public override void Initialize() { interfaceSpriteBatch = new SpriteBatch(currentGame.GraphicsDevice); finalSpriteBatch = new SpriteBatch(currentGame.GraphicsDevice); StartServerButton = new Button(currentGame, asset: "StartServerButton"); JoinGameButton = new Button(currentGame, asset: "JoinGameButton"); EditDecksButton = new Button(currentGame, asset: "EditDecksButton"); OptionsButton = new Button(currentGame, asset: "OptionsButton"); // Add buttons to layout manager LayoutManager.AddElement(StartServerButton); LayoutManager.AddElement(JoinGameButton); LayoutManager.AddElement(EditDecksButton); LayoutManager.AddElement(OptionsButton); OnScreenElements = new List <IClickable>(); // Add elements from all layout containers to OnScreenElements foreach (IClickable element in LayoutManager.Elements) { OnScreenElements.Add(element); } currentInputEvent = InputEvent.None; keyboardHandler = new KeyboardHandler(currentGame); }
public override void Initialize() { interfaceSpriteBatch = new SpriteBatch(currentGame.GraphicsDevice); finalSpriteBatch = new SpriteBatch(currentGame.GraphicsDevice); OnScreenElements = new List <IClickable>(); OnScreenElements.Add(TestButton); LayoutManager.AddElement(TestButton); currentInputEvent = InputEvent.None; keyboardHandler = new KeyboardHandler(currentGame); intermediary.ConnectToServer(serverEndpoint); }
public override void Initialize() { interfaceSpriteBatch = new SpriteBatch(currentGame.GraphicsDevice); finalSpriteBatch = new SpriteBatch(currentGame.GraphicsDevice); OnScreenElements = new List <IClickable>(); //HACK Generate a bunch of dummy buttons for testing purposes for (int i = 0; i < TestButtons.Count(); i++) { TestButtons[i] = new Button(currentGame, position: new Rectangle(0, 0, 250, 100), colorOverlay: Color.DarkGreen, label: "start server", labelColor: Color.White); OnScreenElements.Add(TestButtons[i]); } // add UI to layout manager foreach (Button b in TestButtons) { LayoutManager.AddElement(b); } currentInputEvent = InputEvent.None; keyboardHandler = new KeyboardHandler(currentGame); }