons\SuitLANButton"), new Vector2(btnPosX, twoPlayerBtns[0].Position.Y + overlay.Height + btnSpace), overlay, MenuStage.LAN); }
private void loadRocPapSciButtons(Texture2D overlay) { float btnPosY = 2 * quarterScreenH - overlay.Height / 2; float btnSpace = (quarterScreenW * 4 - quarterScreenW * 4 * .25f - 3f * overlay.Width) / 3; rocPapSciBtns[0] = new SSButton(Content.Load <Texture2D>(@"Buttons\RockButton"), new Vector2(quarterScreenW * 4 * .15f, btnPosY), overlay, MenuStage.RockPaperScissorsPlaced); rocPapSciBtns[1] = new SSButton(Content.Load <Texture2D>(@"Buttons\PaperButton"), new Vector2(rocPapSciBtns[0].Position.X + overlay.Width + btnSpace, btnPosY), overlay, MenuStage.RockPaperScissorsPlaced); rocPapSciBtns[2] = new SSButton(Content.Load <Texture2D>(@"Buttons\ScissorsButton"), new Vector2(rocPapSciBtns[1].Position.X + overlay.Width + btnSpace, btnPosY), overlay, MenuStage.RockPaperScissorsPlaced); }
private void loadMainButtons(Texture2D overlay) { float btnPosX = 2 * quarterScreenW - overlay.Width / 2f; float btnSpace = (quarterScreenH * 4 - quarterScreenH * 4 * .26f - 3f * overlay.Height) / 3; mainButtons[0] = new SSButton(Content.Load <Texture2D>(@"Buttons\SuitPlayButton"), new Vector2(btnPosX, quarterScreenH), overlay, MenuStage.Play); mainButtons[1] = new SSButton(Content.Load <Texture2D>(@"Buttons\SuitRulesButton"), new Vector2(btnPosX, mainButtons[0].Position.Y + overlay.Height + btnSpace), overlay, MenuStage.GameRules); mainButtons[2] = new SSButton(Content.Load <Texture2D>(@"Buttons\SuitSettingsButton"), new Vector2(btnPosX, mainButtons[1].Position.Y + overlay.Height + btnSpace), overlay, MenuStage.Settings); }
private void loadPlayButtons(Texture2D overlay) { float btnPosX = 2 * quarterScreenW - overlay.Width / 2f; float btnSpace = (quarterScreenH * 4 - quarterScreenH * 4 * .55f - 3f * overlay.Height) / 3; playButtons[0] = new SSButton(Content.Load <Texture2D>(@"Buttons\SuitVeryEasyButton"), new Vector2(btnPosX, quarterScreenH * 4 * .1f), overlay, MenuStage.VeryEasy); playButtons[1] = new SSButton(Content.Load <Texture2D>(@"Buttons\SuitEasyButton"), new Vector2(btnPosX, playButtons[0].Position.Y + overlay.Height + btnSpace), overlay, MenuStage.Easy); playButtons[2] = new SSButton(Content.Load <Texture2D>(@"Buttons\SuitMediumButton"), new Vector2(btnPosX, playButtons[1].Position.Y + overlay.Height + btnSpace), overlay, MenuStage.Medium); playButtons[3] = new SSButton(Content.Load <Texture2D>(@"Buttons\SuitHardButton"), new Vector2(btnPosX, playButtons[2].Position.Y + overlay.Height + btnSpace), overlay, MenuStage.Hard); playButtons[4] = new SSButton(Content.Load <Texture2D>(@"Buttons\SuitVeryHardButton"), new Vector2(btnPosX, playButtons[3].Position.Y + overlay.Height + btnSpace), overlay, MenuStage.VeryHard); playButtons[5] = new SSButton(Content.Load <Texture2D>(@"Buttons\Suit2PlayerButton"), new Vector2(btnPosX, playButtons[4].Position.Y + overlay.Height + btnSpace), overlay, MenuStage.TwoPlayer); }
private void loadMenuButtons() { Texture2D overlay = Content.Load <Texture2D>(@"Buttons\ButtonCover"); loadMainButtons(overlay); loadPlayButtons(overlay); loadTwoPlayerButtons(overlay); overlay = Content.Load <Texture2D>(@"Buttons\RocPapSciButton"); loadRocPapSciButtons(overlay); overlay = Content.Load <Texture2D>(@"Buttons\backBtnCover"); backButton = new SSButton(Content.Load <Texture2D>(@"Buttons\SuitBackButton"), new Vector2(20f, 20f), overlay, MenuStage.MainMenu); playButtons[6] = backButton; gameRulesBtns[0] = backButton; settingsBtns[0] = backButton; backButton = new SSButton(Content.Load <Texture2D>(@"Buttons\SuitBackButton"), new Vector2(20f, 20f), overlay, MenuStage.Play); rocPapSciBtns[3] = backButton; twoPlayerBtns[2] = backButton; }
protected override void LoadContent() { spriteBatch = new SpriteBatch(Game.GraphicsDevice); SSEngine.DeckSprites["AceClub"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/AceClub"), RankValue.Ace, Suit.Club); SSEngine.DeckSprites["AceDiamond"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/AceDiamond"), RankValue.Ace, Suit.Diamond); SSEngine.DeckSprites["AceHearts"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/AceHearts"), RankValue.Ace, Suit.Hearts); SSEngine.DeckSprites["AceSpades"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/AceSpades"), RankValue.Ace, Suit.Spades); SSEngine.DeckSprites["DeuceClub"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/DeuceClub"), RankValue.Deuce, Suit.Club); SSEngine.DeckSprites["DeuceDiamond"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/DeuceDiamond"), RankValue.Deuce, Suit.Diamond); SSEngine.DeckSprites["DeuceHearts"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/DeuceHearts"), RankValue.Deuce, Suit.Hearts); SSEngine.DeckSprites["DeuceSpades"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/DeuceSpades"), RankValue.Deuce, Suit.Spades); SSEngine.DeckSprites["ThreeClub"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/ThreeClub"), RankValue.Three, Suit.Club); SSEngine.DeckSprites["ThreeDiamond"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/ThreeDiamond"), RankValue.Three, Suit.Diamond); SSEngine.DeckSprites["ThreeHearts"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/ThreeHearts"), RankValue.Three, Suit.Hearts); SSEngine.DeckSprites["ThreeSpades"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/ThreeSpades"), RankValue.Three, Suit.Spades); SSEngine.DeckSprites["FourClub"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/FourClub"), RankValue.Four, Suit.Club); SSEngine.DeckSprites["FourDiamond"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/FourDiamond"), RankValue.Four, Suit.Diamond); SSEngine.DeckSprites["FourHearts"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/FourHearts"), RankValue.Four, Suit.Hearts); SSEngine.DeckSprites["FourSpades"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/FourSpades"), RankValue.Four, Suit.Spades); SSEngine.DeckSprites["FiveClub"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/FiveClub"), RankValue.Five, Suit.Club); SSEngine.DeckSprites["FiveDiamond"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/FiveDiamond"), RankValue.Five, Suit.Diamond); SSEngine.DeckSprites["FiveHearts"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/FiveHearts"), RankValue.Five, Suit.Hearts); SSEngine.DeckSprites["FiveSpades"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/FiveSpades"), RankValue.Five, Suit.Spades); SSEngine.DeckSprites["SixClub"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/SixClub"), RankValue.Six, Suit.Club); SSEngine.DeckSprites["SixDiamond"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/SixDiamond"), RankValue.Six, Suit.Diamond); SSEngine.DeckSprites["SixHearts"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/SixHearts"), RankValue.Six, Suit.Hearts); SSEngine.DeckSprites["SixSpades"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/SixSpades"), RankValue.Six, Suit.Spades); SSEngine.DeckSprites["SevenClub"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/SevenClub"), RankValue.Seven, Suit.Club); SSEngine.DeckSprites["SevenDiamond"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/SevenDiamond"), RankValue.Seven, Suit.Diamond); SSEngine.DeckSprites["SevenHearts"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/SevenHearts"), RankValue.Seven, Suit.Hearts); SSEngine.DeckSprites["SevenSpades"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/SevenSpades"), RankValue.Seven, Suit.Spades); SSEngine.DeckSprites["EightClub"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/EightClub"), RankValue.Eight, Suit.Club); SSEngine.DeckSprites["EightDiamond"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/EightDiamond"), RankValue.Eight, Suit.Diamond); SSEngine.DeckSprites["EightHearts"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/EightHearts"), RankValue.Eight, Suit.Hearts); SSEngine.DeckSprites["EightSpades"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/EightSpades"), RankValue.Eight, Suit.Spades); SSEngine.DeckSprites["NineClub"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/NineClub"), RankValue.Nine, Suit.Club); SSEngine.DeckSprites["NineDiamond"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/NineDiamond"), RankValue.Nine, Suit.Diamond); SSEngine.DeckSprites["NineHearts"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/NineHearts"), RankValue.Nine, Suit.Hearts); SSEngine.DeckSprites["NineSpades"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/NineSpades"), RankValue.Nine, Suit.Spades); SSEngine.DeckSprites["TenClub"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/TenClub"), RankValue.Ten, Suit.Club); SSEngine.DeckSprites["TenDiamond"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/TenDiamond"), RankValue.Ten, Suit.Diamond); SSEngine.DeckSprites["TenHearts"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/TenHearts"), RankValue.Ten, Suit.Hearts); SSEngine.DeckSprites["TenSpades"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/TenSpades"), RankValue.Ten, Suit.Spades); SSEngine.DeckSprites["JackClub"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/JackClub"), RankValue.Jack, Suit.Club); SSEngine.DeckSprites["JackDiamond"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/JackDiamond"), RankValue.Jack, Suit.Diamond); SSEngine.DeckSprites["JackHearts"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/JackHearts"), RankValue.Jack, Suit.Hearts); SSEngine.DeckSprites["JackSpades"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/JackSpades"), RankValue.Jack, Suit.Spades); SSEngine.DeckSprites["QueenClub"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/QueenClub"), RankValue.Queen, Suit.Club); SSEngine.DeckSprites["QueenDiamond"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/QueenDiamond"), RankValue.Queen, Suit.Diamond); SSEngine.DeckSprites["QueenHearts"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/QueenHearts"), RankValue.Queen, Suit.Hearts); SSEngine.DeckSprites["QueenSpades"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/QueenSpades"), RankValue.Queen, Suit.Spades); SSEngine.DeckSprites["KingClub"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/KingClub"), RankValue.King, Suit.Club); SSEngine.DeckSprites["KingDiamond"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/KingDiamond"), RankValue.King, Suit.Diamond); SSEngine.DeckSprites["KingHearts"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/KingHearts"), RankValue.King, Suit.Hearts); SSEngine.DeckSprites["KingSpades"] = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/KingSpades"), RankValue.King, Suit.Spades); CardSprite cardBack = new CardSprite(Game.Content.Load <Texture2D>(@"DeckOfCards/CardBack")); Vector2 discardPosition = new Vector2(3 * SSEngine.QuarterSceenWidth - 2 * cardBack.Texture.Width, 2 * SSEngine.QuarterSceenHeight - cardBack.Texture.Height / 2); CardSprite discardpileSprite = new CardSprite(Game.Content.Load <Texture2D>("DiscardPile"), discardPosition); discardPile = new DiscardPile(discardpileSprite); deckPosition = new Vector2(3 * SSEngine.QuarterSceenWidth - discardpileSprite.Texture.Width / 2, 2 * SSEngine.QuarterSceenHeight - discardpileSprite.Texture.Height / 2); CardSprite deckSprite = new CardSprite(Game.Content.Load <Texture2D>("DeckPile"), deckPosition); SoundEffect setSound = Game.Content.Load <SoundEffect>(@"Audio\CardSet"); deckPile = new DeckPile(deckSprite, cardBack, Game.Content.Load <SoundEffect>(@"Audio\CardShuffle"), Game.Content.Load <SoundEffect>(@"Audio\DrawCard"), setSound); deckPile.ShuffleDeck(); playerCards1 = new PlayerHand(Game.Content.Load <Texture2D>(@"Hand\ArrowButtonL"), Game.Content.Load <Texture2D>(@"Hand\ArrowButtonCoverL"), Game.Content.Load <Texture2D>(@"Hand\ArrowButtonR"), Game.Content.Load <Texture2D>(@"Hand\ArrowButtonCoverR"), cardBack.Texture, setSound); playerCards2 = new AIHand(cardBack.Texture, setSound); font = Game.Content.Load <SpriteFont>(@"Fonts\GameFont"); Texture2D overlay = Game.Content.Load <Texture2D>(@"Buttons\backBtnCover"); backButton = new SSButton(Game.Content.Load <Texture2D>(@"Buttons\SuitBackButton"), new Vector2(20f, 20f), overlay, MenuStage.Play); overlay = Game.Content.Load <Texture2D>(@"Buttons\ButtonCover"); endTurnButton = new Button(Game.Content.Load <Texture2D>(@"Buttons\SuitEndTurnButton"), new Vector2(3 * SSEngine.QuarterSceenWidth + discardpileSprite.Texture.Width, 2 * SSEngine.QuarterSceenHeight - overlay.Height / 2), overlay); panel = new SelectPanel(Game.Content, "Change To"); base.LoadContent(); }