protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); this.Services.AddService(typeof(SpriteBatch), spriteBatch); textureBackgournd = Content.Load <Texture2D>("MainMenu//BackGround"); btnPlay = new cButton(this, Content.Load <Texture2D>("MainMenu//Play"), new Point(x / 2 - 75, y / 2 - 200), new Vector2(150, 50)); btnHowToPlay = new cButton(this, Content.Load <Texture2D>("MainMenu//HowToPlay"), new Point(x / 2 - 75, y / 2 - 100), new Vector2(150, 50)); btnAbout = new cButton(this, Content.Load <Texture2D>("MainMenu//About"), new Point(x / 2 - 75, y / 2), new Vector2(150, 50)); btnExit = new cButton(this, Content.Load <Texture2D>("MainMenu//Exit"), new Point(x / 2 - 75, y / 2 + 100), new Vector2(150, 50)); btnBack = new cButton(this, Content.Load <Texture2D>("MainMenu//Back"), new Point(x - 150, y - 50), new Vector2(150, 50)); btnEasy = new cButton(this, Content.Load <Texture2D>("MainMenu//Easy"), new Point(x / 2 - 75, y / 2 - 150), new Vector2(150, 50)); btnMedium = new cButton(this, Content.Load <Texture2D>("MainMenu//Medium"), new Point(x / 2 - 75, y / 2 - 50), new Vector2(150, 50)); btnHard = new cButton(this, Content.Load <Texture2D>("MainMenu//Hard"), new Point(x / 2 - 75, y / 2 + 50), new Vector2(150, 50)); btnWin = new cButton(this, Content.Load <Texture2D>("MainMenu//Win"), new Point(x / 2 - 150, y / 2 - 75), new Vector2(300, 150)); btnLose = new cButton(this, Content.Load <Texture2D>("MainMenu//Lose"), new Point(x / 2 - 150, y / 2 - 75), new Vector2(300, 150)); }
private void Start(int NumberOfButton, int NumberOfBoom) { player = new cPlayer(this, Content.Load <Texture2D>("Sprite//PLayer"), StartPoint, new Point(NumberOfButton * 65 + 150, NumberOfButton * 65)); fx = fy = NumberOfButton; stopped = false; CurrentGameState = GameState.MainMenu; count = 0; winner = Winner.Playing; Button = new cButton[11, 11]; Button1 = new cButton[11, 11]; bState = new int[12, 12]; for (int i = 1; i <= NumberOfButton; i++) { for (int j = 1; j <= NumberOfButton; j++) { bState[i, j] = 1; } } for (int i = 0; i < NumberOfButton + 1; i++) { bState[i, 0] = 10; bState[0, i] = 10; bState[i, NumberOfButton + 1] = 10; bState[NumberOfButton + 1, i] = 10; } bState[fx, fy] = 100; FindAway(fx, fy); RandomBoom(NumberOfBoom); CheckBoom(); int by = 0; for (int i = 1; i <= NumberOfButton; i++) { int bx = 150; for (int j = 1; j <= NumberOfButton; j++) { Button[i, j] = new cButton(this, Content.Load <Texture2D>("Buttons//img_cell"), new Point(bx, by), new Vector2(65, 65)); switch (bState[i, j]) { case 1: Button1[i, j] = new cButton(this, Content.Load <Texture2D>("Buttons//img_poit1"), new Point(bx, by), new Vector2(65, 65)); break; case 2: Button1[i, j] = new cButton(this, Content.Load <Texture2D>("Buttons//img_poit2"), new Point(bx, by), new Vector2(65, 65)); break; case 3: Button1[i, j] = new cButton(this, Content.Load <Texture2D>("Buttons//img_poit3"), new Point(bx, by), new Vector2(65, 65)); break; case 4: Button1[i, j] = new cButton(this, Content.Load <Texture2D>("Buttons//img_poit4"), new Point(bx, by), new Vector2(65, 65)); break; case 5: Button1[i, j] = new cButton(this, Content.Load <Texture2D>("Buttons//img_poit5"), new Point(bx, by), new Vector2(65, 65)); break; case 6: Button1[i, j] = new cButton(this, Content.Load <Texture2D>("Buttons//img_poit6"), new Point(bx, by), new Vector2(65, 65)); break; case 7: Button1[i, j] = new cButton(this, Content.Load <Texture2D>("Buttons//img_poit7"), new Point(bx, by), new Vector2(65, 65)); break; case 8: Button1[i, j] = new cButton(this, Content.Load <Texture2D>("Buttons//img_poit8"), new Point(bx, by), new Vector2(65, 65)); break; case 0: Button1[i, j] = new cButton(this, Content.Load <Texture2D>("Buttons//img_poit9"), new Point(bx, by), new Vector2(65, 65)); break; case -1: Button1[i, j] = new cButton(this, Content.Load <Texture2D>("Buttons//img_bom"), new Point(bx, by), new Vector2(65, 65)); break; case 100: Button1[i, j] = new cButton(this, Content.Load <Texture2D>("Buttons//img_finish"), new Point(bx, by), new Vector2(65, 65)); break; } bx += 65; } by += 65; } }