/// <summary> /// Constructor of the <c>InventoryScreen</c> class. /// </summary> /// <param name="gameScreen">Reference to the main screen of the game.</param> /// <param name="name">Name of the screen.</param> /// <param name="backgroundTextureName">Name of the background texture.</param> /// <param name="player">Reference to the player.</param> public InventoryScreen(MainGameScreen gameScreen, string name, string backgroundTextureName, Player player) { GameGraphicsDevice = EngineManager.GameGraphicsDevice; Name = name; _gameScreen = gameScreen; _player = player; TransitionOnTime = TimeSpan.FromSeconds(0.5f); TransitionOffTime = TimeSpan.FromSeconds(0.5f); Input.Continuous = false; IsPopup = true; _backgroundTextureName = backgroundTextureName; _inside = false; _currentElement = InventoryParts.Exit; Vector2 viewportSize = new Vector2( GameSettings.DefaultInstance.ResolutionWidth, GameSettings.DefaultInstance.ResolutionHeight); _backgroundPosition = new Vector2(); _backgroundPosition.X = viewportSize.X / 8f; _backgroundPosition.Y = viewportSize.Y / 8f; _closeButtonPosition = new Vector2(); _closeButtonPosition.X = viewportSize.X * 6f / 8f; _closeButtonPosition.Y = viewportSize.Y * 6f / 8f; }
/// <summary> /// Constructor of the <c>GameMenuScreen</c> class. /// </summary> /// <param name="gameScreen">Reference to the main game screen.</param> /// <param name="name">Name of screen.</param> /// <param name="menuEntriesSeparation">Separation between the entries.</param> public GameMenuScreen(MainGameScreen gameScreen, string name, float menuEntriesSeparation) { GameGraphicsDevice = EngineManager.GameGraphicsDevice; Name = name; _gameScreen = gameScreen; TransitionOnTime = TimeSpan.FromSeconds(0.5f); TransitionOffTime = TimeSpan.FromSeconds(0.5f); Input.Continuous = false; IsPopup = true; _selectedEntry = 0; _menuEntries = new List <MenuEntry>(); _menuEntries.Add(new MenuEntry(StringHelper.DefaultInstance.Get("menu_ingame_continue"))); _menuEntries.Add(new MenuEntry(StringHelper.DefaultInstance.Get("menu_ingame_save"))); _menuEntries.Add(new MenuEntry(StringHelper.DefaultInstance.Get("menu_ingame_lastsave"))); _menuEntries.Add(new MenuEntry(StringHelper.DefaultInstance.Get("menu_ingame_exit"))); Vector2 viewportSize = new Vector2( GameSettings.DefaultInstance.ResolutionWidth, GameSettings.DefaultInstance.ResolutionHeight); _menuEntrySize = ScreenManager.FontEntries.MeasureString( StringHelper.DefaultInstance.Get("menu_ingame_lastsave")); _menuEntriesSeparation = _menuEntrySize.Y * 0.9f; _initialPosition.X = (viewportSize.X - _menuEntrySize.X) / 2; _initialPosition.Y = (viewportSize.Y / 2f) - ((_menuEntrySize.Y * 4f + _menuEntriesSeparation * 5f) / 2f); _currentPosition = _initialPosition; }
/// <summary> /// Constructor of the <c>DeadScreen</c> class. /// </summary> /// <param name="gameScreen">Reference to the screen where the user interacts.</param> /// <param name="name">Name of the screen.</param> public DeadScreen(MainGameScreen gameScreen, string name) { GameGraphicsDevice = EngineManager.GameGraphicsDevice; Name = name; _gameScreen = gameScreen; TransitionOnTime = TimeSpan.FromSeconds(0.5f); TransitionOffTime = TimeSpan.FromSeconds(0.5f); Input.Continuous = false; IsPopup = true; _selectedEntry = 0; _titleSize = ScreenManager.FontEntries.MeasureString( StringHelper.DefaultInstance.Get("dead_screen_message")); _menuEntrySizeY = ScreenManager.FontEntries.MeasureString( StringHelper.DefaultInstance.Get("dead_screen_yes")); _menuEntrySizeN = ScreenManager.FontEntries.MeasureString( StringHelper.DefaultInstance.Get("dead_screen_no")); }