public TutorialDisplay(GraphicsDevice graphics, ContentManager content) : base(graphics, content, "Tutorial") { GameStateMachine.getInstance().LevelContext = null; float xBuffer = 256; float yBuffer = 128; float leftSideX = Constants.RESOLUTION_X - xBuffer; float y = Constants.RESOLUTION_Y - yBuffer; VisualCallback setPrevipousState = delegate() { GameStateMachine.getInstance().goToPreviousState(); }; VisualCallback resetState = delegate() { init(this.scenario); }; string[] buttonNames = { "Menu", "Reset" }; TexturedEffectButton menu = ModelGenerationUtil.createButton(content, new Vector2(xBuffer, y), buttonNames[0]); TexturedEffectButton restart = ModelGenerationUtil.createButton(content, new Vector2(leftSideX, y), buttonNames[1]); this.buttons = new List <Button>(); this.buttons.Add(new Button(content, menu, setPrevipousState)); this.buttons.Add(new Button(content, restart, resetState)); init(0); }
public void createButtons(ButtonRequest[] requests) { this.buttons = new List <Button>(); if (requests.Length == 1) { ButtonRequest request = requests[0]; TexturedEffectButton button = ModelGenerationUtil.createButton(content, new Vector2(middle, y), request.Name); this.buttons.Add(new Button(content, button, request.Callback)); } else { for (int i = 0; i < requests.Length; i++) { ButtonRequest request = requests[i]; TexturedEffectButton button = ModelGenerationUtil.createButton(content, new Vector2(POSITIONS[i], y), request.Name); this.buttons.Add(new Button(content, button, request.Callback)); } } }