void CheckMousePosOnCLick() { MouseState mouseState = Mouse.GetState(); if (mouseState.LeftButton == ButtonState.Pressed) { //start gumb if (mouseState.X <= _UI[0].position.X + (_UI[0].texture.Width / 2) * 0.5f && mouseState.X >= _UI[0].position.X - (_UI[0].texture.Width / 2) * 0.5f && mouseState.Y <= _UI[0].position.Y + (_UI[0].texture.Height / 2) * 0.5f && mouseState.Y >= _UI[0].position.Y - (_UI[0].texture.Height / 2) * 0.5f) { this.Game.Components.Clear(); Scenes.Level level = new Scenes.Level(this.Game); this.Game.Components.Add(level); } //Leaderboard gumb if (mouseState.X <= _UI[1].position.X + (_UI[1].texture.Width / 2) * 0.5f && mouseState.X >= _UI[1].position.X - (_UI[1].texture.Width / 2) * 0.5f && mouseState.Y <= _UI[1].position.Y + (_UI[1].texture.Height / 2) * 0.5f && mouseState.Y >= _UI[1].position.Y - (_UI[1].texture.Height / 2) * 0.5f) { this.Game.Components.Clear(); Scenes.LeaderBoard level = new Scenes.LeaderBoard(this.Game); this.Game.Components.Add(level); } //Exit gumb if (mouseState.X <= _UI[2].position.X + (_UI[2].texture.Width / 2) * 0.5f && mouseState.X >= _UI[2].position.X - (_UI[2].texture.Width / 2) * 0.5f && mouseState.Y <= _UI[2].position.Y + (_UI[2].texture.Height / 2) * 0.5f && mouseState.Y >= _UI[2].position.Y - (_UI[2].texture.Height / 2) * 0.5f) { this.Game.Exit(); } } }
void CheckMousePosOnCLick() { MouseState mouseState = Mouse.GetState(); if (mouseState.LeftButton == ButtonState.Pressed) { //main menu gumb if (mouseState.X <= _UI[0].position.X + (_UI[0].texture.Width / 2) * 0.5f && mouseState.X >= _UI[0].position.X - (_UI[0].texture.Width / 2) * 0.5f && mouseState.Y <= _UI[0].position.Y + (_UI[0].texture.Height / 2) * 0.5f && mouseState.Y >= _UI[0].position.Y - (_UI[0].texture.Height / 2) * 0.5f) { this.Game.Components.Clear(); Scenes.MainMenu menu = new Scenes.MainMenu(this.Game); this.Game.Components.Add(menu); } //save gub if (mouseState.X <= _UI[1].position.X + (_UI[1].texture.Width / 2) * 0.5f && mouseState.X >= _UI[1].position.X - (_UI[1].texture.Width / 2) * 0.5f && mouseState.Y <= _UI[1].position.Y + (_UI[1].texture.Height / 2) * 0.5f && mouseState.Y >= _UI[1].position.Y - (_UI[1].texture.Height / 2) * 0.5f) { save(); this.Game.Components.Clear(); Scenes.LeaderBoard leaderBoard = new Scenes.LeaderBoard(this.Game); this.Game.Components.Add(leaderBoard); } } }