public PvZSunSystem(Game game, int money, IGestureDispatcher gestureDispatcher) : base(game) { this.CurrentMoney = money; _collectionPoint = new Vector2(20, 430); _gestureDispatcher = gestureDispatcher; }
public DefaultInputLayer(Game game) : base(game) { controlManager = new UIControlManager(game, DefaultGestureHandlingFactory.Instance); Global.GestureManager.AddDispatcher(controlManager); dispatcher = DefaultGestureHandlingFactory.Instance.CreateDispatcher(); Global.GestureManager.AddDispatcher(dispatcher); }
public PvZSunSystem(Game game, int money, IGestureDispatcher gestureDispatcher) : base(game) { this.CurrentMoney = money; _collectionPoint = new Vector2(20, 430); _gestureDispatcher = gestureDispatcher; _soundSunCreate = SCSServices.Instance.ResourceManager.GetResource<Sound>("Sounds/CreateSun"); this.DrawOrder = 2; }
private void InitGamePlay() { PZObjectManager.Instance.RemoveAllObject(); this.dispatcher = DefaultGestureHandlingFactory.Instance.CreateDispatcher(); gm.AddDispatcher(this.dispatcher); this.uiControlManager = new UIControlManager(this.Game, DefaultGestureHandlingFactory.Instance); gm.AddDispatcher(this.uiControlManager); this.Components.Add(this.uiControlManager); // // Sun system _sunSystem = new PvZSunSystem(this.Game, 50, this.dispatcher); SCSServices.Instance.Game.Services.RemoveService(typeof(PvZSunSystem)); SCSServices.Instance.Game.Services.AddService(typeof(PvZSunSystem), _sunSystem); this.Components.Add(_sunSystem); this.gameGrow = new PvZGameGrow(this.gameBoard); var chooseSys = new PvZChooseSystem(this.Game, this.growSystem.ButtonFactoryBank, this.uiControlManager, _sunSystem, level.NumberOfPlants); chooseSys.Initialize(); chooseSys.OnCameOut += this.OnChooseSystemCompleted; this.Components.Add(chooseSys); chooseSys.ComeIn(); }
public GestureRecognizer(IGestureDispatcher dispatcher) { _Dispatcher = dispatcher; }
public void RemoveDispatcher(IGestureDispatcher gDispatcher) { this.dispatchers.Remove(gDispatcher); }
public void AddDispatcher(IGestureDispatcher gDispatcher) { this.dispatchers.Add(gDispatcher); }
public void onInit() { SaveLoadGame.LoadLevel(Global.CurrentMode, out currentLevel); // Get the number of map for initialize menu choose level Global.GetNumberOfMap(); // Save this name this.Name = Shared.Macros.S_CHOOSEGAME; // Loading background background = resourceManager.GetResource<Texture2D>(Shared.Resources.BackgroundChooseGame); // Create UI manager for button next & previous controlManager = new UIControlManager(Game, DefaultGestureHandlingFactory.Instance); Global.GestureManager.AddDispatcher(controlManager); // Dispatcher for menu item dispatcher = DefaultGestureHandlingFactory.Instance.CreateDispatcher(); Global.GestureManager.AddDispatcher(dispatcher); // Init button next page and previous page btnNext = new Button(Game, services.SpriteBatch, resourceManager.GetResource<Texture2D>(Shared.Resources.BtnNext), resourceManager.GetResource<Texture2D>(Shared.Resources.BtnNext)); btnNext.Canvas.Bound.Position = new Vector2(708.0f, 110.0f); btnNext.FitSizeByImage(); btnNext.Visible = true; btnPrev = new Button(Game, services.SpriteBatch, resourceManager.GetResource<Texture2D>(Shared.Resources.BtnPrev), resourceManager.GetResource<Texture2D>(Shared.Resources.BtnPrev)); btnPrev.Canvas.Bound.Position = new Vector2(-8.0f, 110.0f); btnPrev.FitSizeByImage(); btnPrev.Visible = false; btnNext.OnPressed += new ButtonEventHandler(btnNext_OnPressed); btnPrev.OnPressed += new ButtonEventHandler(btnPrev_OnPressed); controlManager.Add(btnNext); controlManager.Add(btnPrev); // Load font tile font = (SpriteFont)resourceManager.GetResource<SpriteFont>(Shared.Resources.Choose_TileFont); // Reset to first page Global.CurrentPage = 0; // Init first page onChangePage(); s_background = (SCSEngine.Audio.Sound)resourceManager.GetResource<SCSEngine.Audio.Sound>(Shared.Resources.Sound_Background_5); s_background.IsLooped = true; services.AudioManager.PlaySound(s_background, Global.isMusicOff, Global.isMusicZuneOff); }
public override void RegisterGestures(IGestureDispatcher dispatcher) { }
public override void LeaveGestures(IGestureDispatcher dispatcher) { }