コード例 #1
0
ファイル: Game1.cs プロジェクト: sunnyyants/CsharpProj
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // create the deck object and shuffle
            Deck deck = new Deck(Content, 0, 0);
            deck.Shuffle();

            // create the player hands and fully deal the deck into the hands
            for(int i = 0; i < 3;i ++ )/*while (deck.Empty != true)*/
            {
                player1.AddCard(deck.TakeTopCard());
                if (deck.Empty != true)
                {
                    player2.AddCard(deck.TakeTopCard());
                }
            }
            // create the player battle piles
            wbp1 = new WarBattlePile(400, 200);
            wbp2 = new WarBattlePile(400, 400);

            // create the player winner messages
            wmessage1 = new WinnerMessage(Content, 600, 100);
            wmessage2 = new WinnerMessage(Content,600,500);

            // create the menu buttons
            quitbutton = new MenuButton(Content, "quitbutton", 180, 450,GameState.Quit);
            flipbutton = new MenuButton(Content, "flipbutton", 180, 150,GameState.Flip);
            collectwinningsbutton = new MenuButton(Content, "collectwinningsbutton", 180, 300, GameState.CollectWinnings);

            // initialized the menu buttons
            collectwinningsbutton.Visible = false;
            flipbutton.Visible = true;
            quitbutton.Visible = true;
        }
コード例 #2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // create the deck object and shuffle
            Deck deck = new Deck(Content, 100, 100);
            deck.Shuffle();

            // create the player hands and fully deal the deck into the hands
            playerOneHand = new WarHand(WINDOW_WIDTH / 2, 100);
            playerTwoHand = new WarHand(WINDOW_WIDTH / 2, WINDOW_HEIGHT - 100);

            for (int i = 0; i < 2; i++)
            {
                playerOneHand.AddCard(deck.TakeTopCard());
                playerTwoHand.AddCard(deck.TakeTopCard());
            }

            // create the player battle piles
            playerOneBP = new WarBattlePile(WINDOW_WIDTH / 2, 200);
            playerTwoBP = new WarBattlePile(WINDOW_WIDTH / 2, WINDOW_HEIGHT - 200);

            // create the player winner messages
            playerOneWM = new WinnerMessage(Content, WINDOW_WIDTH / 2 + 150, 100);
            playerTwoWM = new WinnerMessage(Content, WINDOW_WIDTH / 2 + 150, WINDOW_HEIGHT - 100);

            // create the menu buttons
            flipButton = new MenuButton(Content, "flipbutton", 150, 150, GameState.Flip);
            quitButton = new MenuButton(Content, "quitbutton", 150, 450, GameState.Quit);
            collectWinnings = new MenuButton(Content, "collectwinningsbutton", 150, 300, GameState.CollectWinnings);
        }
コード例 #3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // create and shuffle deck
            deck = new Deck(Content, 0, 0);
            deck.Shuffle();

            // first player card
            playerHand.Add(deck.TakeTopCard());
            playerHand.ElementAt(0).X = HORIZONTAL_CARD_OFFSET;
            playerHand.ElementAt(0).Y = TOP_CARD_OFFSET;
            playerHand.ElementAt(0).FlipOver();

            // first dealer card
            dealerHand.Add(deck.TakeTopCard());
            dealerHand.ElementAt(0).X = WINDOW_WIDTH - HORIZONTAL_CARD_OFFSET;
            dealerHand.ElementAt(0).Y = TOP_CARD_OFFSET;

            // second player card
            playerHand.Add(deck.TakeTopCard());
            playerHand.ElementAt(1).X = HORIZONTAL_CARD_OFFSET;
            playerHand.ElementAt(1).Y = TOP_CARD_OFFSET + VERTICAL_CARD_SPACING;
            playerHand.ElementAt(1).FlipOver();

            // second dealer card
            dealerHand.Add(deck.TakeTopCard());
            dealerHand.ElementAt(1).X = WINDOW_WIDTH - HORIZONTAL_CARD_OFFSET;
            dealerHand.ElementAt(1).Y = TOP_CARD_OFFSET + VERTICAL_CARD_SPACING;
            dealerHand.ElementAt(1).FlipOver();

            // load sprite font, create message for player score and add to list
            messageFont = Content.Load<SpriteFont>("Arial24");
            playerScoreMessage = new Message(SCORE_MESSAGE_PREFIX + GetBlackjackScore(playerHand).ToString(),
                messageFont,
                new Vector2(HORIZONTAL_MESSAGE_OFFSET, SCORE_MESSAGE_TOP_OFFSET));
            messages.Add(playerScoreMessage);

            // load quit button sprite for later use
            quitButtonSprite = Content.Load<Texture2D>("quitbutton");

            // create hit button and add to list
            Texture2D hitButtonSprite = Content.Load<Texture2D>("hitbutton");
            menuButtons.Add(new MenuButton(hitButtonSprite, new Vector2(HORIZONTAL_MENU_BUTTON_OFFSET, TOP_MENU_BUTTON_OFFSET), GameState.PlayerHitting));

            // create stand button and add to list
            Texture2D standButtonSprite = Content.Load<Texture2D>("standbutton");
            menuButtons.Add(new MenuButton(standButtonSprite, new Vector2(HORIZONTAL_MENU_BUTTON_OFFSET, TOP_MENU_BUTTON_OFFSET + VERTICAL_MENU_BUTTON_SPACING), GameState.WaitingForDealer));
        }
コード例 #4
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // create and shuffle deck
            deck = new Deck(Content, 0, 0);
            deck.Shuffle();

            // first player card
            addCardToPlayer();

            // first dealer card
            Card card = deck.TakeTopCard();
            card.X = WindowWidth - HorizontalCardOffset;
            card.Y = TopCardOffset;
            dealerHand.Add(card);

            // second player card
            addCardToPlayer();

            // second dealer card
            addCardToDealer();

            // load sprite font, create message for player score and add to list
            messageFont = Content.Load<SpriteFont>(@"fonts\Arial24");
            playerScoreMessage = new Message(ScoreMessagePrefix + GetBlockjuckScore(playerHand).ToString(),
                messageFont,
                new Vector2(HorizontalMessageOffset, ScoreMessageTopOffset));
            messages.Add(playerScoreMessage);

            // load quit button sprite for later use
            quitButtonSprite = Content.Load<Texture2D>("quitbutton");

            // create hit button and add to list
            hitButtonSprite = Content.Load<Texture2D>("hitbutton");
            hitButton = new MenuButton(hitButtonSprite, new Vector2(HorizontalMenuButtonOffset, TopMenuButtonOffset), GameState.PlayerHitting);
            menuButtons.Add(hitButton);

            // create stand button and add to list
            standButtonSprite = Content.Load<Texture2D>("standbutton");
            standButton = new MenuButton(standButtonSprite, new Vector2(HorizontalMenuButtonOffset, TopMenuButtonOffset + VerticalMenuButtonSpacing), GameState.WaitingForDealer);
            menuButtons.Add(standButton);
        }