public override void Initialize() { //Calling Assets fade = new Texture2D(Globals.graphics.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);//blank texture fade.SetData<Color>(new Color[] { Color.Black }); font = Globals.content.Load<SpriteFont>("smallfont"); Play = new SceneButton("Play", "start_button", new Vector2(600, 600), new Rectangle(1070,630,200,60)); Back = new SceneButton("Back", "back_button", new Vector2(100, 600), new Rectangle(10,630,200,60)); scenebuttons = new SceneButton[2] {Play,Back}; BottomBar = Globals.content.Load<Texture2D>("BottomBar"); Songs = new HashSet<SongButton>(); int i = 0; int x, y, w, h; //makes song buttons out of folders foreach (String folder in Directory.GetDirectories(Options.SongFolder)) { w=Options.Resolutions.X*1/5; h=(Options.Resolutions.Y*9/10-30)*12/45; x=Options.Resolutions.X/20+(w+Options.Resolutions.X/30)*(i/3); y=Options.Resolutions.Y/20+(h+Options.Resolutions.Y/45)*(i%3); Rectangle rect = new Rectangle(x, y, w, h); Songs.Add(new SongButton(rect,folder)); i++; Width = (x + w + (double)Options.Resolutions.X/5) / (double)Options.Resolutions.X; } songbar = new SceneSlider(new Rectangle(1, Options.Resolutions.Y*4/5, Options.Resolutions.X-2, 20), Width); songbar.scrollable = true; }
/// <summary> /// Perform any scene specific initialization. /// </summary> public override void Initialize() { focused = false; cancelButton = new SceneButton("Cancel", "ExitContent/cancelbutton", new Vector2(340, 120)); exitButton = new SceneButton("Exit", "ExitContent/exitbutton", new Vector2(340, 220)); sceneButtons = new SceneButton[2] { cancelButton, exitButton }; }
public override void Initialize() { blank = new Texture2D(Globals.graphics.GraphicsDevice, 1, 1); blank.SetData(new Color[] { Color.White }); font = Globals.content.Load<SpriteFont>("NewSpriteFont"); bigfont = Globals.content.Load<SpriteFont>("BiggerFont"); Back = new SceneButton("Continue", "back_button", new Vector2(200, 200), new Rectangle(0, 645, 200, 75)); points = Globals.wave.get_data_size()/10000 + hits * 100 - dmg * 300; tot = Globals.wave.get_data_size() / 10000 + hits * 100; x2 = 300 * dmg * 300 / tot; x1 = 300 * (tot - dmg * 300) / tot; }
/// <summary> /// Perform any scene specific initialization. /// </summary> public override void Initialize() { font = Globals.content.Load<SpriteFont>("NewSpriteFont"); logo = Globals.content.Load<Texture2D>("models/Logo"); bloomSelectButton = new SceneButton("Folder Select", "folder_button", new Vector2(1020, 620),new Rectangle(1020,620,260,110)); backButton = new SceneButton("Back", "back_button", new Vector2(0,650), new Rectangle(0, 650, 200, 80)); bgDimSlider = new SceneSlider("BG Dim", new Rectangle(340, 280, 300, 50), 5,Options.BackgroundDim); globalVolumeSlider = new SceneSlider("Global Volume", new Rectangle(340, 380, 300, 50), 5,Options.Volumes.GlobalVolume);//need to start at .5 since the actualy values start at .5 sfxVolumeSlider = new SceneSlider("SFX Volume", new Rectangle(340, 480, 300, 50), 5,Options.Volumes.SoundFXVolume); musicVolumeSlider = new SceneSlider("Music Volume", new Rectangle(340, 580, 300, 50), 5,Options.Volumes.MusicVolume); sceneButtons = new SceneButton[2] { bloomSelectButton, backButton }; sceneSliders = new SceneSlider[4] { bgDimSlider, globalVolumeSlider, sfxVolumeSlider, musicVolumeSlider }; }
/// <summary> /// Return the currently selected menu button based on the previous /// menu parameters. /// </summary> /// <param name="current_selected">The index of the currently selected button.</param> /// <param name="buttons">The array of buttons.</param> /// <param name="increment">The key that increments the selection.</param> /// <param name="decrement">The key that decrements the selection.</param> /// <param name="wrap"> /// Determines what happens when the selection becomes < 0 or greater than the /// length of the array. If true, then the selection is modded by the length of /// the array. If false it is clamped. /// </param> /// <returns></returns> public static int? GetMenuSelection( int? current_selected, SceneButton[] buttons, Keys increment, Keys decrement, bool wrap = true, int default_selection = 0) { // Local aliases for previous and current mouse and keyboard states. MouseState pms = Globals.previousMouseState; MouseState cms = Globals.currentMouseState; KeyboardState pks = Globals.previousKeyboardState; KeyboardState cks = Globals.currentKeyboardState; // If the mouse states are valid, and the positions are different (implying // the mouse has moved). if (pms != null && cms.Position != pms.Position) { ParticleCollider mouse_pos = new ParticleCollider(cms.Position); // Find the first button that collides with the mouse. for (int i = 0; i < buttons.Length; i++) { if (CollisionChecker.Collision(buttons[i].CollisionMask, mouse_pos)) return i; } } // Else if the keyboard states are valid. else if (pks != null) { // If the increment key was pressed once. if ( cks.IsKeyDown(increment) && !pks.IsKeyDown(increment)) { // Return the default value if current_selected == null. if (!current_selected.HasValue) return default_selection; int new_selection = current_selected.Value - 1; // Clamp or wrap the selection. if (wrap) return new_selection % buttons.Length; return wrap ? new_selection % buttons.Length : (int)MathHelper.Clamp(new_selection, 0, buttons.Length); } // If the decrement key was pressed once. else if ( cks.IsKeyDown(decrement) && !pks.IsKeyDown(decrement)) { // Return the default value if current_selected == null. if (!current_selected.HasValue) return default_selection; int new_selection = current_selected.Value - 1; // Clamp or wrap the selection. if (wrap) return new_selection % buttons.Length; return wrap ? new_selection % buttons.Length : (int)MathHelper.Clamp(new_selection, 0, buttons.Length); } } // Return the current_selected value or null. return current_selected ?? null; }
/// <summary> /// Perform any scene specific initialization. /// </summary> public override void Initialize() { spectrum = new Visualizer2(Globals.wave); focused = true;//first interactable scene so it's guarenteed to be focused // NOTE: Awaiting assets. Vector2 centre = new Vector2(Options.Resolutions.X / 2, Options.Resolutions.Y / 2); // Initialize the buttons. If the buttons are sectors, the smaller angle must be first MainButton = new SceneButton("Main", "MainMenuContent/MainButton", new Vector2(340, 220),new Rectangle(340,210,300,300)); startButton = new SceneButton("Exit", "MainMenuContent/ExitButton", new Vector2(340, 220), new Rectangle(290, 160, 200, 200)); optionsButton = new SceneButton("Play", "MainMenuContent/PlayButton", new Vector2(480, 220), new Rectangle(490, 160, 200, 200)); aboutButton = new SceneButton("Options", "MainMenuContent/OptionsButton", new Vector2(340, 360), new Rectangle(290, 360, 200, 200)); exitButton = new SceneButton("About", "MainMenuContent/EditButton", new Vector2(480, 360), new Rectangle(490, 360, 200, 200)); // Initialize extra components. /* logo = new SceneTexture(@"MainMenuContent/Logo"); copyright = new SceneText("Copyright (c) 2015 FCDM", @"MainMenuContent/CopyrightFont"); */ sceneButtons = new SceneButton[5] { startButton, optionsButton, aboutButton, exitButton, MainButton }; //Console.WriteLine(System.IO.Directory.GetCurrentDirectory()); }
public override void Initialize() { mainFont = Globals.content.Load<SpriteFont>("Fonts/InitSceneFont"); pathFont = Globals.content.Load<SpriteFont>("Fonts/PathFont"); background = Globals.content.Load<Texture2D>("Backgrounds/InitSceneBG"); // Load the buttons ChooseFolderButton = new SceneButton("Button", "InitSceneContent/ChooseFolderButton", buttonPositions[0], buttonRects[0]); AcceptButton = new FadingSceneButton( "InitSceneContent/AcceptButton", "InitSceneContent/AcceptButtonHover", "InitSceneContent/AcceptButtonClicked", buttonPositions[1], buttonRects[1], 800d, 1); DenyButton = new FadingSceneButton( "InitSceneContent/DenyButton", "InitSceneContent/DenyButtonHover", "InitSceneContent/DenyButtonClicked", buttonPositions[2], buttonRects[2], 800d, 1); }