public QuantityDisplayBar(Vector2 DIMS, int BOARDER, Color COLOR) { boarder = BOARDER; color = COLOR; bar = new Basic2D("2D\\Misc\\bar", new Vector2(0, 0), new Vector2(DIMS.X - boarder * 2, DIMS.Y - boarder * 2)); barBKG = new Basic2D("2D\\Misc\\barBkg", new Vector2(0, 0), new Vector2(DIMS.X, DIMS.Y)); }
public WorldMap(PassObject CHANGEGAMESTATE) { ChangeGameState = CHANGEGAMESTATE; bkg = new Basic2D("2D\\UI\\Backgrounds\\WordMapBackground", new Vector2(Globals.screenWidth / 2, Globals.screenHeight / 2), new Vector2(Globals.screenWidth, Globals.screenHeight)); LoadData(); }
public UI(PassObject RESET) { pauseOverlay = new Basic2D("2D\\Misc\\pause_icon", new Vector2(Globals.screenWidth / 2, Globals.screenHeight / 2), new Vector2(200, 200)); font = Globals.content.Load <SpriteFont>("Fonts\\Arial16"); resetBtn = new Button2d("2D\\Misc\\button1", new Vector2(0, 0), new Vector2(96, 32), "Fonts\\Arial16", "Reset", RESET, null); healthBar = new QuantityDisplayBar(new Vector2(104, 16), 2, Color.Red); }
public SquareGrid(Vector2 SLOTDIMS, Vector2 STARTPOS, Vector2 TOTALDIMS, XElement DATA) { showGrid = false; slotDims = SLOTDIMS; physicalStartPos = new Vector2((int)STARTPOS.X, (int)STARTPOS.Y); totalPhysicalDims = new Vector2((int)(TOTALDIMS.X), (int)(TOTALDIMS.Y)); currentHoverSlot = new Vector2(0, 0); SetBaseGrid(null); gridImg = new Basic2D("2d\\Misc\\barBkg", slotDims / 2, new Vector2(slotDims.X - 2, slotDims.Y - 2)); LoadData(DATA); }
public MainMenu(PassObject PLAYCLICKDEL, PassObject EXITCLICKDEL, PassObject CHANGEGAMESTATE) { PlayClickDel = PLAYCLICKDEL; ExitClickDel = EXITCLICKDEL; ChangeGameState = CHANGEGAMESTATE; bkg = new Basic2D("2D\\UI\\Backgrounds\\MenuBackground", new Vector2(Globals.screenWidth / 2, Globals.screenHeight / 2), new Vector2(Globals.screenWidth, Globals.screenHeight)); buttons.Add(new Button2d("2D\\Misc\\button", new Vector2(0, 0), new Vector2(126, 42), "Fonts\\Arial16", "Play", PlayClickDel, 1)); buttons.Add(new Button2d("2D\\Misc\\button", new Vector2(0, 0), new Vector2(126, 42), "Fonts\\Arial16", "Exit", ExitClickDel, null)); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. Globals.content = this.Content; Globals.spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here cursor = new Basic2D("2D\\Misc\\Cursor1", new Vector2(0, 0), new Vector2(18, 18)); Globals.normalEffect = Globals.content.Load <Effect>("Effects\\Normal"); Globals.keyboard = new McKeyboard(); Globals.mouse = new McMouseControl(); mainMenu = new MainMenu(ChangeGameState, ExitGame, ChangeGameState); gamePlay = new GamePlay(ChangeGameState); worldMap = new WorldMap(ChangeGameState); Globals.soundControl = new SoundControl("Audio\\Muzyka"); }