public bool initialize_form(ref c_input inp, string pfad) { ///////FORM///////////////// this.REF_input = inp; this.REF_texture = TextureLoader.FromFile(this.device, pfad + @"texturen\form.PNG", 514, 190, 0, 0, Format.Unknown, Pool.Default, Filter.None, Filter.None, Color.FromArgb(45, 45, 255).ToArgb()); this.fontweight = FontWeight.Normal; this.font = new Microsoft.DirectX.Direct3D.Font(this.device, this.fontsize, (this.fontsize / 100) * 30, this.fontweight, 0, false, CharacterSet.Default, Precision.Default, FontQuality.Default, PitchAndFamily.DefaultPitch | PitchAndFamily.FamilyDoNotCare, "Palatino Linotype"); this.textX = 15; this.textY = 19; this.col = Color.LemonChiffon; this.srcbox = new Rectangle(0, 0, 514, 190); this.movable = true; this.opacity = 255; //////////////////////////// return true; }
public bool initialize_form(ref c_input inp, string pfad) { ///////FORM///////////////// this.REF_input = inp; this.REF_texture = TextureLoader.FromFile(this.device, pfad + @"texturen\form.PNG", 514 ,190 , 0, 0, Format.Unknown, Pool.Default, Filter.None, Filter.None, Color.FromArgb(45, 45, 255).ToArgb()); this.fontweight = FontWeight.Normal; this.font = new Microsoft.DirectX.Direct3D.Font(this.device, this.fontsize, (this.fontsize/100) *30, this.fontweight, 0, false, CharacterSet.Default, Precision.Default, FontQuality.Default, PitchAndFamily.DefaultPitch | PitchAndFamily.FamilyDoNotCare, "Palatino Linotype"); this.Text = "Welcome in the new game!\n This is a new era and at first i like to say i love programingThe pixel shader code is similar to the vertex shader. Position and texture coordinate input comes from the vertex shader. Output is just the color of the final pixel. A texture is the only global variable. Inside the ps_main function, the texel at the specified coordinate is fetched and then blended (multiplied) with a certain color.!"; this.textX = 15; this.textY = 19; this.col = Color.LemonChiffon; this.srcbox = new Rectangle(0, 0, 514, 190); this.movable = true; //////////////////////////// /////////////////////ELEMENTE//////////////////////////////// button_OK = new gui_button(ref this.device, this.box.X + 205, this.box.Y + 140, 80, 25); button_OK.col = Color.Khaki; button_OK.X = 205; button_OK.Y = 140; button_OK.hovereffekt = true; button_OK.colOnhover = Color.Brown; button_OK.colnohover = button_OK.col; button_OK.REF_input = inp; button_OK.REF_sprite = this.REF_sprite; button_OK.REF_texture = TextureLoader.FromFile(this.device, pfad + @"texturen\button.PNG", 100 ,30 , 0, 0, Format.Unknown, Pool.Default, Filter.None, Filter.None, Color.FromArgb(45, 45, 255).ToArgb()); button_OK.fontweight = FontWeight.ExtraBold; button_OK.font = new Microsoft.DirectX.Direct3D.Font(this.device, 15, 7, button_OK.fontweight, 0, false, CharacterSet.Default, Precision.Default, FontQuality.Default, PitchAndFamily.DefaultPitch | PitchAndFamily.FamilyDoNotCare, "Verdana"); button_OK.textX = 40; button_OK.textY = 8; button_OK.Text = "OK"; button_OK.srcbox = new Rectangle(0, 0, 100, 30); ///////////////////////////////////////////////////////////// return true; }
public bool initialize_form(ref c_input inp, string pfad) { ///////FORM///////////////// this.REF_input = inp; this.REF_texture = TextureLoader.FromFile(this.device, pfad + @"texturen\Mgmenu.PNG", 350, 190, 0, 0, Format.Unknown, Pool.Default, Filter.None, Filter.None, Color.FromArgb(45, 45, 255).ToArgb()); this.fontweight = FontWeight.Bold; this.fontsize = 25; this.font = new Microsoft.DirectX.Direct3D.Font(this.device, this.fontsize, 10, this.fontweight, 0, false, CharacterSet.Default, Precision.Default, FontQuality.Default, PitchAndFamily.DefaultPitch | PitchAndFamily.FamilyDoNotCare, "Palatino Linotype"); this.Text = "Main Menu"; this.textX = 110; this.textY = 19; this.col = Color.LemonChiffon; this.srcbox = new Rectangle(0, 0, 350, 190); this.movable = true; //////////////////////////// /////////////////////ELEMENTE//////////////////////////////// button_close = new gui_button(ref this.device, this.box.X + 205, this.box.Y + 100, 80, 25); button_close.col = Color.Khaki; button_close.X = 100; button_close.Y = 100; button_close.hovereffekt = true; button_close.colOnhover = Color.SandyBrown; button_close.colnohover = button_close.col; button_close.REF_input = inp; button_close.REF_sprite = this.REF_sprite; button_close.REF_texture = TextureLoader.FromFile(this.device, pfad + @"texturen\button.PNG", 100, 30, 0, 0, Format.Unknown, Pool.Default, Filter.None, Filter.None, Color.FromArgb(45, 45, 255).ToArgb()); button_close.fontweight = FontWeight.Bold; button_close.font = new Microsoft.DirectX.Direct3D.Font(this.device, 15,5, button_close.fontweight, 0, false, CharacterSet.Default, Precision.Default, FontQuality.Default, PitchAndFamily.DefaultPitch | PitchAndFamily.FamilyDoNotCare, "Verdana"); button_close.textX = 20; button_close.textY = 8; button_close.Text = "return to Game"; button_close.srcbox = new Rectangle(0, 0, 100, 30); button_close.box = new Rectangle((int)button_close.X, (int)button_close.Y, 150, 30); /////////BUTTON CLOSE GAME //////////////////////// button_cancelGame = new gui_button(ref this.device, this.box.X + 205, this.box.Y + 140, 80, 25); button_cancelGame.col = Color.Khaki; button_cancelGame.X = 100; button_cancelGame.Y = 140; button_cancelGame.hovereffekt = true; button_cancelGame.colOnhover = Color.SandyBrown; button_cancelGame.colnohover = button_cancelGame.col; button_cancelGame.REF_input = inp; button_cancelGame.REF_sprite = this.REF_sprite; button_cancelGame.REF_texture = button_close.REF_texture; button_cancelGame.fontweight = FontWeight.Bold; button_cancelGame.font = button_close.font; button_cancelGame.textX = 20; button_cancelGame.textY = 8; button_cancelGame.Text = "Close Game"; button_cancelGame.srcbox = new Rectangle(0, 0, 100, 30); button_cancelGame.box = new Rectangle((int)button_cancelGame.X, (int)button_cancelGame.Y, 150, 30); ///////////////////////////////////////////////////////////// return true; }
private void init_Klassen() { MATHENGINE = new c_engine(); //berechnungen für die spielelogik etc INPUT = new c_input(GameDefinition.hwnd, GameDefinition.window); AUDIO = new c_audio(ref pRESOURCES); ZEICHENSPRITE = new Sprite(DEVICE); // einen sprite für das darstellungsgerät erstellen }