public TileSetMenu(Vector2 position, TileMap tileset) { this.position = position; this.tileset = tileset; tileset.CreateNewTileSet(tileIndex); menu = GameUsage.tileSetMenu; right = new Button(GameButtons.rightTex, new Vector2(position.X + menu.Width - 32, position.Y + menu.Height - 16), GameButtons.srcRight); left = new Button(GameButtons.leftTex, new Vector2(position.X + 16, position.Y + menu.Height - 16), GameButtons.srcLeft); down = new Button(GameButtons.downTex, new Vector2(position.X + menu.Width - 16, position.Y + menu.Height - 32), GameButtons.srcDown); up = new Button(GameButtons.upTex, new Vector2(position.X + menu.Width - 16, position.Y + 16), GameButtons.srcUp); nextTileset = new Button(GameButtons.grayRightTex, new Vector2(position.X + menu.Width - 32, position.Y + 0), GameButtons.srcGrayRight); prevTileset = new Button(GameButtons.grayRightTex, new Vector2(position.X + 16, position.Y + 0), GameButtons.srcGrayLeft); right.Click += new ClickEvent(ScrollRight); left.Click += new ClickEvent(ScrollLeft); down.Click += new ClickEvent(Scrolldown); up.Click += new ClickEvent(Scrollup); nextTileset.Click += new ClickEvent(NextTileSet); prevTileset.Click += new ClickEvent(PrevTileSet); background = new MovingBackground(new Vector2(position.X + 16, position.Y + 16), GameUsage.backTile2, 16, 16, 7, 208, 80); }
public FileMenu(Vector2 position, List<TileMap> map) { this.map = map; this.position = position; this.menu = GameUsage.FileMenu; levelDisplay = GameUsage.levelDisplay; levelPos = new Vector2(position.X + 35, position.Y + 8); levelRect = new Rectangle(0, 0, 42, 16); save = GameButtons.save; load = GameButtons.load; newButton = GameButtons.newButton; save.position = new Vector2(position.X + 32, position.Y + 32); load.position = new Vector2(position.X + 32, position.Y + 52); newButton.position = new Vector2(position.X + 32, position.Y + 72); save.Click += new ClickEvent(Save); load.Click += new ClickEvent(Load); newButton.Click += new ClickEvent(New); nextLevel = new Button(GameButtons.grayRightTex, new Vector2(position.X + 79, position.Y + 8), GameButtons.srcGrayRight); prevLevel = new Button(GameButtons.grayRightTex, new Vector2(position.X + 17, position.Y + 8), GameButtons.srcGrayLeft); nextLevel.Click += new ClickEvent(NextLevel); prevLevel.Click += new ClickEvent(Prevlevel); }
public MapMenu(Vector2 position, List<TileMap> map) { this.menu = GameUsage.MapMenu; this.position = position; this.map = map; right = new Button(GameButtons.rightTex, new Vector2(position.X + menu.Width - 32, position.Y + menu.Height - 16), GameButtons.srcRight); left = new Button(GameButtons.leftTex, new Vector2(position.X + 16, position.Y + menu.Height - 16), GameButtons.srcLeft); down = new Button(GameButtons.downTex, new Vector2(position.X + menu.Width - 16, position.Y + menu.Height - 32), GameButtons.srcDown); up = new Button(GameButtons.upTex, new Vector2(position.X + menu.Width - 16, position.Y + 16), GameButtons.srcUp); right.Click += new ClickEvent(ScrollRight); left.Click += new ClickEvent(ScrollLeft); down.Click += new ClickEvent(Scrolldown); up.Click += new ClickEvent(Scrollup); background = new MovingBackground(new Vector2(position.X + 16, position.Y + 16), GameUsage.backTile2, 16, 16, 7, 400, 176); }
public EditMenu(Vector2 position, List<TileMap> map) { this.position = position; this.menu = GameUsage.EditMenu; this.map = map; // layerSwitch switching layer1Switch = GameButtons.layer1; layer2Switch = GameButtons.layer2; layer3Switch = GameButtons.layer3; layer1Switch.Click += new SwitchEvent(layer1SwitchClick); layer2Switch.Click += new SwitchEvent(layer2SwitchClick); layer3Switch.Click += new SwitchEvent(layer3SwitchClick); layer1Switch.pressed = true; layer1Switch.position = new Vector2(position.X + 52, position.Y + 28); layer2Switch.position = new Vector2(position.X + 52, position.Y + 50); layer3Switch.position = new Vector2(position.X + 52, position.Y + 72); // layerSwitch visible layerSwitch.Add(new Switch(GameButtons.layerVisible, new Vector2(position.X + 32, position.Y + 28), 16, 16)); // 0 layerSwitch.Add(new Switch(GameButtons.layerVisible, new Vector2(position.X + 32, position.Y + 50), 16, 16)); // 1 layerSwitch.Add(new Switch(GameButtons.layerVisible, new Vector2(position.X + 32, position.Y + 72), 16, 16)); // 2 // buttons fill = GameButtons.fill; empty = GameButtons.empty; fill.position = new Vector2(position.X + 32, position.Y + 94); empty.position = new Vector2(position.X + 32, position.Y + 116); fill.Click += new ClickEvent(FillMap); empty.Click += new ClickEvent(EmptyMap); }