//, int X, int Y, int sizeX, int sizeY public StreetHandler(Game Game1,Texture2D[] imgs) { this.spriteBatch_ = (SpriteBatch)Game1.Services.GetService(typeof(SpriteBatch)); this.graphics_ = (GraphicsDeviceManager)Game1.Services.GetService(typeof(GraphicsDeviceManager)); font = (SpriteFont)Game1.Services.GetService (typeof(SpriteFont)); street = new BoardPiece[40]; //this.X = X; //this.Y = Y; //this.sizeX = sizeX; //this.sizeY = sizeY; this.imgs = imgs; button = new Texture2D[5]; button[0] = Game1.Content.Load<Texture2D> ("Buttons/Mortgage"); button[1] = Game1.Content.Load<Texture2D> ("Buttons/Unmortgage"); button[2] = Game1.Content.Load<Texture2D> ("Buttons/BuyHouse"); button[3] = Game1.Content.Load<Texture2D> ("Buttons/SellHouse"); button[4] = Game1.Content.Load<Texture2D> ("Buttons/SellStreet"); buttonrect = new Rectangle[4]; buttonrect[0] = new Rectangle (450, 600, 90, 30); //Mortgage buttonrect[1] = new Rectangle (630, 600, 90, 30); //Buy House buttonrect[2] = new Rectangle (720, 600, 90, 30); //Sell House buttonrect[3] = new Rectangle (540, 600, 90, 30); //SellStreet DB = (Database)Game1.Services.GetService (typeof(Database)); GE = (GameEngine)Game1.Services.GetService (typeof(GameEngine)); streetRect = new Rectangle[40]; streetColor = Color.Black; }
public override void Initialize() { //TODO ladda errything graphics etc spriteBatch_ = (SpriteBatch)Game.Services.GetService(typeof(SpriteBatch)); graphics_ = (GraphicsDeviceManager)Game.Services.GetService(typeof(GraphicsDeviceManager)); DB = (Database)Game.Services.GetService (typeof(Database)); GE = (GameEngine)Game.Services.GetService (typeof(GameEngine)); font = Game.Content.Load<SpriteFont>("Koot"); blackRectangle1 = new Texture2D(GraphicsDevice, 1, 1); blackRectangle1.SetData(new[] { Color.Black }); blackRectangle2 = new Texture2D(GraphicsDevice, 1, 1); blackRectangle2.SetData(new[] { Color.Black }); blackRectangle3 = new Texture2D(GraphicsDevice, 1, 1); blackRectangle3.SetData(new[] { Color.Black }); blackRectangle4 = new Texture2D(GraphicsDevice, 1, 1); blackRectangle4.SetData(new[] { Color.Black }); blackRectangle5 = new Texture2D(GraphicsDevice, 1, 1); blackRectangle5.SetData(new[] { Color.Black }); option1 = new Rectangle(185,100,100,30); option2 = new Rectangle(385,100,100,30); option3 = new Rectangle(185,200,100,30); option4 = new Rectangle(385,200,100,30); option5 = new Rectangle(285,300,100,30); base.Initialize (); optionHighight = 1; }
public Game1() { graphics_ = new GraphicsDeviceManager (this); GE = new GameEngine (); DB = new Database (); Content.RootDirectory = "Content"; graphics_.IsFullScreen = true; graphics_.PreferredBackBufferHeight = 720; graphics_.PreferredBackBufferWidth = 1280; menu = new Menu(this); Components.Add(menu); //variable step, a draw() call after each update() IsFixedTimeStep = false; }
public override void Initialize() { spriteBatch_ = (SpriteBatch)Game.Services.GetService(typeof(SpriteBatch)); graphics_ = (GraphicsDeviceManager)Game.Services.GetService(typeof(GraphicsDeviceManager)); DB = (Database)Game.Services.GetService (typeof(Database)); //Test purposes title = Game.Content.Load<Texture2D>("Images/Liupol"); font = Game.Content.Load<SpriteFont>("Koot"); blackRectangle1 = new Texture2D(GraphicsDevice, 1, 1); blackRectangle1.SetData(new[] { Color.Black }); blackRectangle2 = new Texture2D(GraphicsDevice, 1, 1); blackRectangle2.SetData(new[] { Color.Black }); blackRectangle3 = new Texture2D(GraphicsDevice, 1, 1); blackRectangle3.SetData(new[] { Color.Black }); newGame = new Rectangle(285,100,110,30); loadGame = new Rectangle(285,200,110,30); quit = new Rectangle(285,300,110,30); base.Initialize (); }
public main(Database DB) { this.DB = DB; addSections (); }
public override void Initialize() { ChangeInDB = 0; //TODO ladda errything graphics etc spriteBatch_ = (SpriteBatch)Game.Services.GetService(typeof(SpriteBatch)); graphics_ = (GraphicsDeviceManager)Game.Services.GetService(typeof(GraphicsDeviceManager)); font = (SpriteFont)Game.Services.GetService(typeof(SpriteFont)); DB = (Database)Game.Services.GetService (typeof(Database)); GE = (GameEngine)Game.Services.GetService (typeof(GameEngine)); GameBoard = Game.Content.Load<Texture2D> ("Images/Monopol"); //load movement-positions of boardpieces boardPiece = new BoardPiece[40]; streetpositions (boardPiece); streetimgs = new Texture2D[40]; setStreetImages (streetimgs); Boardcolor = new Color[40]; //Initialize players player = new Player[4]; for(int i=0; i < player.Length;i++) { player[i] = DB.getplayerbyID(i); } //namepositions pNamePos = new Vector2[player.Length]; pNamePos[0] = new Vector2(50,100); pNamePos[1] = new Vector2(1100,100); pNamePos[2] = new Vector2(50,400); pNamePos[3] = new Vector2(1100,400); //images for each player P1 = Game.Content.Load<Texture2D> ("Player1"); P2 = Game.Content.Load<Texture2D> ("Player2"); P3 = Game.Content.Load<Texture2D> ("Player3"); P4 = Game.Content.Load<Texture2D> ("Player4"); //Gameboard size GameBoardR = new Rectangle (200, 50, 900, 700); PPos = new Rectangle[4]; //Colors of the player nametags activeColor = Color.Green; inactiveColor = Color.Red; deadColor = Color.Black; //Streethandler need 1 Rectangle for each player StreetHandler_ = new StreetHandler (Game, streetimgs); streetrect = new Rectangle[4]; streetrect [0] = new Rectangle (50, 120, 200, 250); streetrect [1] = new Rectangle (1100, 120, 200, 250); streetrect [2] = new Rectangle (50, 420, 200, 250); streetrect [3] = new Rectangle (1100, 420, 200, 250); GG = false; stateimgs = new Texture2D[10]; stateimgs[0] = Game.Content.Load<Texture2D> ("Statebackground"); stateimgs[1] = Game.Content.Load<Texture2D> ("Buttons/Roll"); stateimgs[2] = Game.Content.Load<Texture2D> ("Buttons/Buy"); stateimgs[3] = Game.Content.Load<Texture2D> ("Buttons/Draw"); stateimgs [4] = Game.Content.Load<Texture2D> ("dice"); stateimgs [5] = Game.Content.Load<Texture2D> ("Buttons/Pay"); stateimgs [6] = Game.Content.Load<Texture2D> ("Buttons/Done"); stateimgs [7] = Game.Content.Load<Texture2D> ("Buttons/Abort"); stateimgs [8] = Game.Content.Load<Texture2D> ("Buttons/Move"); AI_ = new AI(Game); GUIStateHandler_ = new GUIStateHandler(Game, stateimgs,400,200,500,350); Game.Services.AddService(typeof(GUIStateHandler), GUIStateHandler_); Game.Services.AddService(typeof(AI), AI_); PlC = new PlayerControl (Game); WatcherConfig (); base.Initialize(); }