public GameState(Game1 game, GraphicsDevice graphicsDevice, ContentManager content) : base(game, graphicsDevice, content) { round = 0; playerWins = 0; enemyWins = 0; var backgroundTexture = _content.Load <Texture2D>("Menu Backgrounds/Stone Brick Background"); Background background = new Background(backgroundTexture); var uiFont = _content.Load <SpriteFont>("Fonts/Font"); player = new PlayerSouth(game); player.LoadContent(content); player.Initialize(180, 300); player2 = new PlayerNorth(game); player2.LoadContent(content); player2.Initialize(180, 300); var uiTexture = _content.Load <Texture2D>("Menu Backgrounds/ThirteenthBellUI_NoBackground"); userInterface = new UserInterface(uiTexture, uiFont) { playerStackText = "Test Text", //Hopefully we'll be able to plug in the different player stats for these playerLifeText = Convert.ToString(player.life), enemyStackText = "Test Text", enemyLifeText = Convert.ToString(player2.life), roundText = round, playerText = playerWins, enemyText = enemyWins, }; LaneSet laneSet = new LaneSet(_content, 0, 0, 0); stack = new Stack(_content, 30, 0); enemyStack = new Stack(_content, 30, 1); playerHand = new PlayableCards(5, stack, 0, player, 0); enemyHand = new PlayableCards(5, enemyStack, 1, player2, 1); _components = new List <Component> { background, userInterface, laneSet, stack, enemyStack, playerHand, enemyHand }; }
public RoundState(Game1 game, GraphicsDevice graphicsDevice, ContentManager content, int roundNumber, int pWins, int eWins, int wI, bool p) : base(game, graphicsDevice, content) { round = roundNumber; winIndicator = wI; var buttonTexture = _content.Load <Texture2D>("Controls/Play Game"); var buttonFont = _content.Load <SpriteFont>("Fonts/Font"); var otherFont = _content.Load <SpriteFont>("Fonts/LargerFont"); ri = new RoundIntro(buttonTexture, buttonFont) { Position = new Vector2(488, 300), Text = "Round " + round + " starts on the 13th Bell \n" + " " }; //Console.WriteLine("Round: " + round); playerWins = pWins; //Console.WriteLine("Player Wins: " + playerWins); enemyWins = eWins; //Console.WriteLine("Enemy Wins: " + enemyWins); List <Texture2D> uiBackgrounds = new List <Texture2D>(); var backgroundTexture = _content.Load <Texture2D>("Menu Backgrounds/5"); uiBackgrounds.Add(backgroundTexture); var backgroundTexture2 = _content.Load <Texture2D>("Menu Backgrounds/6"); uiBackgrounds.Add(backgroundTexture2); var backgroundTexture3 = _content.Load <Texture2D>("Menu Backgrounds/4"); uiBackgrounds.Add(backgroundTexture3); Random r = new Random(); Background background = new Background(uiBackgrounds.ElementAt(r.Next(uiBackgrounds.Count))); var uiFont = _content.Load <SpriteFont>("Fonts/Font"); player = new PlayerSouth(game); player.LoadContent(content); player.Initialize(180, 300); player2 = new PlayerNorth(game); player2.LoadContent(content); player2.Initialize(180, 300); var uiTexture = _content.Load <Texture2D>("Menu Backgrounds/ThirteenthBellUI_NoBackground"); particleTexture = _content.Load <Texture2D>("Particle"); userInterface = new UserInterface(uiTexture, otherFont) { playerStackText = "", playerLifeText = Convert.ToString(player.life), enemyStackText = "", enemyLifeText = Convert.ToString(player2.life), roundText = round, playerText = playerWins, enemyText = enemyWins, }; LaneSet laneSet = new LaneSet(_content, 0, 0, 0); stack = new Stack(_content, 30, 0); enemyStack = new Stack(_content, 30, 1); playerHand = new PlayableCards(5, stack, 0, player, 0); enemyHand = new PlayableCards(5, enemyStack, 1, player2, 1); _components = new List <Component> { background, userInterface, laneSet, stack, enemyStack, playerHand, enemyHand, ri, }; Random random = new Random(); //Load Rain Particle---------------------------------------------------------------- rain = new ParticleSystem(graphicsDevice, 1000, particleTexture); rain.SpawnPerFrame = 2; rain.SpawnParticle = (ref Particle particle) => { // MouseState mouse = Mouse.GetState(); particle.Position = new Vector2(random.Next(0, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width), 0); particle.Velocity = new Vector2( MathHelper.Lerp(0, 1, (float)random.NextDouble()), // X between -50 and 50 MathHelper.Lerp(0, 1042, (float)random.NextDouble()) // Y between 0 and 100 ); particle.Acceleration = 0.1f * new Vector2(0, (float)-random.NextDouble()); particle.Color = Color.Aqua; particle.Scale = 1f; particle.Life = 1.0f; }; // Set the UpdateParticle method rain.UpdateParticle = (float deltaT, ref Particle particle) => { particle.Velocity += deltaT * particle.Acceleration; particle.Position += deltaT * particle.Velocity; particle.Scale -= deltaT; particle.Life -= deltaT; }; playerHand.SetFalse(); enemyHand.SetFalse(); }