/// <summary> /// Draws the content on the specified spriteBatch. /// </summary> /// <param name="spriteBatch">Sprite batch.</param> public virtual void Draw(SpriteBatch spriteBatch) { foreach (GuiElement guiElement in GuiElements.Where(w => w.Visible)) { guiElement.Draw(spriteBatch); } }
protected SCOR.AScorItem GetGuiElement(string name, byte[] data) { SCOR.AScorItem ret = null; if (GuiElements.ContainsKey(name)) { ret = System.Activator.CreateInstance(GuiElements[name], new object[] { this }) as SCOR.AScorItem; } if (ret == null) { ret = new SCOR.ScoreItemDefault(this); } if (data != null) { System.IO.BinaryReader br = new System.IO.BinaryReader(new System.IO.MemoryStream(data)); ret.SetData(name, br); br.Close(); } return(ret); }
/// <summary> /// Updates the content. /// </summary> /// <param name="gameTime">Game time.</param> public virtual void Update(GameTime gameTime) { GuiElements.RemoveAll(e => e.IsDisposed); foreach (GuiElement guiElement in GuiElements.Where(e => e.Enabled).Reverse()) { if (InputManager.Instance.MouseButtonInputHandled) { break; } guiElement.HandleInput(); } InputManager.Instance.MouseButtonInputHandled = false; foreach (GuiElement guiElement in GuiElements.Where(e => e.Enabled)) { guiElement.Update(gameTime); } }
/// <summary> /// Unloads the content. /// </summary> public virtual void UnloadContent() { GuiElements.ForEach(w => w.UnloadContent()); GuiElements.Clear(); }
/// <summary> /// Loads the content. /// </summary> public void LoadContent() { GuiElements.ToList().ForEach(w => w.LoadContent()); }
/// <summary> /// Focuses the input on the element with the specified identifier. /// </summary> /// <param name="id">Element identifier.</param> public void FocusElement(string id) { GuiElements.ForEach(e => e.InputFocus = false); GuiElements.FirstOrDefault(e => e.Id == id).InputFocus = true; }
public BaseGui() { GuiElements.Add(this); }
/// <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); screencentre = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2); Pop = Content.Load<SoundEffect>(".\\Sound\\BruitSec"); Enemy = new Jets(); for (int i = 0; i < Enemy.jets.Length; i++) { Enemy.jets[i].charModel = Content.Load<Model>(".\\Models\\balloonRed"); } Jet = Content.Load<Model>(".\\Models\\eurofighter fbx"); player = new mainPlayer(cameraPosition, screencentre, aspectRatio); player.charModel = Content.Load<Model>(".\\Models\\RedBalloon"); newcamera = new Camera(campos2, Vector3.Zero, Vector3.Up, screencentre); newcamera.setPerspectiveProjection(45.0f, aspectRatio, 1.0f, 1000.0f); thirdPerCamera = new Camera(player.Position + thirdPerOffset, player.Position,Vector3.Up,screencentre); thirdPerCamera.setPerspectiveProjection(45.0f, aspectRatio , 1.0f, 1000.0f); physics = new Physics(player.bulletlist.Length, redballoon.Length); Font = Content.Load<SpriteFont>(".\\Fonts\\Basic"); Button = Content.Load<Texture2D>(".\\Textures\\Button"); StartButton = new GuiElements((screencentre - new Vector2(Button.Width - 100 ,Button.Height + 120))); Medium = new GuiElements((screencentre - new Vector2(Button.Width - 100, Button.Height - 120))); Hard = new GuiElements((screencentre - new Vector2(Button.Width - 100, Button.Height))); //Textures For Weapon Equip Gui WeaponGUI[0] = Content.Load<Texture2D>(".\\Textures\\KnifeSelected"); WeaponGUI[1] = Content.Load<Texture2D>(".\\Textures\\KnifeUnSelected"); WeaponGUI[2] = Content.Load<Texture2D>(".\\Textures\\GunSlelected"); WeaponGUI[3] = Content.Load<Texture2D>(".\\Textures\\GunUnslelected"); WeaponGUI[4] = Content.Load<Texture2D>(".\\Textures\\goldenBulletsel"); WeaponGUI[5] = Content.Load<Texture2D>(".\\Textures\\goldenBulletUnsel"); WeaponsState[0] = new GuiElements(new Vector2(screencentre.X - (2.0f * (WeaponGUI[0].Width) / 2), 350.0f)); WeaponsState[1] = new GuiElements(new Vector2(screencentre.X - (0.5f * (WeaponGUI[0].Width) / 2), 350.0f)); WeaponsState[2] = new GuiElements ( new Vector2(screencentre.X + (2.0f * (WeaponGUI[0].Width) / 2),350.0f)); crosshair = Content.Load<Texture2D>(".\\Textures\\crosshair"); crosshairpos = new Vector2((screencentre.X - (crosshair.Width / 2)), (screencentre.Y - (crosshair.Height / 2))); XboxController = Content.Load<Texture2D>(".\\Textures\\Contorller"); controllerSelectScreem = Content.Load<Texture2D>(".\\Textures\\ControllerSelection"); KeyBoardController = Content.Load<Texture2D>(".\\Textures\\keyboard"); player.available = mainPlayer.Weapons.shortRange; currentcamera = player.eyes; icounter = 99; for (int i = 0; i < player.bulletlist.Length; i++) { player.bulletlist[i].charModel = Content.Load<Model>(".\\Models\\Bullet"); player.bulletlist[i].charRotation += MathHelper.Pi; } player.shortRange.charModel = Content.Load<Model>(".\\Models\\Short"); player.LongRange.charModel = Content.Load<Model>(".\\Models\\Untitled"); for (int i = 0; i < redballoon.Length; i++) { balloonPos = new Vector3(random.Next(playfield), 0.0f, random.Next(playfield)); redballoon[i] = new Luft(balloonPos); redballoon[i].charModel = Content.Load<Model>(".\\Models\\RedBalloon"); } GreenBalloon = new Character( new Vector3(80.0f,40.0f,120.0f)); GreenBalloon.charModel = Content.Load<Model>(".\\Models\\balloonGreen"); BlueBalloon = new Character( new Vector3(120.0f,0.0f,80.0f)); BlueBalloon.charModel = Content.Load<Model>(".\\Models\\balloonBlue"); GoldBalloon = new Character(new Vector3( 0.0f, 110.0f, 0.0f)); GoldBalloon.charModel = Content.Load<Model>(".\\Models\\balloonGold"); //------------------------------------------------------------- // added to load Model //------------------------------------------------------------- aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; // TODO: use this.Content to load your game content here }