/// <summary> /// Draws the world map to the screen /// </summary> /// <param name="obj">used to draw to the screen</param> /// <param name="highLight">highlights an object on the screen if the mouse is hovering over it</param> /// <param name="openClose">Lets us know if the player stats menu is open or closed</param> public void WorldMap(SpriteBatch obj, Color highLight, bool openClose, GameStats gstats, SpriteFont outer) { // sets world map to the size of the screen Rectangle WorldMapTextureRec = new Rectangle(0, 0, obj.GraphicsDevice.Viewport.Width, obj.GraphicsDevice.Viewport.Height); // sets the button for the player stat if (tracker == 0) { Rectangle inOutButtonRec = new Rectangle(0, (obj.GraphicsDevice.Viewport.Height / 2) - 28, 30, 56); Rectangle steelRec = new Rectangle(-150, 0, 150, obj.GraphicsDevice.Viewport.Height); //-150 box3 = inOutButtonRec; box4 = steelRec; tracker += 1; } Rectangle faceRec = new Rectangle((box4.Width / 5) + box4.X, 30, 80, 80); //150 Rectangle levelRec = new Rectangle((box4.Width / 12) + box4.X, 170, 130, 30); //150 Rectangle levelBarRec = new Rectangle(levelRec.X + 10, levelRec.Y + 7, (int)(110 * (gstats.LevelExp / 100)), 15); //150 Rectangle infamyRec = new Rectangle((box4.Width / 12) + box4.X, 270, 130, 30); //150 Rectangle infamyBarRec = new Rectangle(infamyRec.X + 10, infamyRec.Y + 7, (int)(110 * (gstats.InfamyExp / 100)), 15); //150 Rectangle moneyRec = new Rectangle((box4.Width / 12) + box4.X, 390, 130, 70); //150 //OLD CODE //Rectangle ContractPinRec = new Rectangle(200, 110, 10, 10); // Draws the world map obj.Draw(worldMapTexture, WorldMapTextureRec, Color.White); // Draws the player stats if the button is pressed if (openClose == false) { obj.Draw(steel, box4, Color.White); obj.Draw(startButton, faceRec, Color.White); obj.Draw(startButton, levelRec, Color.White); obj.Draw(healthBlock, levelBarRec, Color.White); obj.Draw(startButton, infamyRec, Color.White); obj.Draw(healthBlock, infamyBarRec, Color.Red); obj.Draw(startButton, moneyRec, Color.White); obj.DrawString(outer, "LVL:" + gstats.Level, new Vector2((int)levelRec.X + 10, (int)levelRec.Y - 30), Color.White); obj.DrawString(outer, "INFAMY:" + gstats.Infamy, new Vector2((int)infamyRec.X, (int)infamyRec.Y - 30), Color.White); obj.DrawString(outer, " BANK\nACCOUNT:", new Vector2((int)moneyRec.X, (int)moneyRec.Y - 60), Color.White); obj.DrawString(outer, "$" + gstats.Money, new Vector2((int)moneyRec.X + 5, (int)moneyRec.Y + 20), Color.Gold); obj.Draw(outButton, box3, highLight); } else if (openClose == true) { obj.Draw(steel, box4, Color.White); obj.Draw(startButton, faceRec, Color.White); obj.Draw(startButton, levelRec, Color.White); obj.Draw(healthBlock, levelBarRec, Color.White); obj.Draw(startButton, infamyRec, Color.White); obj.Draw(healthBlock, infamyBarRec, Color.Red); obj.Draw(startButton, moneyRec, Color.White); obj.DrawString(outer, "LVL:" + gstats.Level, new Vector2((int)levelRec.X + 10, (int)levelRec.Y - 30), Color.White); obj.DrawString(outer, "INFAMY:" + gstats.Infamy, new Vector2((int)infamyRec.X, (int)infamyRec.Y - 30), Color.White); obj.DrawString(outer, " BANK\nACCOUNT:", new Vector2((int)moneyRec.X, (int)moneyRec.Y - 60), Color.White); obj.DrawString(outer, "$" + gstats.Money, new Vector2((int)moneyRec.X + 5, (int)moneyRec.Y + 20), Color.Gold); obj.Draw(inButton, box3, highLight); } //OLD CODE //box1 = ContractPinRec; //obj.Draw(contractPin, ContractPinRec, Color.White); }
/// <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); // Testing Player Load p1 = new Player1(GraphicsDevice.Viewport.Width / 2 - 125, GraphicsDevice.Viewport.Height - 175, 125, 125, 3, 2, 1); gstats = new GameStats(100000, 5, 30, 90.0, 50.0); spriteSheet = Content.Load <Texture2D>("spriteSheetB.png"); testImage = Content.Load <Texture2D>("Pizza.png"); p1.CurrentTexture = testImage; // Loading in all the menu textures #region Menu Textures startButton = Content.Load <Texture2D>("basicButton.png"); yesButton = Content.Load <Texture2D>("basicButton.png"); noButton = Content.Load <Texture2D>("basicButton.png"); worldMapTexture = Content.Load <Texture2D>("WorldMap.jpg"); contractPin = Content.Load <Texture2D>("RedPin.png"); contractMenu = Content.Load <Texture2D>("MenuBackground.png"); contractItem = Content.Load <Texture2D>("Item1.jpg"); contractExitButton = Content.Load <Texture2D>("ExitButton.png"); buyButton = Content.Load <Texture2D>("basicButton.png"); continueButton = Content.Load <Texture2D>("basicButton.png"); abortButton = Content.Load <Texture2D>("basicButton.png"); inButton = Content.Load <Texture2D>("InButton.jpg"); outButton = Content.Load <Texture2D>("OutButton.jpg"); steel = Content.Load <Texture2D>("steel.jpg"); text = Content.Load <SpriteFont>("SimplifiedArabicFixed_14"); desText = Content.Load <SpriteFont>("SimplifiedArabicFixed_10"); priceText = Content.Load <SpriteFont>("SimplifiedArabicFixed_22"); faceGui = Content.Load <Texture2D>("guiFace.png"); healthBlock = Content.Load <Texture2D>("health block.png"); #endregion //Loading in all the items items = new List <Item> [3]; itemsLv1 = new List <Item>(); itemsLv2 = new List <Item>(); itemsLv3 = new List <Item>(); monaLisa = new MonaLisa(Content.Load <Texture2D>("Item1.jpg")); dog = new Dog(Content.Load <Texture2D>("Dog.jpg")); doc = new Documents(Content.Load <Texture2D>("documents.jpg")); knyfe = new knife(Content.Load <Texture2D>("Knife.jpg ")); itemsLv1.Add(dog); itemsLv1.Add(knyfe); itemsLv2.Add(doc); itemsLv3.Add(monaLisa); items[0] = itemsLv1; items[1] = itemsLv2; items[2] = itemsLv3; mis = null; numOfMis = 39; // plugging textures into the Game Menu Class GMenus = new GameMenus(startButton, yesButton, noButton, worldMapTexture, contractPin, contractMenu, contractItem, contractExitButton, buyButton, continueButton, abortButton, inButton, outButton, steel, faceGui, healthBlock); camPos = new Vector2(0, 0); // Setting up to pulling the camera position from the Camera class // Start Menu Stuff framesM = 10; letter = 0; end = false; title = "Stealing\nThe\nMona\nLisa"; tileA = Content.Load <Texture2D>("tileA.png"); tileB = Content.Load <Texture2D>("tileB.png"); tileC = Content.Load <Texture2D>("tileC.png"); textTile(); //enemy textures enemy1.CurrentTexture = testImage; enemy2.CurrentTexture = testImage; tileRect = new List <Rectangle>(); tempRects = new List <tileClass>(); foreach (tileClass t in rects) { rect = t.HitBox; tileRect.Add(rect); } }