public RadialMenu(int number, float radius, string pathAndName, float deployScale, float buttonScale, Vector2 position, ContentManager content) { m_isDeployed = false; m_centrePosition = position; m_number = number; m_radius = radius; m_buttons = new List <NormalButton>(); m_rotations = new List <float>(); m_buttonPositions = new List <Vector2>(); m_messageList = new List <string>(); m_messageList.Add("Move tower."); m_messageList.Add("Sell tower."); m_deployButton = new NormalButton(content.Load <Texture2D>("Art\\PlaceholderArt\\Tiles\\TowerPlacementTiles"), m_centrePosition, Color.White, deployScale, 1, 1, 1, content, new ToolTip(content.Load <Texture2D>("Art\\GameArt\\ToolTipBacking"), Game1.debugFont, new Vector2(0, 0), Color.White, Color.Black, Vector2.Zero, "Open Tower\nMenu."), ""); // Create the butons for (int i = 0; i < number; i++) { // This gets the fraction of Pi to be used for button separation float piChunk = MathHelper.Pi / number; // The rotation depends on the current iteration m_rotations.Add(0 + (i * piChunk)); // Make a button position according to the new rotation m_buttonPositions.Add(new Vector2(-(float)Math.Cos(m_rotations[i]), -(float)Math.Sin(m_rotations[i])) * radius); // Add the button at the new position m_buttons.Add(new NormalButton(content.Load <Texture2D>(pathAndName + i), m_centrePosition + m_buttonPositions[i], Color.White, buttonScale, 1, 1, 1, content, new ToolTip(content.Load <Texture2D>("Art\\GameArt\\ToolTipBacking"), Game1.debugFont, new Vector2(0, 0), Color.White, Color.Black, Vector2.Zero, m_messageList[i]), "")); } }
public AchievementsMenu(ContentManager Content) { m_achievemenyRows = new List <NormalMenu>(); m_rowYPositions = new List <Vector2>(); m_names = new List <string>(); AddAchievementShorthands(); AddAchievements(Content); m_backButton = new NormalButton(Content.Load <Texture2D>("Art\\GameArt\\MenuGUI\\SettingsMenu\\MenuButton1"), new Vector2(100, 960), Color.White, 1, 1, 1, 1, Content, null, ""); }
public DropMenu(ContentManager content, int scrollRectX, int scrollRectY, int scrollRectWidth, int scrollRectHeight, int mainX, int mainY, int gap, int dropX, int dropY, string pathAndName) { m_selectionButtons = new List <NormalButton>(); m_dropButton = new NormalButton(content.Load <Texture2D>(pathAndName), new Vector2(mainX, mainY), Color.White, 1, 1, 1, 1, content, new ToolTip(content.Load <Texture2D>("Art\\GameArt\\ToolTipBacking"), Game1.debugFont, new Vector2(0, 0), Color.White, Color.Black, Vector2.Zero, "Open Menu."), ""); m_scroll = 1; m_scrollRect = new Rectangle(scrollRectX, scrollRectY, scrollRectWidth, scrollRectHeight); m_gap = gap; m_dropX = dropX; m_dropY = dropY; m_hasDropped = false; }
public ConstructionMenu(ContentManager content) { // Create general menu buttons and open menu m_backGround = new StaticGraphic(content.Load <Texture2D>("Art\\GameArt\\ConstructionMenu\\Background"), Vector2.Zero, Color.White); m_newTowerButton = new NormalButton(content.Load <Texture2D>("Art\\GameArt\\ConstructionMenu\\Buttons\\NewTower"), new Vector2(150, 50), Color.White, 1, 1, 1, 1, content, new ToolTip(content.Load <Texture2D>("Art\\GameArt\\ToolTipBacking"), Game1.debugFont, new Vector2(0, 0), Color.White, Color.Black, Vector2.Zero, "New Tower."), ""); m_dropMenu = new DropMenu(content, 292, 114, 216, 252, 400, 50, 50, 400, 150, "Art\\GameArt\\ConstructionMenu\\Buttons\\OpenTower"); m_saveButton = new NormalButton(content.Load <Texture2D>("Art\\GameArt\\ConstructionMenu\\Buttons\\SaveTower"), new Vector2(650, 50), Color.White, 1, 1, 1, 1, content, new ToolTip(content.Load <Texture2D>("Art\\GameArt\\ToolTipBacking"), Game1.debugFont, new Vector2(0, 0), Color.White, Color.Black, Vector2.Zero, "Save Tower."), ""); m_foundationCount = 0; m_rotorCount = 0; // Create the part menus and if necessary adjust the source rectangles m_partMenus = new List <DropMenu>(); // Create foundations menu CreateFoundationsMenu(content); // Create rotors menu CreateRotorMenu(content); // Create components/struts menu CreateComponentMenu(content); // Create weapons menu CreateWeaponsMenu(content); // Create utilities menu CreateUtilityMenu(content); // Finally create the back button m_backButton = new NormalButton(content.Load <Texture2D>("Art\\GameArt\\MenuGUI\\MapGenMenu\\GenButton0"), new Vector2(150, 1000), Color.White, 1, 1, 1, 1, content, new ToolTip(content.Load <Texture2D>("Art\\GameArt\\ToolTipBacking"), Game1.debugFont, new Vector2(0, 0), Color.White, Color.Black, Vector2.Zero, "Return to the level."), ""); // Create tower info and controls class m_construct = new TowerConstruct(content); m_tower = new Tower(content, new Vector2(126, 126)); m_openedIndex = 0; m_controls = new ConstructionControls(this); }