public void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { currencyBack = new StaticSprite(cm.Load<Texture2D>("Menu/Top Menu/Top Menu Currency Block")); invBack = new StaticSprite(cm.Load<Texture2D>("Menu/Top Menu/Inventory Menu")); invMiniBack = new StaticSprite(cm.Load<Texture2D>("Menu/Top Menu/Inventory Mini Menu")); invMiniBlock = new StaticSprite(cm.Load<Texture2D>("Menu/Top Menu/Mini Item Block")); /* itemBack = new StaticSprite(cm.Load<Texture2D>("Menu/Battle Menu/Battle HUD - Items"), new Point(0, 0), new Rectangle(0, 0, 119, 86)); itemDescBack = new StaticSprite(cm.Load<Texture2D>("Menu/Battle Menu/Battle HUD - Items"), new Point(0, 0), new Rectangle(167, 5, 370, 80)); skillBack = new StaticSprite(cm.Load<Texture2D>("Menu/Battle Menu/Battle HUD - Arms, Magick"), new Point(0, 0), new Rectangle(0, 0, 370, 79)); skillDescBack = new StaticSprite(cm.Load<Texture2D>("Menu/Battle Menu/Battle HUD - Arms, Magick"), new Point(0, 0), new Rectangle(395, 0, 372, 79)); */ Point origin = new Point(22, 3); foreach(Pair<Button, string> alpha in new Pair<Button, string>[] { new Pair<Button, string>(item, "Items"), new Pair<Button, string>(journal, "Journal"), new Pair<Button, string>(stat, "Stats"), new Pair<Button, string>(skill, "Skills"), new Pair<Button, string>(quit, "Quit") }) { Texture2D tex = cm.Load<Texture2D>("Menu/Top Menu/Top Menu - " + alpha.Item2); alpha.Item1.Hover = new StaticSprite(tex, origin); alpha.Item1.Idle = new StaticSprite(tex, origin); alpha.Item1.Idle.Tint = new Color(200, 200, 200); alpha.Item1.Press = new StaticSprite(tex, origin); alpha.Item1.Press.Tint = new Color(175, 175, 175); } Texture2D tabfb = cm.Load<Texture2D>("Menu/Top Menu/TabFwd-Back"); pktButtons[0].Hover = new StaticSprite(tabfb, new Point(0, 0), new Rectangle(108, 0, 13, 19)); pktButtons[0].Idle = new StaticSprite(tabfb, new Point(0, 0), new Rectangle(108, 0, 13, 19)); pktButtons[0].Idle.Tint = new Color(200, 200, 200); pktButtons[0].Press = new StaticSprite(tabfb, new Point(0, 0), new Rectangle(108, 0, 13, 19)); pktButtons[0].Press.Tint = new Color(175, 175, 175); Texture2D tab = cm.Load<Texture2D>("Menu/Top Menu/Tab"); for(int i = 1; i < 5; i++) { pktButtons[i].Hover = new StaticSprite(tab); pktButtons[i].Idle = new StaticSprite(tab); pktButtons[i].Idle.Tint = new Color(200, 200, 200); pktButtons[i].Press = new StaticSprite(tab); pktButtons[i].Press.Tint = new Color(175, 175, 175); } pktButtons[5].Hover = new StaticSprite(tabfb, new Point(0, 0), new Rectangle(0, 0, 13, 19)); pktButtons[5].Idle = new StaticSprite(tabfb, new Point(0, 0), new Rectangle(0, 0, 13, 19)); pktButtons[5].Idle.Tint = new Color(200, 200, 200); pktButtons[5].Press = new StaticSprite(tabfb, new Point(0, 0), new Rectangle(0, 0, 13, 19)); pktButtons[5].Press.Tint = new Color(175, 175, 175); Texture2D block = cm.Load<Texture2D>("Menu/Top Menu/Item Block"); for(int i = 0; i < 20; i++) { itemButtons[i].Btn.Hover = new StaticSprite(block); itemButtons[i].Btn.Idle = new StaticSprite(block); itemButtons[i].Btn.Idle.Tint = new Color(200, 200, 200); itemButtons[i].Btn.Press = new StaticSprite(block); itemButtons[i].Btn.Press.Tint = new Color(175, 175, 175); } }
public void Add(StaticSprite sprite) { states.Add(sprite); }
public void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { menubg = new StaticSprite(cm.Load<Texture2D>("Menu/Battle Menu/Battle HUD - Core")); skill = new StaticSprite(cm.Load<Texture2D>("Menu/Battle Menu/Battle HUD - Arms, Magick")); item = new StaticSprite(cm.Load<Texture2D>("Menu/Battle Menu/Battle HUD - Items")); int i = 1; foreach(Button alpha in new Button[] { punch, jump, arms, magick, items, run }) { Texture2D tex = cm.Load<Texture2D>("Menu/Battle Menu/Battle buttons " + i); alpha.Hover = new StaticSprite(tex); alpha.Idle = new StaticSprite(tex); alpha.Idle.Tint = new Color(240, 240, 240); alpha.Press = new StaticSprite(tex); alpha.Press.Tint = new Color(205, 205, 205); i++; } }
public override void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { // Define the resource used as background background = new StaticSprite(cm.Load<Texture2D>("test/floor")); // Defines the Tex2D that is used to check for walls wallDef = cm.Load<Texture2D>("test/Test Room Red"); }