public GUI_Menu() { //create the style for the main menu background GUIBitmapStyle bitmapStyle = new GUIBitmapStyle(); Style = bitmapStyle; Bitmap = @"data\images\Background"; // Background image of menu //create the style for the menu buttons GUIButtonStyle buttonStyle = new GUIButtonStyle(); buttonStyle.FontType = "Arial22"; //@"data\images\MyFont"; buttonStyle.TextColor[CustomColor.ColorBase] = new Color(100, 100, 100, 255); //normal menu text color buttonStyle.TextColor[CustomColor.ColorHL] = Color.Red; //highlighter color buttonStyle.TextColor[CustomColor.ColorNA] = Color.Silver; //disabled color buttonStyle.TextColor[CustomColor.ColorSEL] = Color.DarkRed; //select color buttonStyle.Alignment = TextAlignment.JustifyCenter; buttonStyle.Focusable = true; // Based on 1024 * 768 float positionX = 512; float positionY = 400; #region Buttons GUIButton playButton = new GUIButton(); playButton.Style = buttonStyle; playButton.Size = new Vector2(500, 100); playButton.Position = new Vector2(positionX - (playButton.Size.X / 2), positionY); playButton.Visible = true; playButton.Folder = this; playButton.ButtonText = "Start Game"; playButton.OnSelectedDelegate = On_Play; playButton.OnGainFocus(null); _buttons.Add(playButton); GUIButton optionsButton = new GUIButton(); optionsButton.Style = buttonStyle; optionsButton.Size = new Vector2(500, 100); optionsButton.Position = new Vector2(positionX - (playButton.Size.X / 2), positionY + 50); optionsButton.Visible = true; optionsButton.Folder = this; optionsButton.ButtonText = "Options"; optionsButton.OnSelectedDelegate = On_Options; _buttons.Add(optionsButton); GUIButton exitButton = new GUIButton(); exitButton.Style = buttonStyle; exitButton.Size = new Vector2(500, 100); exitButton.Position = new Vector2(positionX - (playButton.Size.X / 2), positionY + 100); exitButton.Visible = true; exitButton.Folder = this; exitButton.ButtonText = "Exit"; exitButton.OnSelectedDelegate = On_Exit; _buttons.Add(exitButton); #endregion //setup the input map SetupInputMap(); }
public GuiMainMenu() { Name = "GuiMainMenu"; //create the style for the main menu background var bitmapStyle = new GUIBitmapStyle(); Style = bitmapStyle; Bitmap = @"data\images\LandingPage"; //create the style for the menu buttons var buttonStyle = new GUIButtonStyle(); buttonStyle.FontType = "Arial22"; //@"data\images\MyFont"; buttonStyle.TextColor[CustomColor.ColorBase] = new Color(100, 100, 100, 255); //normal menu text color buttonStyle.TextColor[CustomColor.ColorHL] = Color.Red; //highlighter color buttonStyle.TextColor[CustomColor.ColorNA] = Color.Silver; //disabled color buttonStyle.TextColor[CustomColor.ColorSEL] = Color.DarkRed; //select color buttonStyle.Alignment = TextAlignment.JustifyCenter; buttonStyle.Focusable = true; float positionX = 640; float positionY = 200; var option1 = new GUIButton(); option1.Style = buttonStyle; option1.Size = new Vector2(520, 100); option1.Position = new Vector2(positionX - (option1.Size.X/2), positionY); option1.Visible = true; option1.Folder = this; option1.ButtonText = "Start New Game"; option1.OnSelectedDelegate = OnStartGame; option1.OnGainFocus(null); _buttons.Add(option1); var option4 = new GUIButton(); option4.Style = buttonStyle; option4.Size = new Vector2(500, 100); option4.Position = new Vector2(positionX - (option1.Size.X/2), positionY + 50); option4.Visible = true; option4.Folder = this; option4.ButtonText = "Quit"; option4.OnSelectedDelegate = OnQuit; _buttons.Add(option4); //setup the input map SetupInputMap(); Game.Instance.Player = "gaga"; Game.Instance.Ai = "jackson"; // Game.Instance.Sounds.PlaySound("soundtrack"); }
public GuiPlay() { var playStyle = new GUIStyle(); Name = "GuiPlay"; Style = playStyle; Size = new Vector2(1280, 720); Folder = GUICanvas.Instance; styleMain = new GUITextStyle(); styleMain.FontType = "Arial22"; // @"data\images\MyFont"; styleMain.TextColor[0] = Color.Red; styleMain.SizeToText = false; styleMain.Alignment = TextAlignment.JustifyCenter; styleMain.PreserveAspectRatio = true; _player1Health = new GUIText(); _player1Health.Style = styleMain; _player1Health.Position = new Vector2(25, 25); _player1Health.Size = new Vector2(400, 120); _player1Health.Visible = true; _player1Health.Folder = this; _player1Health.Text = "Player Score:"; _player2Health = new GUIText(); _player2Health.Style = styleMain; _player2Health.Position = new Vector2(780, 25); _player2Health.Size = new Vector2(400, 120); _player2Health.Visible = true; _player2Health.Folder = this; _player2Health.Text = "Health Level"; bitmapStyle = new GUIBitmapStyle(); bitmapStyle.SizeToBitmap = false; Game.Instance.AiHealth = Game.Instance.PlayerHealth = 100; }
protected override bool _OnNewStyle(GUIStyle style) { _style = (style as GUIBitmapStyle); Assert.Fatal(_style != null, "GUIBitmap._OnNewStyle - Control was assigned an invalid style!"); if (_style == null || !base._OnNewStyle(style)) return false; if (_style.SizeToBitmap && _material != null) Size = new Vector2(_bitmapSize.X, _bitmapSize.Y); return true; }
private float maxHealthBarSize; // used to calculate size of health #endregion Fields #region Constructors public HealthBar_GUI() { #region Styles // Create Base Style GUIStyle playStyle = new GUIStyle(); Name = "GuiPlay"; Style = playStyle; Size = new Microsoft.Xna.Framework.Vector2(1024, 768); Folder = GUICanvas.Instance; // Create Text Style GUITextStyle styleText = new GUITextStyle(); styleText.FontType = "Arial22"; // Change to desired styleText.TextColor[CustomColor.ColorBase] = Color.White; // Change to desired styleText.SizeToText = true; styleText.Alignment = TextAlignment.JustifyLeft; styleText.PreserveAspectRatio = true; // Create Pic Style GUIBitmapStyle bitmapStyle = new GUIBitmapStyle(); bitmapStyle.SizeToBitmap = false; // Modify the bitmap Style to draw the health GUIStyle healthStyle = new GUIStyle(); healthStyle.FillColor[CustomColor.ColorBase] = Color.Red; healthStyle.IsOpaque = true; #endregion #region GUIObjects // Create health text object GUIText healthText = new GUIText(); healthText.Style = styleText; // Created above healthText.Text = "Health"; // Change to desired healthText.Size = new Vector2(75, 30); // If smaller than text, will be cut off healthText.Position = new Vector2(20, 20); // Change to desired healthText.Folder = this; // needed to draw healthText.Visible = true; // needed to draw // Create cyrstal text object crystalText = new GUIText(); crystalText.Style = styleText; crystalText.Text = ""; crystalText.Size = new Vector2(75, 30); // If smaller than text, will be cut off crystalText.Position = new Vector2(920, 57); // Change to desired crystalText.Folder = this; crystalText.Visible = true; // Create "x" text object, to make independent of the no. of crystals GUIText crossText = new GUIText(); crossText.Style = styleText; crossText.Text = " x "; crossText.Size = new Vector2(75, 30); // If smaller than text, will be cut off crossText.Position = new Vector2(crystalText.Position.X + 30, crystalText.Position.Y); // offset position from crystalText crossText.Folder = this; crossText.Visible = true; // Create picture object GUIBitmap healthBarBorder = new GUIBitmap(); healthBarBorder.Style = bitmapStyle; healthBarBorder.Size = new Vector2(310, 40); // The size of the health bar healthBarBorder.Bitmap = @"data\images\lifebar"; healthBarBorder.Folder = this; healthBarBorder.Visible = true; healthBarBorder.Position = new Vector2(20, 60); // Create picture object GUIBitmap crystalBitmap = new GUIBitmap(); crystalBitmap.Style = bitmapStyle; crystalBitmap.Size = new Vector2(30, 65); // The size of the crystal crystalBitmap.Bitmap = @"data\images\crystal"; crystalBitmap.Folder = this; crystalBitmap.Visible = true; crystalBitmap.Position = new Vector2(crystalText.Position.X + 55, crystalText.Position.Y - 15); // offset position from crystalText // Create base object to fill with colour healthBar = new GUIControl(); healthBar.Style = healthStyle; //healthBar.Size = new Vector2(healthBarBorder.Size.X - 8, healthBarBorder.Size.Y - 5); healthBar.Size = new Vector2(301, 34); // offset size to fit inside health bar healthBar.Folder = this; healthBar.Visible = true; //healthBar.Position = new Vector2(healthBarBorder.Position.X + 5, healthBarBorder.Position.Y + 3); healthBar.Position = new Vector2(25, 64); // offset pos to fit inside health bar // used calculate health bar size (see draw) maxHealthBarSize = healthBar.Size.X; #endregion }