//Setup menu background public ui setupMenu(int backgroundX, int backgroundY, int backgroundWidth, int backgroundHeight) { ui menuBkg = new ui(); menuBkg.rectangle.X = backgroundX; menuBkg.rectangle.Y = backgroundY + backgroundHeight; menuBkg.rectangle = new Rectangle(menuBkg.rectangle.X, menuBkg.rectangle.Y + 25, backgroundWidth, 200); menuBkg.drawRectangle = new Rectangle(0, 0, 900, 250); menuBkg.name = "menuBkg"; return menuBkg; }
//Setup money sign before money value public ui setupMoneySign(int topBarX, int topBarY, int topBarHeight) { ui moneySign = new ui(); moneySignWidth = 8; moneySignHeight = 12; moneySign.rectangle.X = topBarX + 15; moneySign.rectangle.Y = topBarY + ((26 - moneySignHeight) / 2); moneySign.rectangle = new Rectangle(moneySign.rectangle.X, moneySign.rectangle.Y, moneySignWidth, moneySignHeight); moneySign.name = "moneySign"; return moneySign; }
protected override void LoadContent() { //Old mouse state oldMouseState = Mouse.GetState(); //Initial selected skill **move or replace** skillSelected = "right"; setSkill = 1; //Row and column of tiles tileRows = 5; tileColumns = 9; tileRowSet = false; // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //Fonts Font = Content.Load<SpriteFont>("Font"); skillHotkeysFont = Content.Load<SpriteFont>("skillHotkeysFont"); //Starting game status gameStatus = "playing"; //Level 1 level1 = level1.create(level1, screenWidth, screenHeight); //Setup UI menu = menu.setupMenu(level1.rectangle.X, level1.rectangle.Y, level1.bkgWidth, level1.bkgHeight); menu.image = Content.Load<Texture2D>("ui"); topBar = topBar.setupTopBar(level1.rectangle.X, level1.rectangle.Y, level1.bkgWidth, level1.bkgHeight); topBar.image = Content.Load<Texture2D>("topBar"); moneySign = moneySign.setupMoneySign(topBar.rectangle.X, topBar.rectangle.Y, level1.bkgWidth); moneySign.image = Content.Load<Texture2D>("dollarSign"); cash.setLocation(moneySign.rectangle.X, moneySign.rectangle.Y); mouse.image = Content.Load<Texture2D>("arrowPointer"); //Setup Tiles tiles.setupTiles(250, 10, 100, 100, screenWidth, screenHeight); tileArray = tiles.get(); tiles.image = Content.Load<Texture2D>("skillOverlay"); //Setup Skills setupSkills.setupSkills(menu.rectangle.X, menu.rectangle.Y, menu.rectangle.Height, menu.rectangle.Width); skills = setupSkills.getSkillsList(); setupSkills.placeSkills(skills); chosenSkills = setupSkills.getChosenSkillsList(); setupSkills.setupSkillHotkeys(skills); skillHotkeys = setupSkills.getSkillHotkeys(); //Setup Hotkeys **change when adding user input for settings** setupHotkey.setupHotkeys(); hotkeys = setupHotkey.getHotkeys(); //Setup Skill Images for (int i = 0; i < chosenSkills.Count; i++) { chosenSkills[i].image = Content.Load<Texture2D>("skillButtons"); } }
//setup topbar where money value is located public ui setupTopBar(int backgroundX, int backgroundY, int backgroundWidth, int backgroundHeight) { ui topBar = new ui(); topBar.rectangle.X = backgroundX; topBar.rectangle.Y = backgroundY + backgroundHeight; topBar.rectangle = new Rectangle(topBar.rectangle.X, topBar.rectangle.Y, backgroundWidth, 25); topBar.name = "topBar"; return topBar; }
//Place Skill On Tile public ui placeSkillOnTile(int column, int row, int skillChosen) { tileArray[column, row].skillOnTile = true; ui skills = new ui(); if (row > 0) skills.rectangle = new Rectangle(tileArray[column, row].x + 7, tileArray[column, row].y + 10 - tileArray[column, row].height, tileArray[column, row].width - 10, tileArray[column, row].height - 10); else skills.rectangle = new Rectangle(tileArray[column, row].x, tileArray[column, row].y - tileArray[column, row].height + 11, tileArray[column, row].width - 10, tileArray[column, row].height - 10); skills.setDrawRectangle(skillChosen); skills.name = "skill"; skillsPlacedOnBoard.Add(skills); return skills; }