/* * ******************************* * Constructors * ******************************* */ public ScreenPause(GameMain gameMain, ScreenPlay currentPlayScreenState) : base(gameMain, "sprites/playscreen_background", false, "audio/pausescreen_background_music", true) { this.mCurrentPlayScreenState = currentPlayScreenState; // define total options mOptionsText = new String[2]; mOptionsPosition = new Vector2[2]; // set options text mOptionsText[0] = "Continue"; mOptionsText[1] = "Back to Main Menu"; // set options position Vector2 optionfontDimensions = NormalFont.MeasureString(mOptionsText[0]); float fontHeight = optionfontDimensions.Y; mOptionsPosition[0] = new Vector2((GameMain.SCREEN_WIDTH / 2) - (optionfontDimensions.X), (GameMain.SCREEN_HEIGHT / 2) - (fontHeight)); mOptionsPosition[1] = new Vector2( (GameMain.SCREEN_WIDTH / 2) - (optionfontDimensions.X), (mOptionsPosition[0].Y) + (fontHeight) ); base.initialiseOptions(); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (GameMain game = new GameMain()) { game.Run(); } }
/* * ******************************* * Constructors * ******************************* */ protected BaseGame(GameMain gameMain) { mGameMain = gameMain; mContent = gameMain.Content; mHelperScreen = gameMain.HelperScreen; mHelperBackgroundTexture = new HelperBackgroundTexture(gameMain.Content); mHelperMusic = new HelperMusic(gameMain.Content); setCommonUi(); }
/* * ******************************* * Constructors * ******************************* */ public ScreenPlay(GameMain gameMain) : base(gameMain) { //SoundEffect.MasterVolume = 0.5f; setTextures(); base.HelperMusic.setBackgroundMusic("audio/playscreen_background_music"); base.HelperBackgroundTexture.setBackgroundTexture("sprites/playscreen_background", true); createBalloons(); base.HelperMusic.playBackgroundMusic(true, 0.3f); isFromAnotherScreen = true; }
/* * ******************************* * Variables * ******************************* */ /* * ******************************* * Constructors * ******************************* */ public ScreenTitle(GameMain gameMain) : base(gameMain, "sprites/playscreen_background", false, "audio/playscreen_background_music", true) { // define total options mOptionsText = new String[4]; mOptionsPosition = new Vector2[4]; // set options text mOptionsText[0] = "Play"; mOptionsText[1] = "Settings"; mOptionsText[2] = "Help"; mOptionsText[3] = "Exit"; // set options position Vector2 optionfontDimensions = NormalFont.MeasureString(mOptionsText[0]); float fontHeight = optionfontDimensions.Y; mOptionsPosition[0] = new Vector2((GameMain.SCREEN_WIDTH / 2) - (optionfontDimensions.X), (GameMain.SCREEN_HEIGHT / 2) - (fontHeight)); mOptionsPosition[1] = new Vector2( (GameMain.SCREEN_WIDTH / 2) - (optionfontDimensions.X), (mOptionsPosition[0].Y) + (fontHeight) ); mOptionsPosition[2] = new Vector2( (GameMain.SCREEN_WIDTH / 2) - (optionfontDimensions.X), (mOptionsPosition[1].Y) + (fontHeight) ); mOptionsPosition[3] = new Vector2( (GameMain.SCREEN_WIDTH / 2) - (optionfontDimensions.X), (mOptionsPosition[2].Y) + (fontHeight) ); base.initialiseOptions(); }
/* * ******************************* * Constructors * ******************************* */ /// <summary> /// Base class for all menu screens. /// - Use the mOptionsText[] and the mOptionsPosition[] arrays to defines the menu options text and position. /// - Call "initialiseOptions" method after options text and positions have been set /// - Override "optionSelectAction" method to define unique actions for when an option is clicked, use the mOptionsBody[] /// array to get the collision for each option /// </summary> /// <param name="gameMain"></param> /// <param name="backgroundTexturePath"></param> give null for no bacground texture /// <param name="backgroundMoving"></param> //true for a moving background /// <param name="backgroundMusicPath"></param> give null for no sound public BaseScreenMenu( GameMain gameMain, String backgroundTexturePath, bool backgroundMoving, String backgroundMusicPath, bool backgroundMusicRepeat ) : base(gameMain) { if (backgroundTexturePath != null) { base.HelperBackgroundTexture.setBackgroundTexture(backgroundTexturePath, backgroundMoving); } if (backgroundMusicPath != null) { base.HelperMusic.setBackgroundMusic(backgroundMusicPath); base.HelperMusic.playBackgroundMusic(backgroundMusicRepeat, 0.3f); } }