public MapScene() : base() { this.Inventory = new Button(new Vector2(250, 30), "Inventory", TextureManager.SpriteFont20); this.Menu = new Button(new Vector2(0, Globals.ScreenSize.Y - 20), "Menu", TextureManager.SpriteFont20); this.Rank = new Button(new Vector2(600, 30), "Rank", TextureManager.SpriteFont20); nearestLevels = new List <Level>(); Initialize(); string[] info = new string[10]; info[0] = "You begin at the leftmost star."; info[1] = "Hover over stars to see info about them."; info[2] = "Click on nearby stars to travel to them."; info[3] = "The Boss will chase you from the left."; info[4] = ""; info[5] = "Modifiers affect different aspects of nearby stars:"; info[6] = "Sun: Chance to take damage over time."; info[7] = "Black hole: The tiles switch around."; info[8] = "Asteroid: Asteroids crashes into you."; info[9] = "Satellite: You regain energy over time."; MapInfo = new InfoButton(new Vector2(20, 20), info); this.NewRank = new Text(new Vector2(600, 70), "New Rank!", new Color(0, 255, 255), 0, 1f, true, TextureManager.SpriteFont15); this.NewItems = new Text(new Vector2(300, 70), "New Items!", new Color(0, 255, 255), 0, 1f, true, TextureManager.SpriteFont15); }
public RankScene() : base() { this.Back = new Button(new Vector2(200, 200), "Back", TextureManager.SpriteFont20); string[] info = new string[3]; info[0] = "This is your Rank."; info[1] = "You gain rank by deafeating enemies."; info[2] = "When you increase in rank, you gain a random bonus."; RankInfo = new InfoButton(new Vector2(20, 20), info); }
public InventoryScene() { this.Back = new Button(new Vector2(Globals.ScreenSize.X - 200, 32), "Back", TextureManager.SpriteFont20); string[] info = new string[3]; info[0] = "This is your inventory."; info[1] = "This is where all your items are stored."; info[2] = "Equip your ship with modules from your inventory to use in combat."; InventoryInfo = new InfoButton(new Vector2(20, 20), info); info = new string[3]; info[0] = "This is the crafting interface."; info[1] = "Put three modules of your choice in the top slots."; info[2] = "Press craft, and the three modules will convert to a new random one."; CraftingInfo = new InfoButton(new Vector2(935, 117), info); }
public ShipSelectScene() : base() { Back = new Button(new Vector2(200, 200), "Back", TextureManager.SpriteFont20); string[] info = new string[2]; info[0] = "Select the ship you want to use."; info[1] = "All ships have equal stats, the only difference is appearance."; Info = new InfoButton(new Vector2(20, 20), info); // Ship buttons ShipButtons = new List <TextureButton>(); ShipButtons.Add(new TextureButton(new Vector2(Globals.ScreenSize.X / 2 - 200, Globals.ScreenSize.Y / 2), TextureManager.ship1)); ShipButtons.Add(new TextureButton(new Vector2(Globals.ScreenSize.X / 2, Globals.ScreenSize.Y / 2), TextureManager.ship2)); ShipButtons.Add(new TextureButton(new Vector2(Globals.ScreenSize.X / 2 + 200, Globals.ScreenSize.Y / 2), TextureManager.ship3)); }
// Constructor(s) public Level(Vector2 positionOnMap, Difficulty difficulty) { this.Tiles = new List <List <Tile> >(); this.GameObjects = new List <GameObject>(); this.ToAdd = new List <GameObject>(); this.Rewards = new List <Item>(); this.EnemyDifficulty = difficulty; this.playerDie = 60; this.Flee = new Button(new Vector2(0, Globals.ScreenSize.Y - 50), "Flee", TextureManager.SpriteFont20); string[] info = new string[3]; info[0] = "The modules at the bottom are yours."; info[1] = "The modules at the top are your enemy's."; info[2] = "Hover over modules to see their stats and effects"; ModuleInfo = new InfoButton(new Vector2(20, 350), info); info = new string[9]; info[0] = "This is your tile board."; info[1] = "Select tiles with your mouse"; info[2] = "and switch it with adjacent tiles to get three in a row."; info[3] = ""; info[4] = "Different tiles:"; info[5] = "Cog: Regain energy."; info[6] = "Weapon: Fire current weapon."; info[7] = "Shield: Regain shield."; info[8] = "Arrow: Move in arrow direction."; TileboardInfo = new InfoButton(new Vector2(850, 50), info); info = new string[3]; info[0] = "This is your energy."; info[1] = "Energy is required to perform an action."; info[2] = "Regain energy by match three cog tiles."; EnergyInfo = new InfoButton(new Vector2(500, 550), info); EnterLevel = new TextureButton(positionOnMap, TextureManager.level); this.PlayerSize = 0.5f; this.LevelModifiers = new List <Modifier>(); }
// Constructor(s) public Level(Vector2 positionOnMap, Difficulty difficulty) { this.Tiles = new List<List<Tile>>(); this.GameObjects = new List<GameObject>(); this.ToAdd = new List<GameObject>(); this.Rewards = new List<Item>(); this.EnemyDifficulty = difficulty; this.playerDie = 60; this.Flee = new Button(new Vector2(0, Globals.ScreenSize.Y - 50), "Flee", TextureManager.SpriteFont20); string[] info = new string[3]; info[0] = "The modules at the bottom are yours."; info[1] = "The modules at the top are your enemy's."; info[2] = "Hover over modules to see their stats and effects"; ModuleInfo = new InfoButton(new Vector2(20, 350), info); info = new string[9]; info[0] = "This is your tile board."; info[1] = "Select tiles with your mouse"; info[2] = "and switch it with adjacent tiles to get three in a row."; info[3] = ""; info[4] = "Different tiles:"; info[5] = "Cog: Regain energy."; info[6] = "Weapon: Fire current weapon."; info[7] = "Shield: Regain shield."; info[8] = "Arrow: Move in arrow direction."; TileboardInfo = new InfoButton(new Vector2(850, 50), info); info = new string[3]; info[0] = "This is your energy."; info[1] = "Energy is required to perform an action."; info[2] = "Regain energy by match three cog tiles."; EnergyInfo = new InfoButton(new Vector2(500, 550), info); EnterLevel = new TextureButton(positionOnMap, TextureManager.level); this.PlayerSize = 0.5f; this.LevelModifiers = new List<Modifier>(); }