Пример #1
0
        //////////////////////////////////////////////////////////////////
        //Constructors
        public GalacticGameEngine()
        {
            ID = "";
            Name = "";
            Player1 = new Player();

            _gameIsRunning = false;

            curGalacticDayMang = new GalacticDayManager();

            curGameUniverse = new GameUniverse();

            MainMapControl = new Controls.GameEngineControls.GalacticMapControl();
            TopBarControl = new Controls.GameEngineControls.GameTopBarControl();
            RightBarControl = new Controls.GameEngineControls.GameRightBarControl();

            LeftPlanetMenu = new Controls.PlanetsInGalaxyMenu();
            RightPlanetMenu = new Controls.PlanetsInGalaxyMenu();
            LeftPlanetOrbitMenu = new Controls.PlanetOrbitControl();

            InfoMenu = new Controls.GameInformationMenu();
            PlanetCommandMenu = new Controls.PlanetCommandControl();

            ConstructionMenu = new Controls.GameEngineControls.ConstructionMenuControl();
        }
Пример #2
0
        ////////////////////////////////////////////
        //Check Mouse Clicks
        public void checkGameRunningMouseClick(GameUpdateClassComponents curGameUpdateComponents)
        {
            if (this._gameIsRunning)
            {
                ///////////////////////////////////////
                //Check Orbit Planet Menus
                //////////////////////////////////////

                //Check Orbit Menu
                if (!this.LeftPlanetOrbitMenu._isNull && this.LeftPlanetOrbitMenu._isEnabled)
                {
                    bool blnExit = false;

                    //foreach(Controls.FancyDropDownBoxControl curDDB in this.LeftPlanetOrbitMenu.menuDropDownBoxControls)
                    //{
                        for (int i = 0; i < this.LeftPlanetOrbitMenu.menuDropDownBoxControls.Count; i++)
                        {

                            if (LeftPlanetOrbitMenu.menuDropDownBoxControls[i]._isEnabled)
                            {
                                if (LeftPlanetOrbitMenu.menuDropDownBoxControls[i].dropDownBoxArrow.mouseClicked(curGameUpdateComponents))
                                {
                                    if (LeftPlanetOrbitMenu.menuDropDownBoxControls[i].dropDownCollapsed)
                                        LeftPlanetOrbitMenu.menuDropDownBoxControls[i].dropDownCollapsed = false;
                                    else
                                        LeftPlanetOrbitMenu.menuDropDownBoxControls[i].dropDownCollapsed = true;
                                }

                                if (!LeftPlanetOrbitMenu.menuDropDownBoxControls[i].dropDownCollapsed)
                                {
                                    LeftPlanetOrbitMenu.menuDropDownBoxControls[i].mouseClicked(curGameUpdateComponents);
                                }
                            }
                        }
                    //}

                        bool blnOrbitLeftClose = false;
                        int menuInc = 0;
                    //Run through each Button
                    foreach (Controls.FancyButtonControl curButton in this.LeftPlanetOrbitMenu.menuButtons)
                    {
                        if (!curButton._isNull)
                        {
                            if (curButton.mouseClicked(curGameUpdateComponents))
                            {
                                if (curButton.ID == "btnExitOrbitMenu")
                                {//Clicked Exit Galaxy
                                    blnOrbitLeftClose = true;
                                }

                                if (curButton.ID.Length > "btnSendShip".Length)
                                {
                                    if (curButton.ID.Substring(0, "btnSendShip".Length) == "btnSendShip")
                                    {
                                        int invUnitID = Convert.ToInt32(curButton.ID.Replace("btnSendShip", ""));

                                        string originalPlanetName = LeftPlanetOrbitMenu.strPlanetName;

                                        GameEngine.PlayerInvObjs.InvUnit myInv = curGameUniverse.getInvUnitByID(invUnitID, Model.DataCardType.Ship);

                                        string desitiantionPlanetName = LeftPlanetOrbitMenu.getDestinationPlanetNameByID(invUnitID);

                                        DataCards.Planet oriPlnt = curGameUniverse.getPlanetByName(originalPlanetName);

                                        DataCards.Planet destPlnt = curGameUniverse.getPlanetByName(desitiantionPlanetName);

                                        oriPlnt.Orbit.removeShipFromOrbitByID(myInv.id);

                                        //Takes 5 days to get anywhere!
                                        myInv.transitObj.setTravelTime(5);

                                        destPlnt.Orbit.StarshipFleetsInOrbit.Add(myInv);

                                        LeftPlanetOrbitMenu.menuButtons.RemoveAt(menuInc);

                                        blnOrbitLeftClose = true;

                                        break;
                                        //myInv.
                                    }
                                }
                                //if (curButton.ID == "btnExitPlanetCmdMenu")
                                //{//Clicked Exit Planet Command
                                //    exitPlntCmdMenu = true;
                                //}

                                //if (curButton.ID == "btnContinue")
                                //{//Clicked Exit Faction form
                                //    _continueClicked = true;
                                //}

                            }
                        }
                        menuInc++;
                    }

                    if (blnOrbitLeftClose)
                    {
                        this.LeftPlanetOrbitMenu = new Controls.PlanetOrbitControl();
                        this.LeftPlanetMenu.Enable();
                        this.RightPlanetMenu.Enable();
                    }
                }

                ///////////////////////////////////////
                //Check Galaxy Planet Menus
                //////////////////////////////////////
                //Check Left Menu
                if (!this.LeftPlanetMenu._isNull && this.LeftPlanetMenu._isEnabled)
                {
                    bool exitLeftGPMenu = false;
                    bool exitRightGPMenu = false;

                    //Run through each Button
                    foreach (Controls.FancyButtonControl curButton in this.LeftPlanetMenu.menuButtons)
                    {
                        if (!curButton._isNull)
                        {
                            if (curButton.mouseClicked(curGameUpdateComponents))
                            {
                                if (curButton.ID == "btnExitGalaxyMenu")
                                {//Clicked Exit Galaxy
                                    exitLeftGPMenu = true;
                                }

                                //if (curButton.ID == "btnContinue")
                                //{//Clicked Exit Faction form
                                //    _continueClicked = true;
                                //}

                            }
                        }
                    }

                    float startingPlanetY = this.LeftPlanetMenu.vectorPos.Y + 50;

                    float infoButtonX = Model.StaticValues.xPaddingForInfoBuutton + this.LeftPlanetMenu.vectorPos.X;
                    float commandButtonX = Model.StaticValues.xPaddingForCommandButton + this.LeftPlanetMenu.vectorPos.X;
                    float orbitButtonX = Model.StaticValues.xPaddingForOrbitButton + this.LeftPlanetMenu.vectorPos.X;

                    foreach (DataCards.Planet curPlanet in this.LeftPlanetMenu.menuPlanetControls)
                    {
                        //Check for Info Button
                        if (curGameUpdateComponents._curMouseState.X > infoButtonX && curGameUpdateComponents._curMouseState.X < (infoButtonX + 30))
                        {
                            if (curGameUpdateComponents._curMouseState.Y > startingPlanetY && curGameUpdateComponents._curMouseState.Y < (startingPlanetY + 30))
                            {
                                CreatePlanetInfoMenu(curGameUpdateComponents, curPlanet);
                            }
                        }

                        //Check for Command Button
                        if (curGameUpdateComponents._curMouseState.X > commandButtonX && curGameUpdateComponents._curMouseState.X < (commandButtonX + 30))
                        {
                            if (curGameUpdateComponents._curMouseState.Y > startingPlanetY && curGameUpdateComponents._curMouseState.Y < (startingPlanetY + 30))
                            {
                                CreatePlanetCommandMenu(curGameUpdateComponents, curPlanet);
                            }
                        }

                        //Check for Orbit Button
                        if (curGameUpdateComponents._curMouseState.X > orbitButtonX && curGameUpdateComponents._curMouseState.X < (orbitButtonX + 30))
                        {
                            if (curGameUpdateComponents._curMouseState.Y > startingPlanetY && curGameUpdateComponents._curMouseState.Y < (startingPlanetY + 30))
                            {
                                //CreatePlanetCommandMenu(curGameUpdateComponents, curPlanet);
                                CreateOrbitCommandMenu(curGameUpdateComponents, curPlanet);
                            }
                        }

                        startingPlanetY += 60;

                    }

                    if (exitLeftGPMenu)
                    {
                        this.LeftPlanetMenu = new Controls.PlanetsInGalaxyMenu();
                    }

                    if (exitRightGPMenu)
                    {
                        this.RightPlanetMenu = new Controls.PlanetsInGalaxyMenu();
                    }

                }

                //Check Info Menu
                if (!this.InfoMenu._isNull && this.InfoMenu._isEnabled)
                {
                    bool exitInfoMenu = false;

                    //Run through each Button
                    foreach (Controls.FancyButtonControl curButton in this.InfoMenu.menuButtons)
                    {
                        if (!curButton._isNull)
                        {
                            if (curButton.mouseClicked(curGameUpdateComponents))
                            {
                                if (curButton.ID == "btnExitInfoMenu")
                                {//Clicked Exit Galaxy
                                    exitInfoMenu = true;
                                }

                                //if (curButton.ID == "btnExitPlanetCmdMenu")
                                //{//Clicked Exit Planet Command
                                //    exitPlntCmdMenu = true;
                                //}

                                //if (curButton.ID == "btnContinue")
                                //{//Clicked Exit Faction form
                                //    _continueClicked = true;
                                //}

                            }
                        }
                    }

                    if (exitInfoMenu)
                    {
                        this.InfoMenu = new Controls.GameInformationMenu();

                        this.LeftPlanetMenu.Enable();
                        this.RightPlanetMenu.Enable();
                    }

                    //if (exitPlntCmdMenu)
                    //{
                    //    this.PlanetCommandMenu = new Controls.PlanetCommandControl();

                    //    this.LeftPlanetMenu.Enable();
                    //    this.RightPlanetMenu.Enable();
                    //}

                }

                //Check Planet Control Menu
                if (!this.PlanetCommandMenu._isNull && this.PlanetCommandMenu._isEnabled)
                {

                    bool exitPlntCmdMenu = false;

                    //Run through each Button
                    foreach (Controls.FancyButtonControl curButton in this.PlanetCommandMenu.menuButtons)
                    {
                        if (!curButton._isNull)
                        {
                            if (curButton.mouseClicked(curGameUpdateComponents))
                            {
                            //    if (curButton.ID == "btnExitInfoMenu")
                            //    {//Clicked Exit Galaxy
                            //        exitInfoMenu = true;
                            //    }

                                if (curButton.ID == "btnExitPlanetCmdMenu")
                                {//Clicked Exit Planet Command
                                    exitPlntCmdMenu = true;
                                }

                                //if (curButton.ID == "btnContinue")
                                //{//Clicked Exit Faction form
                                //    _continueClicked = true;
                                //}

                            }
                        }
                    }

                    foreach (Controls.TabPanel.TabPanel curTP in PlanetCommandMenu.tabControl.tabPanels)
                    {
                        Controls.PanelControl curPnl = curTP.panel;

                        //Prolly dont need a loop here but whatevs///

                        if (curTP.selected)
                        {
                            foreach (Controls.FancyButtonControl curBtn in curPnl.menuButtons)
                            {
                                if (curBtn.mouseClicked(curGameUpdateComponents))
                                {
                                    if (curBtn.ID == "btnFacilityMFR")
                                    {
                                        buildConstructionMenu(curGameUpdateComponents, curBtn.ID);
                                    }

                                    if (curBtn.ID == "btnShipMFR")
                                    {
                                        buildConstructionMenu(curGameUpdateComponents, curBtn.ID);
                                        //buildShipMenu(curGameUpdateComponents, curBtn.ID);
                                    }

                                    if (curBtn.ID == "btnTroopsMFR")
                                    {
                                        buildConstructionMenu(curGameUpdateComponents, curBtn.ID);
                                        //buildShipMenu(curGameUpdateComponents, curBtn.ID);
                                    }

                                    if (curBtn.ID == "btnTroops")
                                    {
                                        loadAsManyTroopsOnShipsAsPossible(PlanetCommandMenu.SelectedPlanetName);
                                    }
                                }
                            }
                        }

                    }

                    PlanetCommandMenu.CheckMouseClick(curGameUpdateComponents);

                    if (exitPlntCmdMenu)
                    {
                        this.PlanetCommandMenu = new Controls.PlanetCommandControl();

                        this.LeftPlanetMenu.Enable();
                        this.RightPlanetMenu.Enable();
                    }

                }

                //Check Construction Menu
                if (!ConstructionMenu._isNull)
                {

                    if (ConstructionMenu.destinationDropDown._isEnabled)
                    {
                        //Collapse or close menu if arrow clicked
                        if (ConstructionMenu.destinationDropDown.dropDownBoxArrow.mouseClicked(curGameUpdateComponents))
                        {
                            if (ConstructionMenu.destinationDropDown.dropDownCollapsed)
                                ConstructionMenu.destinationDropDown.dropDownCollapsed = false;
                            else
                                ConstructionMenu.destinationDropDown.dropDownCollapsed = true;
                        }

                        //Select a new test option as "selected"
                        if (!ConstructionMenu.destinationDropDown.dropDownCollapsed)
                        {
                            ConstructionMenu.destinationDropDown.mouseClicked(curGameUpdateComponents);
                        }
                    }

                    if (ConstructionMenu.facilityTypeDropDown._isEnabled)
                    {
                        //Collapse or close menu if arrow clicked
                        if (ConstructionMenu.facilityTypeDropDown.dropDownBoxArrow.mouseClicked(curGameUpdateComponents))
                        {
                            if (ConstructionMenu.facilityTypeDropDown.dropDownCollapsed)
                                ConstructionMenu.facilityTypeDropDown.dropDownCollapsed = false;
                            else
                                ConstructionMenu.facilityTypeDropDown.dropDownCollapsed = true;
                        }

                        //Select a new test option as "selected"
                        if (!ConstructionMenu.facilityTypeDropDown.dropDownCollapsed)
                        {
                            ConstructionMenu.facilityTypeDropDown.mouseClicked(curGameUpdateComponents);
                        }
                    }

                    //Check buttons
                    foreach (Controls.FancyButtonControl curBtn in ConstructionMenu.menuButtons)
                    {
                        if (curBtn.mouseClicked(curGameUpdateComponents))
                        {
                            //Exit
                            if (curBtn.ID == "btnExitManuFacilityMenu")
                            {
                                ConstructionMenu = new Controls.GameEngineControls.ConstructionMenuControl();
                            }

                            //Build new facility
                            if (curBtn.ID == "btnContructManuFacilityMenu")
                            {/////////Under construction is going on Type not Entity!!!

                                string strFacilityTypeName = ConstructionMenu.facilityTypeDropDown.textOptions[ConstructionMenu.facilityTypeDropDown.selectedIndex];

                                string strPlanetName = ConstructionMenu.destinationDropDown.textOptions[ConstructionMenu.destinationDropDown.selectedIndex];

                                DataCards.Facility facilCheck = staticDataCards.getFacilityByName(strFacilityTypeName);

                                //InvUnit will be like... An Entity. Maybe I will rename it that later when its a pain in the ass to change it :P
                                GameEngine.PlayerInvObjs.InvUnit newUnit = new GameEngine.PlayerInvObjs.InvUnit();
                                newUnit._underConstruction = true;
                                newUnit.startEntityConstruction(facilCheck, strPlanetName);

                                newUnit.FacilityOwner = new GameEngine.GalacticComponents.Owner(Player1);

                                //Add the Inventory Object to the GroundSpaces->Facilites array
                                curGameUniverse.getPlanetByName(strPlanetName).GroundSpaces.Facilities.Add(newUnit);

                                Player1.curGameResourceMang.invRawMaterials -= facilCheck.baseManufactureCost.ResourceCost;

                                ConstructionMenu = new Controls.GameEngineControls.ConstructionMenuControl();
                            }

                            //Build new Ship
                            if (curBtn.ID == "btnContructManuShipMenu")
                            {/////////Under construction is going on Type not Entity!!!

                                string strFacilityTypeShipName = ConstructionMenu.facilityTypeDropDown.textOptions[ConstructionMenu.facilityTypeDropDown.selectedIndex];

                                string strPlanetName = ConstructionMenu.destinationDropDown.textOptions[ConstructionMenu.destinationDropDown.selectedIndex];

                                DataCards.Ship shipCheck = staticDataCards.getShipByName(strFacilityTypeShipName);

                                //InvUnit will be like... An Entity. Maybe I will rename it that later when its a pain in the ass to change it :P
                                GameEngine.PlayerInvObjs.InvUnit newUnit = new GameEngine.PlayerInvObjs.InvUnit();
                                newUnit._underConstruction = true;
                                newUnit.startEntityConstruction(shipCheck, strPlanetName);

                                newUnit.FacilityOwner = new GameEngine.GalacticComponents.Owner(Player1);

                                //Add ship to orbit
                                curGameUniverse.getPlanetByName(strPlanetName).Orbit.StarshipFleetsInOrbit.Add(newUnit);

                                Player1.curGameResourceMang.invRawMaterials -= 100;//Charging 100 by default

                                ConstructionMenu = new Controls.GameEngineControls.ConstructionMenuControl();
                            }

                            //Build new Troop
                            if (curBtn.ID == "btnContructManuTroopsMenu")
                            {/////////Under construction is going on Type not Entity!!!

                                string strFacilityTypeTroopsName = ConstructionMenu.facilityTypeDropDown.textOptions[ConstructionMenu.facilityTypeDropDown.selectedIndex];

                                string strPlanetName = ConstructionMenu.destinationDropDown.textOptions[ConstructionMenu.destinationDropDown.selectedIndex];

                                DataCards.Troops TroopsCheck = staticDataCards.getTroopsByName(strFacilityTypeTroopsName);

                                //InvUnit will be like... An Entity. Maybe I will rename it that later when its a pain in the ass to change it :P
                                GameEngine.PlayerInvObjs.InvUnit newUnit = new GameEngine.PlayerInvObjs.InvUnit();
                                newUnit._underConstruction = true;
                                newUnit.startEntityConstruction(TroopsCheck, strPlanetName);

                                newUnit.FacilityOwner = new GameEngine.GalacticComponents.Owner(Player1);

                                //Add troops to planet
                                curGameUniverse.getPlanetByName(strPlanetName).GroundSpaces.Troops.Add(newUnit);

                                Player1.curGameResourceMang.invRawMaterials -= 10;//Charging 10 by default

                                ConstructionMenu = new Controls.GameEngineControls.ConstructionMenuControl();
                            }
                        }

                    }

                }

                //Only Check if GP menus are not displayed
                if (this.LeftPlanetMenu._isNull && this.RightPlanetMenu._isNull)
                {
                    //Check Galaxy Clicks
                    foreach (DataCards.Galaxy curGalaxy in this.curGameUniverse.TheUniverse)
                    {
                        string[] strArryXYBounds = curGalaxy.MouseImageAreaCoordinates.Split(';');

                        Model.XYStringToInt topLeft = new Model.XYStringToInt(strArryXYBounds[0]);

                        Model.XYStringToInt bottomRight = new Model.XYStringToInt(strArryXYBounds[1]);

                        if (curGameUpdateComponents._curMouseState.X > topLeft.X && curGameUpdateComponents._curMouseState.X < bottomRight.X)
                        {
                            if (curGameUpdateComponents._curMouseState.Y > topLeft.Y && curGameUpdateComponents._curMouseState.Y < bottomRight.Y)
                            {

                                /////////////////////////////////
                                //Create Galaxy Planets Menu
                                //////////////////////////////////

                                Texture2D curTexture = curGameUpdateComponents._staticTextureImages._galacticPlanetView;
                                //Vector2 curVector = new Vector2(100, 100);
                                //Rectangle curRect = new Rectangle(100, 100, 300, 300);

                                Controls.PlanetsInGalaxyMenu curMenuControl = new Controls.PlanetsInGalaxyMenu();

                                //Start Menu Button List
                                List<Controls.FancyButtonControl> menuButtons = new List<Controls.FancyButtonControl>();

                                //Get Continue Button Settings
                                Texture2D curButtonTexture = curGameUpdateComponents._staticTextureImages._buttonTexture;
                                Vector2 curButtonVector = new Vector2(110, 340);
                                Rectangle curButtonRect = new Rectangle(110, 340, 130, 50);

                                //Add the Continue Button
                                //menuButtons.Add(new GalacticConquest.Controls.FancyButtonControl("btnSaveSettings", curButtonTexture, curButtonVector, curButtonRect, "Save"));

                                //Add the Exit Button
                                curButtonVector = new Vector2(365, 650);
                                curButtonRect = new Rectangle(365, 650, 130, 50);

                                menuButtons.Add(new Controls.FancyButtonControl("btnExitGalaxyMenu", curButtonTexture, curButtonVector, curButtonRect, "Exit"));

                                //Create the Menu Control
                                curMenuControl = new Controls.PlanetsInGalaxyMenu("mnuGalaxy", curTexture, Model.OrientationType.Left, curGalaxy.Name, "...Settings List Here...", menuButtons);

                                curMenuControl.menuPlanetControls = this.curGameUniverse.getPlanetListByGalaxyName(curGalaxy.Name);

                                this.LeftPlanetMenu = curMenuControl;

                                //Add menu control to list
                                //activeImgMenus.Add(curMenuControl);

                            }
                        }

                    }

                }

                checkTopBarMouseClick(curGameUpdateComponents);

            }
        }
Пример #3
0
        public void CreatePlanetCommandMenu(GameUpdateClassComponents curGameUpdateComponents, DataCards.Planet curPlanet)
        {
            //Create a Planet Command Menu

            //Disable other controls
            this.disableAllControls();

            Rectangle myAvgRect = new Rectangle(300, 200, 600, 400);

            List<GameEngine.PlayerInvObjs.InvUnit> facilityInvUnits = new List<GameEngine.PlayerInvObjs.InvUnit>();
            facilityInvUnits = curGameUniverse.getPlanetByName(curPlanet.Name).GroundSpaces.Facilities;

            List<GameEngine.PlayerInvObjs.InvUnit> troopsInvUnits = new List<GameEngine.PlayerInvObjs.InvUnit>();
            troopsInvUnits = curGameUniverse.getPlanetByName(curPlanet.Name).GroundSpaces.Troops;

            List<Controls.DataCardIconControl> facilityDataCards = new List<GalacticConquest.Controls.DataCardIconControl>();
            List<Controls.DataCardIconControl> troopsDataCards = new List<GalacticConquest.Controls.DataCardIconControl>();

            foreach (GameEngine.PlayerInvObjs.InvUnit curIU in facilityInvUnits)
            {
                Controls.DataCardIconControl curDataCard = new GalacticConquest.Controls.DataCardIconControl();

                //If Under construction@!!/////
                if (curIU._underConstruction)
                {
                    curDataCard.imgControl = curGameUpdateComponents._staticTextureImages._underConstructionFacility;
                    curDataCard.strControlText = curIU.iuFacility.HeaderText + " (U/C " + curIU._remainingConstructionDays.ToString() + " days left)";
                }
                else
                {
                    curDataCard.imgControl = Texture2D.FromFile(curGameUpdateComponents._graphicsDevice, Model.DataUtilities._FacilitiesImagePath + curIU.iuFacility.Name + ".jpg");
                    curDataCard.strControlText = curIU.iuFacility.HeaderText;
                }
                Rectangle curDataCardRect = new Rectangle(myAvgRect.X + 10, myAvgRect.Y + 10, curDataCard.imgControl.Width, curDataCard.imgControl.Height);
                curDataCard.rectControl = curDataCardRect;
                curDataCard._isNull = false;

                facilityDataCards.Add(curDataCard);
            }

            foreach (GameEngine.PlayerInvObjs.InvUnit curIU in troopsInvUnits)
            {
                Controls.DataCardIconControl curDataCard = new GalacticConquest.Controls.DataCardIconControl();

                //If Under construction@!!/////
                if (curIU._underConstruction)
                {
                    curDataCard.imgControl = curGameUpdateComponents._staticTextureImages._underConstructionFacility; // Use a troops Under Construction image when you get one...
                    curDataCard.strControlText = curIU.iuTroops.HeaderText + " (U/C " + curIU._remainingConstructionDays.ToString() + " days left)";
                }
                else
                {
                    curDataCard.imgControl = Texture2D.FromFile(curGameUpdateComponents._graphicsDevice, Model.DataUtilities._TroopsImagePath + curIU.iuTroops.Name + ".jpg");
                    curDataCard.strControlText = curIU.iuTroops.HeaderText;
                }
                Rectangle curDataCardRect = new Rectangle(myAvgRect.X + 10, myAvgRect.Y + 10, curDataCard.imgControl.Width, curDataCard.imgControl.Height);
                curDataCard.rectControl = curDataCardRect;
                curDataCard._isNull = false;

                troopsDataCards.Add(curDataCard);
            }

            Controls.PlanetCommandControl newPlanetCmdMenu = new Controls.PlanetCommandControl();

            newPlanetCmdMenu.menuImageToDisplay = curGameUpdateComponents._staticTextureImages._planetCommandMenu;

            newPlanetCmdMenu.menuVector = new Vector2(50, 100);
            newPlanetCmdMenu.HeaderText = curPlanet.HeaderText;
            newPlanetCmdMenu.Description = curPlanet.Description;
            newPlanetCmdMenu.Name = "plntCmdMenu";
            newPlanetCmdMenu.tag = curPlanet;
            newPlanetCmdMenu.SelectedPlanetName = curPlanet.Name;
            newPlanetCmdMenu._isEnabled = true;
            newPlanetCmdMenu._isNull = false;

            ///////////////////////////////////////////////////////////////////
            //Create Tab Control
            Controls.TabPanel.TabPanelControl tabControl = new Controls.TabPanel.TabPanelControl();

            tabControl.TabSelectedTexture = curGameUpdateComponents._staticTextureImages._tabSelected;
            tabControl.TabUnselectedTexture = curGameUpdateComponents._staticTextureImages._tabUnselected;
            tabControl.VectorPosition = new Vector2(300,157);

            Controls.TabPanel.TabPanel tabPanelCmd = new Controls.TabPanel.TabPanel();
            Controls.PanelControl btnPanel = new Controls.PanelControl();

            btnPanel._isEnabled = true;
            btnPanel._isNull = false;
            btnPanel.backColor = Color.LightSalmon;
            btnPanel.borderColor = Color.Black;
            btnPanel.borderSize = 2;
            btnPanel.panelRect = myAvgRect;

            if (curPlanet.GroundSpaces.hasFacilityMFR()) //If the planet has a manufactoring facility then let them build
            {
                Controls.FancyButtonControl btnFacilityMFR = new Controls.FancyButtonControl();

                Vector2 btnFacilVector = new Vector2(350,270);

                Rectangle btnFacilRect = new Rectangle((int)btnFacilVector.X, (int)btnFacilVector.Y, curGameUpdateComponents._staticTextureImages._buttonTexture.Width, curGameUpdateComponents._staticTextureImages._buttonTexture.Height);

                btnFacilityMFR = new Controls.FancyButtonControl("btnFacilityMFR", curGameUpdateComponents._staticTextureImages._buttonTexture, btnFacilVector, btnFacilRect, "Construct Buildings");

                btnPanel.menuButtons.Add(btnFacilityMFR);
            }
            if (curPlanet.GroundSpaces.hasShipMFR())//If the planet has a ship building facility then let them build
            {
                Controls.FancyButtonControl btnShipMFR = new Controls.FancyButtonControl();

                Vector2 btnFacilVector = new Vector2(curGameUpdateComponents._staticTextureImages._buttonTexture.Width + 350 + 75, 270);

                Rectangle rectShipMFR = new Rectangle((int)btnFacilVector.X, (int)btnFacilVector.Y, curGameUpdateComponents._staticTextureImages._buttonTexture.Width, curGameUpdateComponents._staticTextureImages._buttonTexture.Height);

                btnShipMFR = new Controls.FancyButtonControl("btnShipMFR", curGameUpdateComponents._staticTextureImages._buttonTexture, btnFacilVector, rectShipMFR, "Construct Ships");

                btnPanel.menuButtons.Add(btnShipMFR);
            }
            if (curPlanet.GroundSpaces.hasTroopsMFR())//If the planet has a troops building facility then let them build
            {
                Controls.FancyButtonControl btnTroopsMFR = new Controls.FancyButtonControl();

                Vector2 btnFacilVector = new Vector2(350, curGameUpdateComponents._staticTextureImages._buttonTexture.Height + 270 + 50);

                Rectangle rectTroopsMFR = new Rectangle((int)btnFacilVector.X, (int)btnFacilVector.Y, curGameUpdateComponents._staticTextureImages._buttonTexture.Width, curGameUpdateComponents._staticTextureImages._buttonTexture.Height);

                btnTroopsMFR = new Controls.FancyButtonControl("btnTroopsMFR", curGameUpdateComponents._staticTextureImages._buttonTexture, btnFacilVector, rectTroopsMFR, "Construct Troops");

                btnPanel.menuButtons.Add(btnTroopsMFR);
            }
            if (curPlanet.GroundSpaces.hasTroops() && curPlanet.Orbit.hasShipsInOrbit())//If the planet has troops and ship then let them move them
            {
                Controls.FancyButtonControl btnTroops = new Controls.FancyButtonControl();

                Vector2 btnFacilVector = new Vector2(curGameUpdateComponents._staticTextureImages._buttonTexture.Width + 350 + 75, curGameUpdateComponents._staticTextureImages._buttonTexture.Height + 270 + 50);

                Rectangle rectTroopsMFR = new Rectangle((int)btnFacilVector.X, (int)btnFacilVector.Y, curGameUpdateComponents._staticTextureImages._buttonTexture.Width, curGameUpdateComponents._staticTextureImages._buttonTexture.Height);

                btnTroops = new Controls.FancyButtonControl("btnTroops", curGameUpdateComponents._staticTextureImages._buttonTexture, btnFacilVector, rectTroopsMFR, "Move Troops");

                btnPanel.menuButtons.Add(btnTroops);
            }
            //btnPanel.

            tabPanelCmd.Name = "Command";
            tabPanelCmd.TabText = "Command";
            tabPanelCmd.selected = true;

            tabPanelCmd.panel = btnPanel;
            tabPanelCmd._isNull = false;

            Controls.TabPanel.TabPanel tabPanelFacility = new Controls.TabPanel.TabPanel();
            Controls.PanelControl facilityPanel = new Controls.PanelControl();

            facilityPanel._isEnabled = true;
            facilityPanel._isNull = false;
            facilityPanel.backColor = Color.LightGreen;
            facilityPanel.borderColor = Color.Black;
            facilityPanel.borderSize = 2;
            facilityPanel.panelRect = myAvgRect;

            //Add Facility DataCards
            //facilityPanel.

            facilityPanel.dataCards = facilityDataCards;

            tabPanelFacility.Name = "Facilities";
            tabPanelFacility.TabText = "Facilities";

            tabPanelFacility.panel = facilityPanel;
            tabPanelFacility._isNull = false;

            Controls.TabPanel.TabPanel tabPanelTroops = new Controls.TabPanel.TabPanel();
            Controls.PanelControl troopsPanel = new Controls.PanelControl();

            troopsPanel._isEnabled = true;
            troopsPanel._isNull = false;
            troopsPanel.backColor = Color.Gray;
            troopsPanel.borderColor = Color.Red;
            troopsPanel.borderSize = 2;
            troopsPanel.panelRect = myAvgRect;

            troopsPanel.dataCards = troopsDataCards;

            tabPanelTroops.Name = "Troops";
            tabPanelTroops.TabText = "Troops";

            tabPanelTroops.panel = troopsPanel;
            tabPanelTroops._isNull = false;

            //Insert all panels intoTab control
            tabControl.tabPanels.Add(tabPanelCmd);
            tabControl.tabPanels.Add(tabPanelFacility);
            tabControl.tabPanels.Add(tabPanelTroops);

            //Add the Tab Control
            newPlanetCmdMenu.tabControl = tabControl;

            //Add the Exit Button
            newPlanetCmdMenu.menuButtons.Add(new Controls.FancyButtonControl("btnExitPlanetCmdMenu", curGameUpdateComponents._staticTextureImages._buttonTexture, new Vector2(800, 680), new Rectangle(800, 680, 130, 50), "Exit"));

            this.PlanetCommandMenu = newPlanetCmdMenu;
        }