Esempio n. 1
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 /**
  * Menu Constructor
  * @param screenWidth Width of the screen
  * @param screenHeight Height of the screen
  * @param spriteBatch SpriteBatch
  * @param gameContent GameContent
  */
 public Menu(int screenWidth, int screenHeight, SpriteBatch spriteBatch, GameContent gameContent)
 {
     this.screenWidth  = screenWidth;
     this.screenHeight = screenHeight;
     this.spriteBatch  = spriteBatch;
     this.gameContent  = gameContent;
     easy   = gameContent.menuText.MeasureString("Easy");
     medium = gameContent.menuText.MeasureString("Medium");
     hard   = gameContent.menuText.MeasureString("Hard");
 }
Esempio n. 2
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 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     spriteBatch = new SpriteBatch(GraphicsDevice);
     gameContent = new GameContent(Content);
     NewGame();
     menu      = new Menu(screenWidth, screenHeight, spriteBatch, gameContent);
     loseSpace = gameContent.text.MeasureString("You Lose");
     winSpace  = gameContent.text.MeasureString("You Win");
     // TODO: use this.Content to load your game content here
 }
Esempio n. 3
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 /**
  * Tile Constructor
  * @param x X position
  * @param y Y position
  * @param spriteBatch SpriteBatch
  * @param gameContent GameContent
  */
 public Tile(float x, float y, SpriteBatch spriteBatch, GameContent gameContent)
 {
     X                = x;
     Y                = y;
     SideLength       = gameContent.imgBlankTile.Width * 3;
     hasMine          = false;
     hasFlag          = false;
     hasQuestionMark  = false;
     Visible          = false;
     firstMine        = false;
     this.spriteBatch = spriteBatch;
     this.gameContent = gameContent;
 }
Esempio n. 4
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        /**
         * Board Constructor
         * @param rows Number of rows
         * @param columns Number of columns
         * @param distanceFromTop Number of pixels from the top of the screen the board is being drawn
         * @param numMines Total number of mines on the board
         * @param spriteBatch SpriteBatch
         * @param gameContent GameContent
         */
        public Board(int rows, int columns, int distanceFromTop, int numMines, SpriteBatch spriteBatch, GameContent gameContent)
        {
            Rows            = rows;
            Columns         = columns;
            DistanceFromTop = distanceFromTop;
            SideLength      = gameContent.imgBlankTile.Width * 3;
            NumMines        = numMines;
            Tiles           = new Tile[Rows, Columns];
            for (int i = 0; i < Rows; i++)
            {
                for (int j = 0; j < Columns; j++)
                {
                    Tiles[i, j] = new Tile(i * SideLength, j * SideLength + DistanceFromTop, spriteBatch, gameContent);
                }
            }
            Random random = new Random();
            int    x;
            int    y;

            while (numMines > 0)
            {
                x = random.Next(Rows);
                y = random.Next(Columns);
                if (!Tiles[x, y].hasMine)
                {
                    Tiles[x, y].hasMine = true;
                    numMines--;
                }
            }
            for (int i = 0; i < Rows; i++)
            {
                for (int j = 0; j < Columns; j++)
                {
                    Tiles[i, j].numNeighbors = CheckNeighbors(i, j);
                }
            }
        }