/// <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. spriteBatch = new SpriteBatch(GraphicsDevice); mainMenuButtons = new Texture2D[3]; Map.map = Map.Parse("1.txt"); debugFont = Content.Load <SpriteFont>("SpriteFont1"); cam = new Camera(); mainMenuButtons[0] = Content.Load <Texture2D>("PlayButton"); mainMenuButtons[1] = Content.Load <Texture2D>("OptsButton"); cellT = Content.Load <Texture2D>("Cell"); font = Content.Load <SpriteFont>("SpriteFont1"); towersText = new Texture2D[10]; towersText[0] = Content.Load <Texture2D>("Tower"); uiTextures = new Texture2D[10]; uiTextures[0] = Content.Load <Texture2D>("planUI"); clippedToMouse = new Tower(Point.Zero, Tower.Types.type1, towersText[0]); currentMenu = new Menus.MainMenu(); gameUi = new InGameUI(uiTextures); ingamemenu = new Menus.InGameMenu(ref cam, "1.txt"); }
/// <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. spriteBatch = new SpriteBatch(GraphicsDevice); mainMenuButtons = new Texture2D[3]; map = Cell.Parse("1.txt"); cam = new Camera(map); mainMenuButtons[0] = Content.Load <Texture2D>("PlayButton"); mainMenuButtons[1] = Content.Load <Texture2D>("OptsButton"); cellT = Content.Load <Texture2D>("Cell"); font = Content.Load <SpriteFont>("SpriteFont1"); towersText = new Texture2D[10]; towersText[0] = Content.Load <Texture2D>("Tower"); uiTextures = new Texture2D[10]; uiTextures[0] = Content.Load <Texture2D>("planUI"); mainMenu = new IMenu(GameState.MainMenu); mainMenu.AddButton("Play", font, mainMenuButtons[0], GameState.LoadingMenu); mainMenu.AddButton("Options", font, mainMenuButtons[1], GameState.Options); mainMenu.AddButton("Quit", font, mainMenuButtons[0], GameState.Quit, Color.Yellow); inGameMenu = new IMenu(GameState.InGameMenu); inGameMenu.AddButton("Play", font, mainMenuButtons[0], GameState.InGame); inGameMenu.AddButton("Main Menu", font, mainMenuButtons[1], GameState.MainMenu); clippedToMouse = new Tower(Point.Zero, Tower.Types.type1, towersText[0]); currentMenu = mainMenu; gameUi = new InGameUI(uiTextures); }
public void Update(MouseHandler mouse, GameTime gametime, InGameUI uI) { if (mouse.position.X > maxX) position.X += (float)(speed * gametime.ElapsedGameTime.TotalSeconds); else if (mouse.position.X < minX) position.X -= (float)(speed * gametime.ElapsedGameTime.TotalSeconds); if (mouse.position.Y > maxY) position.Y += (float)(speed * gametime.ElapsedGameTime.TotalSeconds); else if (mouse.position.Y < minY) position.Y -= (float)(speed * gametime.ElapsedGameTime.TotalSeconds); if (position.X + GraphicsDeviceManager.DefaultBackBufferWidth >= mapWidth) position.X = mapWidth - GraphicsDeviceManager.DefaultBackBufferWidth; else if (position.X < 0) position.X = 0; if (position.Y + (GraphicsDeviceManager.DefaultBackBufferHeight - uI.textBounds[0].Height) >= mapHeight) position.Y = mapHeight - (GraphicsDeviceManager.DefaultBackBufferHeight - uI.textBounds[0].Height); else if (position.Y < 0) position.Y = 0; viewMatrix = Matrix.CreateTranslation(new Vector3(-position, 0)); }
/// <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. Map.map = Map.Parse(currentMap); cellsWithTower = new List <Cell>(); spriteBatch = new SpriteBatch(GraphicsDevice); mainMenuButtons = new Texture2D[3]; towersText = new Texture2D[10]; uiTextures = new Texture2D[10]; cam = new Camera(); cam.position = new Vector2(0, Map.initialPathLocation.Y - GraphicsDeviceManager.DefaultBackBufferHeight / 2); debugFont = Content.Load <SpriteFont>("SpriteFont1"); font = Content.Load <SpriteFont>("SpriteFont1"); creepText = Content.Load <Texture2D>("Creep"); wave = new CreepWave(30); towerRange = Content.Load <Texture2D>("range"); missileText = Content.Load <Texture2D>("Missile"); mainMenuButtons[0] = Content.Load <Texture2D>("PlayButton"); mainMenuButtons[1] = Content.Load <Texture2D>("OptsButton"); cellT = Content.Load <Texture2D>("Cell"); towersText[0] = Content.Load <Texture2D>("Tower"); uiTextures[0] = Content.Load <Texture2D>("UIParts/UI_Bottom"); uiTextures[1] = Content.Load <Texture2D>("Icons/deleteIcon"); uiTextures[2] = Content.Load <Texture2D>("Icons/addIcon"); uiTextures[3] = Content.Load <Texture2D>("Icons/upgradeIcon"); currentMenu = new Menus.MainMenu(); options = new Menus.Options(graphics); gameUi = new InGameUI(uiTextures, ref cellsWithTower); ingamemenu = new Menus.InGameMenu(ref cam, ref cellsWithTower, currentMap); gameOverMenu = new Menus.GameOverMenu(ref cam, ref cellsWithTower, currentMap); clippedToMouse = new Tower(Point.Zero, Tower.Types.type1, towersText[0], 100, false); }
public void Update(MouseHandler mouse, GameTime gametime, InGameUI uI) { if (mouse.position.X > maxX) { position.X += (float)(speed * gametime.ElapsedGameTime.TotalSeconds); } else if (mouse.position.X < minX) { position.X -= (float)(speed * gametime.ElapsedGameTime.TotalSeconds); } if (mouse.position.Y > maxY) { position.Y += (float)(speed * gametime.ElapsedGameTime.TotalSeconds); } else if (mouse.position.Y < minY) { position.Y -= (float)(speed * gametime.ElapsedGameTime.TotalSeconds); } if (position.X + GraphicsDeviceManager.DefaultBackBufferWidth >= mapWidth) { position.X = mapWidth - GraphicsDeviceManager.DefaultBackBufferWidth; } else if (position.X < 0) { position.X = 0; } if (position.Y + (GraphicsDeviceManager.DefaultBackBufferHeight - uI.textBounds[0].Height) >= mapHeight) { position.Y = mapHeight - (GraphicsDeviceManager.DefaultBackBufferHeight - uI.textBounds[0].Height); } else if (position.Y < 0) { position.Y = 0; } viewMatrix = Matrix.CreateTranslation(new Vector3(-position, 0)); }
/// <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. spriteBatch = new SpriteBatch(GraphicsDevice); mainMenuButtons = new Texture2D[3]; Map.map = Map.Parse("1.txt"); debugFont = Content.Load<SpriteFont>("SpriteFont1"); cam = new Camera(); mainMenuButtons[0] = Content.Load<Texture2D>("PlayButton"); mainMenuButtons[1] = Content.Load<Texture2D>("OptsButton"); cellT = Content.Load<Texture2D>("Cell"); font = Content.Load<SpriteFont>("SpriteFont1"); towersText = new Texture2D[10]; towersText[0] = Content.Load<Texture2D>("Tower"); uiTextures = new Texture2D[10]; uiTextures[0] = Content.Load<Texture2D>("planUI"); clippedToMouse = new Tower(Point.Zero, Tower.Types.type1, towersText[0]); currentMenu = new Menus.MainMenu(); gameUi = new InGameUI(uiTextures); ingamemenu = new Menus.InGameMenu(ref cam, "1.txt"); }
/// <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. spriteBatch = new SpriteBatch(GraphicsDevice); mainMenuButtons = new Texture2D[3]; map = Cell.Parse("1.txt"); cam = new Camera(map); mainMenuButtons[0] = Content.Load<Texture2D>("PlayButton"); mainMenuButtons[1] = Content.Load<Texture2D>("OptsButton"); cellT = Content.Load<Texture2D>("Cell"); font = Content.Load<SpriteFont>("SpriteFont1"); towersText = new Texture2D[10]; towersText[0] = Content.Load<Texture2D>("Tower"); uiTextures = new Texture2D[10]; uiTextures[0] = Content.Load<Texture2D>("planUI"); mainMenu = new IMenu(GameState.MainMenu); mainMenu.AddButton("Play", font, mainMenuButtons[0], GameState.LoadingMenu); mainMenu.AddButton("Options", font, mainMenuButtons[1], GameState.Options); mainMenu.AddButton("Quit", font, mainMenuButtons[0], GameState.Quit, Color.Yellow); inGameMenu = new IMenu(GameState.InGameMenu); inGameMenu.AddButton("Play", font, mainMenuButtons[0], GameState.InGame); inGameMenu.AddButton("Main Menu", font, mainMenuButtons[1], GameState.MainMenu); clippedToMouse = new Tower(Point.Zero, Tower.Types.type1, towersText[0]); currentMenu = mainMenu; gameUi = new InGameUI(uiTextures); }
/// <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. Map.map = Map.Parse(currentMap); cellsWithTower = new List<Cell>(); spriteBatch = new SpriteBatch(GraphicsDevice); mainMenuButtons = new Texture2D[3]; towersText = new Texture2D[10]; uiTextures = new Texture2D[10]; cam = new Camera(); cam.position = new Vector2(0, Map.initialPathLocation.Y - GraphicsDeviceManager.DefaultBackBufferHeight / 2); debugFont = Content.Load<SpriteFont>("SpriteFont1"); font = Content.Load<SpriteFont>("SpriteFont1"); creepText = Content.Load<Texture2D>("Creep"); wave = new CreepWave(30); towerRange = Content.Load<Texture2D>("range"); missileText = Content.Load<Texture2D>("Missile"); mainMenuButtons[0] = Content.Load<Texture2D>("PlayButton"); mainMenuButtons[1] = Content.Load<Texture2D>("OptsButton"); cellT = Content.Load<Texture2D>("Cell"); towersText[0] = Content.Load<Texture2D>("Tower"); uiTextures[0] = Content.Load<Texture2D>("UIParts/UI_Bottom"); uiTextures[1] = Content.Load<Texture2D>("Icons/deleteIcon"); uiTextures[2] = Content.Load<Texture2D>("Icons/addIcon"); uiTextures[3] = Content.Load<Texture2D>("Icons/upgradeIcon"); currentMenu = new Menus.MainMenu(); options = new Menus.Options(graphics); gameUi = new InGameUI(uiTextures, ref cellsWithTower); ingamemenu = new Menus.InGameMenu(ref cam, ref cellsWithTower, currentMap); gameOverMenu = new Menus.GameOverMenu(ref cam, ref cellsWithTower, currentMap); clippedToMouse = new Tower(Point.Zero, Tower.Types.type1, towersText[0], 100, false); }