public StartMenu(Texture2D buttonArt, int screenWidth, int screenHeight, GameState gameState, int gameStateCheck) { Rectangle menuButton1Rect = new Rectangle(0, 0, 143, 98); _menuButton1 = new AnimatedDrawable(buttonArt, 5, menuButton1Rect, 0.1f); _menuButton1.Position = new Vector2(screenWidth / 2 - 70, screenHeight / 2 - 143); _menuButton2 = new AnimatedDrawable(buttonArt, 5, menuButton1Rect, 0.1f); _menuButton2.Position = new Vector2(screenWidth / 2 - 70, screenHeight / 2 - 45); _menuButton2.StartingOffset = new Point(_menuButton2.StartingOffset.X, 196); _menuButton3 = new AnimatedDrawable(buttonArt, 5, menuButton1Rect, 0.1f); _menuButton3.Position = new Vector2(screenWidth / 2 - 70, (screenHeight / 2 + 53)); _menuButton3.StartingOffset = new Point(_menuButton3.StartingOffset.X, 98); GameState = gameState; GameStateCheck = gameStateCheck; }
public KeyBindingsMenu(Texture2D keyBindingArt, int screenWidth, int screenHeight, GameState gameState, int gameStateCheck) { Rectangle _keysRect = new Rectangle(0, 0, 128, 46); _keys = new AnimatedDrawable(keyBindingArt, 4, _keysRect, 0.2f); _keys.Position = new Vector2(screenWidth / dividedPosScreenX - 69, screenHeight / dividedPosScreenY - seperateSprites * 2); _left = new AnimatedDrawable(keyBindingArt, 4, _keysRect, 0.1f); _left.Position = new Vector2(_keys.Position.X, _keys.Position.Y + seperateSprites); _left.StartingOffset = new Point(_left.StartingOffset.X, offSetY); _right = new AnimatedDrawable(keyBindingArt, 4, _keysRect, 0.1f); _right.Position = new Vector2(_left.Position.X, _left.Position.Y + seperateSprites); _right.StartingOffset = new Point(_right.StartingOffset.X, _left.StartingOffset.Y + offSetY); _jump = new AnimatedDrawable(keyBindingArt, 4, _keysRect, 0.1f); _jump.Position = new Vector2(_right.Position.X, _right.Position.Y + seperateSprites); _jump.StartingOffset = new Point(_jump.StartingOffset.X, _right.StartingOffset.Y + offSetY); _exit = new AnimatedDrawable(keyBindingArt, 4, _keysRect, 0.1f); _exit.Position = new Vector2(_jump.Position.X, _jump.Position.Y + seperateSprites); _exit.StartingOffset = new Point(_exit.StartingOffset.X, _jump.StartingOffset.Y + offSetY); _pause = new AnimatedDrawable(keyBindingArt, 4, _keysRect, 0.1f); _pause.Position = new Vector2(_exit.Position.X, _exit.Position.Y + seperateSprites); _pause.StartingOffset = new Point(_pause.StartingOffset.X, _exit.StartingOffset.Y + offSetY); _restart = new AnimatedDrawable(keyBindingArt, 4, _keysRect, 0.1f); _restart.Position = new Vector2(_pause.Position.X, _pause.Position.Y + seperateSprites); _restart.StartingOffset = new Point(_restart.StartingOffset.X, _pause.StartingOffset.Y + offSetY); _back = new AnimatedDrawable(keyBindingArt, 4, _keysRect, 0.1f); _back.Position = new Vector2(0, 0); _back.StartingOffset = new Point(_restart.StartingOffset.X, _restart.StartingOffset.Y + offSetY); GameState = gameState; GameStateCheck = gameStateCheck; }
public AnimationController(AnimatedDrawable player, float animationStepTime) { _player = player; StepTime = animationStepTime; }