/// <summary> /// This function creates a screen object and inserts it in an internal /// list and also inserts it in an interface list for external use /// </summary> public void CreateScreens() { fadeArea = new Rectangle(0, 0, Globals.ScreenWidth, Globals.ScreenHeight); selectedScreen = EScreen.MainScreen; Screen screen = new MainScreen(this); screens.Add(screen); iScreens.Add((IScreen)screen); screen = new GameScreen(this); screens.Add(screen); iScreens.Add((IScreen)screen); screen = new CreditsScreen(this); screens.Add(screen); iScreens.Add((IScreen)screen); screen = new SetupScreen(this); screens.Add(screen); iScreens.Add((IScreen)screen); screen = new MenuScreen(this); screens.Add(screen); iScreens.Add((IScreen)screen); screen = new WinScreen(this); screens.Add(screen); iScreens.Add((IScreen)screen); screen = new DialogScreen(this, ExitGame, LeaveDialog); iDialogScreens.Add((IScreen)screen); }
public void ShowSetupScreen() { //If the setup screen modifies the values inside the _gameOptions variable // by passing the variable in it removes the need for "Global variables" using(var setupScreen = new SetupScreen(_gameOptions); { setupScreen.Show(); } }
private void runForRuleset(RulesetInfo rulesetInfo) { AddStep("create screen", () => { editorBeatmap.BeatmapInfo.Ruleset = rulesetInfo; Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap); Child = new SetupScreen { State = { Value = Visibility.Visible }, }; }); }
private void load() { Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap); Child = new SetupScreen(); }
public static void Load(ContentManager cm) { MainMenu.Load(); MinigameScreen.Load(cm); SetupScreen.Load(); }