public override void LoadContent() { // Reload the content manager and loads up the ScreensSettings.xml for reading ContentManager Content = ScreenManager.Game.Content; scrConfig = Content.Load <ScreensConfig>("ScreensSettings"); appConfig = Content.Load <ApplicationConfig>("ApplicationSettings"); // Loads the menu titles. // #### Should be loading the array of items, then passing them through the MenuEntriesText function. MenuEntriesText.Add(scrConfig.Menuoptions01); MenuEntriesText.Add(scrConfig.Menuoptions02); MenuEntriesText.Add(scrConfig.Menuoptions03); MenuEntriesText.Add(scrConfig.Menuoptions04); // Works out how many items are in the list and then distances itself from the bottom. int menudistancebottom = (35 * MenuEntriesText.Count); int actualmenudistance = 720 - menudistancebottom; StartPosition = new Vector2(50, actualmenudistance); backgroundTexture = Content.Load <Texture2D>(scrConfig.MainMenu_BGImage); MenuText = Content.Load <SpriteFont>(scrConfig.MenuFont); // Load the UI elements kootenay10Font = Content.Load <SpriteFont>("Fonts\\titlemenufont"); base.LoadContent(); }
public override void LoadContent() { // Reload the content manager ContentManager Content = ScreenManager.Game.Content; // Loads the menu titles. // #### Should be loading the array of items, then passing them through the MenuEntriesText function. MenuEntriesText.Add("Version 1 - Core Starting Version"); MenuEntriesText.Add("Version 2 - Frustum Culling Implemented"); MenuEntriesText.Add("Version 3 - Back Face Culling Enabled"); MenuEntriesText.Add("Version 4 - Occlusion Culling Implemented"); MenuEntriesText.Add("Version 5 - Better Voxel Structure (Using Sparse Voxel Octrees) INCOMPLETE"); MenuEntriesText.Add("Back"); // Works out how many items are in the list and then distances itself from the bottom. int menudistancebottom = (35 * MenuEntriesText.Count); int actualmenudistance = 720 - menudistancebottom; StartPosition = new Vector2(50, actualmenudistance); backgroundTexture = Content.Load <Texture2D>("Textures\\controllerdetect_BG"); MenuText = Content.Load <SpriteFont>("Fonts\\titlemenufont"); // Load the UI elements kootenay10Font = Content.Load <SpriteFont>("Fonts\\titlemenufont"); base.LoadContent(); }
public LevelMenu() { TransitionOffTime = TimeSpan.FromSeconds(0); MenuEntriesText.Add("Return Game"); //MenuEntriesText.Add("Back to Menu"); //<-- currently broke gives multiplemenus or only pauses game MenuEntriesText.Add("Exit Game"); selected = Color.DarkOrange; UnSelected = Color.White; StartPosition = new Vector2(550, 330); }
public override void LoadContent() { // Reload the content manager and loads up the ScreensSettings.xml for reading ContentManager Content = ScreenManager.Game.Content; Globals.Initialise(); // Loads the menu titles. // #### Should be loading the array of items, then passing them through the MenuEntriesText function. MenuEntriesText.Add("Start Game"); MenuEntriesText.Add("Settings"); MenuEntriesText.Add("Exit"); // Works out how many items are in the list and then distances itself from the bottom. int menudistancebottom = (35 * MenuEntriesText.Count); int actualmenudistance = 720 - menudistancebottom; StartPosition = new Vector2(50, actualmenudistance); backgroundTexture = Content.Load <Texture2D>("Textures\\MenuScreen"); MenuText = Content.Load <SpriteFont>("Fonts\\Font"); base.LoadContent(); }
public override void Remove() { base.Remove(); MenuEntriesText.Clear(); }
public override void Remove() { base.Remove(); MenuEntriesText.Clear(); ScreenManager.AddScreen(new MainMenu()); }