public GameMenu(string n, List<Buttons.Button> butts) { themePlaying = false; buttons = butts; name = n; texture = Game1.ASM.GetTextureAsset(name); }
public Button(Vector2 p, string n) { name = n; position = p; flagged = false ; texture = Game1.ASM.GetTextureAsset(name); hitBox = new Rectangle((int)position.X, (int)position.Y, texture.sprite.Width, texture.sprite.Height); }
public World(string n, int row, int col, int cS, string texture) { updateQueue = new Queue<Objects.GameObject>(); random = new Random(0); themePlaying = false; chunkR = row; chunkC = col; chunkMap = new Chunk[row, col]; name = n; chunkSize = cS; background = Game1.ASM.GetTextureAsset(texture); }
public GameObject(string _name, string _type, Vector2 _position) { drawn = false; updated = false; hotKeys = new List<Keys>(); target = new Point((int)_position.X, (int)_position.Y); selected = false; position = _position; type = _type; name = _name; texture = Game1.ASM.GetTextureAsset(name); hitBox = new Rectangle((int)position.X, (int)position.Y, texture.sprite.Width, texture.sprite.Height); }
public HeadsUpDisplay() { loadQueueRects = new List<Rectangle>(); selectedObjects = new List<Objects.GameObject>(); stretchBuffer = 10; stretchSize = 50; overlay = Game1.ASM.GetTextureAsset("HUDOverlay"); loadBox = Game1.ASM.GetTextureAsset("LoadBox"); loadBar = Game1.ASM.GetTextureAsset("LoadBar"); overlayRect = new Rectangle(0, 900, 1920, 180); selectRect = new Rectangle(0, 900, 630, 180); loadRect = new Rectangle(730, 910, 300, 150); loadBarRect = new Rectangle(830, 940, 0, 12); hotkeyRect = new Rectangle(1130, 910, 300, 300); loadQueueRects.Add(new Rectangle(730, 910, 75, 75)); loadQueueRects.Add(new Rectangle(730, 985, 75, 75)); loadQueueRects.Add(new Rectangle(805, 985, 75, 75)); loadQueueRects.Add(new Rectangle(880, 985, 75, 75)); loadQueueRects.Add(new Rectangle(955, 985, 75, 75)); selectedCapacity = ((selectRect.Width - (2 * stretchBuffer)) / stretchSize) * ((selectRect.Height - (2 * stretchBuffer)) / stretchSize); selectedCount = 0; }