/// <summary> /// Create a loss state /// </summary> /// <param name="game">Game being lost</param> public LoseState(AtlasWarriorsGame.Game game) { Game = game; LoseTitleFont = AppContentManager.Load <SpriteFont>("LoseState/LoseTitle"); LoseTextFont = AppContentManager.Load <SpriteFont>("LoseState/LoseText"); LastState = Keyboard.GetState(); }
/// <summary> /// Create a game interface from a given game /// </summary> /// <param name="Game">Game object that is being played</param> public GameMapState(AtlasWarriorsGame.Game Game) { this.G = Game; MapView = new MgUiCommon.MapViewElement(Game, AppGraphicsDevice, AppContentManager); LogFont = AppContentManager.Load <SpriteFont>("GameMapState/LogFont"); StatFont = AppContentManager.Load <SpriteFont>("GameMapState/StatFont"); }
/// <summary> /// Create a game interface from a given game /// </summary> /// <param name="game">Game object that is being played</param> /// <param name="metrics">Display metrics of mobile</param> public GameMapState(AtlasWarriorsGame.Game game, DisplayMetrics metrics) { this.G = game; LogFont = AppContentManager.Load <SpriteFont>("GameMapState/LogFont"); MapView = new MgUiCommon.MapViewElement(game, AppGraphicsDevice, AppContentManager); StatFont = AppContentManager.Load <SpriteFont>("GameMapState/StatFont"); Dpi = metrics.Xdpi; }
public TitleState() { background = AppContentManager.Load <Texture2D>("Title/Title"); if (gui == null) { inputListener = new InputListenerComponent(GameApp); inputManager = new MonoGame.Extended.NuclexGui.GuiInputService(inputListener); gui = new GuiManager(GameApp.Services, inputManager); gui.Initialize(); } gui.Screen = new GuiScreen(); btnStartGame = new GuiButtonControl { Name = "Start Game", Bounds = new UniRectangle(new UniVector(new UniScalar(540), new UniScalar(200)), new UniVector(new UniScalar(200), new UniScalar(70))), Text = "Start Game" }; btnQuitGame = new GuiButtonControl { Name = "Quit Game", Bounds = new UniRectangle(new UniVector(new UniScalar(540), new UniScalar(300)), new UniVector(new UniScalar(200), new UniScalar(70))), Text = "Quit Game" }; btnQuitGame.Pressed += BtnQuitGame_Pressed; gui.Screen.Desktop.Children.Add(btnQuitGame); windowStarting = new GuiWindowControl() { Name = "Starting", Bounds = new UniRectangle(new UniVector(new UniScalar(240), new UniScalar(200)), new UniVector(new UniScalar(800), new UniScalar(100))), Title = "Starting Game..." }; btnStartGame.Pressed += OnStartGamePressed; gui.Screen.Desktop.Children.Add(btnStartGame); lblStatus = new GuiLabelControl() { Bounds = new UniRectangle(new UniVector(new UniScalar(10), new UniScalar(0)), new UniVector(new UniScalar(800), new UniScalar(100))), Text = "" }; windowStarting.Children.Add(lblStatus); }
/// <summary> /// Create a game interface from a given game /// </summary> /// <param name="Game">Game object that is being played</param> public GameState(Game.Game Game, Microsoft.Xna.Framework.Game MonogameGame) { this.G = Game; this.G.TellStory = ShowStory; MapTileSprites = AppContentManager.Load <Texture2D>("MapTiles"); PCSprites = AppContentManager.Load <Texture2D>("CharacterSprites"); MomentumSprite = AppContentManager.Load <Texture2D>("UiElements/MomentumMarker"); SpentMomentumSprite = AppContentManager.Load <Texture2D>("UiElements/SpentMomentumMarker"); HpSprite = AppContentManager.Load <Texture2D>("UiElements/HpMarker"); MovementArrowsSprite = AppContentManager.Load <Texture2D>("UiElements/Arrows"); MonsterDetailsFont = AppContentManager.Load <SpriteFont>("UiElements/MonsterDisplay"); StateFont = AppContentManager.Load <SpriteFont>("UiElements/TurnState"); arrowWidth = MovementArrowsSprite.Width / 9; arrowHeight = MovementArrowsSprite.Height / 3; minimap = new Minimap(Game, MonogameGame); minimap.showCrime = true; gui.Screen = new GuiScreen(); storyWindow = new GuiWindowControl() { Name = "StoryWindow", Bounds = new UniRectangle(new UniVector(new UniScalar(190), new UniScalar(200)), new UniVector(new UniScalar(900), new UniScalar(200))), }; storyText = new GuiLabelControl() { Name = "StoryText", Bounds = new UniRectangle(new UniVector(new UniScalar(10), new UniScalar(0)), new UniVector(new UniScalar(500), new UniScalar(120))), }; storyWindow.Children.Add(storyText); storyButton = new GuiButtonControl() { Bounds = new UniRectangle(new UniVector(new UniScalar(375), new UniScalar(120)), new UniVector(new UniScalar(150), new UniScalar(70))), Text = "Continue" }; storyWindow.Children.Add(storyButton); storyButton.Pressed += StoryButton_Pressed; G.StartGame(); }
public DeadState(Game.Game g) { this.g = g; gui.Screen = new GuiScreen(); gui.Initialize(); btnTitle = new GuiButtonControl { Name = "Return to title", Bounds = new UniRectangle(new UniVector(new UniScalar(490), new UniScalar(600)), new UniVector(new UniScalar(300), new UniScalar(70))), Text = "Return to title" }; btnTitle.Pressed += BtnTitle_Pressed; gui.Screen.Desktop.Children.Add(btnTitle); if (g.DeadZulu) { background = AppContentManager.Load <Texture2D>("Title/Victory"); DeathText = $@"Zulu has fallen, and the denizens of New London are at peace once more. You slayed {g.DeadLackeys} of Zulu's lackeys. You slayed {g.DeadKnifes} of Zulu's cutters. You slayed {g.DeadBrutes} of Zulu's brutes. Zulu has been slain."; } else { background = AppContentManager.Load <Texture2D>("Title/Gameover"); DeathText = $@"Your vegeance was not satisfied. The city of New London remains under the criminal guard of Zulu. You slayed {g.DeadLackeys} of Zulu's lackeys. You slayed {g.DeadKnifes} of Zulu's cutters. You slayed {g.DeadBrutes} of Zulu's brutes. Zulu remains alive."; } DeathFont = AppContentManager.Load <SpriteFont>("GameOverFont"); }
public Minimap(Game.Game Game, Microsoft.Xna.Framework.Game MonogameGame) { this.G = Game; MinimapTileSprites = AppContentManager.Load <Texture2D>("MinimapTiles"); CrimeRateSprite = AppContentManager.Load <Texture2D>("CrimeRate"); }