public static void LoadSaveSlots() { Vector2 postemp = new Vector2(5 * game.Width / 6, 60 + game.Height/ 2 - (((CELLWIDTH + 20) * SAVE_SLOTS) / 2)); for (int i = 0; i < SAVE_SLOTS; i++) { if (File.Exists("saveSlot" + (i + 1) + ".bro")) { saveSlots[i] = new UIButton(new Vector2(postemp.X, postemp.Y + (CELLWIDTH + 20) * i), false, "UI/FilledSaveSlot", "Slot " + (i + 1)); saveSlots[i].toolTip = "Selecting this save slot\nwill overwrite the previous save!"; } else { saveSlots[i] = new UIButton(new Vector2(postemp.X, postemp.Y + (CELLWIDTH + 20) * i), false, "UI/FreeSaveSlot", "Slot " + (i + 1)); saveSlots[i].toolTip = "Select a save slot to start a game."; } } }
public static void Start(Game1 injectedGame) { game = injectedGame; hero = new HeroClasses.Warrior(); GenerateLevel(); windowSizeInTiles = new IntVec(game.Width / CELLWIDTH, game.Height / CELLWIDTH); cameraPosition = currentLevel.CharacterEntities.FindPosition(hero); modifiedCameraPosition.X = cameraPosition.X - (windowSizeInTiles.X / 2); modifiedCameraPosition.Y = cameraPosition.Y - (windowSizeInTiles.Y / 2); LogPosition = new Vector2(12, 12); // = new Vector2(game.Width - 48, game.Height - 48); InventoryPosition = new Vector2(game.Width - 5 * (CELLWIDTH), game.Height - 4 * (CELLWIDTH)); InvButtonPosition = new Vector2(game.Width - CELLWIDTH, game.Height - CELLWIDTH); abilityPosition = new Vector2(game.Width / 2, game.Height - CELLWIDTH); charSheetPosition = new Vector2(0, 60); InventorySize = new Vector2(4 * CELLWIDTH, 4 * CELLWIDTH); weaponEquipPosition = new Vector2(0, game.Height - 2 * CELLWIDTH - 20); armorEquipPosition = new Vector2(0, game.Height - CELLWIDTH); game.IsMouseVisible = true; LoadMainMenu(); saveButton = new UIButton(new Vector2(game.Width / 2 - 150, game.Height / 2), true, "UI/Save", "Save and quit"); continueButton = new UIButton(new Vector2(game.Width / 2 + 150, game.Height / 2), true, "UI/Continue", "Continue"); headSlot = new UIButton(armorEquipPosition, false, "UI/HelmOverlay", "Helm"); chestSlot = new UIButton(new Vector2(armorEquipPosition.X + CELLWIDTH, armorEquipPosition.Y), false, "UI/ChestOverlay", "Chest"); legSlot = new UIButton(new Vector2(armorEquipPosition.X + 2 * (CELLWIDTH), armorEquipPosition.Y), false, "UI/LegsOverlay", "Legs"); ringSlot1 = new UIButton(new Vector2(armorEquipPosition.X + 3 * (CELLWIDTH), armorEquipPosition.Y), false, "UI/RingOverlay", "Ring"); ringSlot2 = new UIButton(new Vector2(armorEquipPosition.X + 4 * (CELLWIDTH), armorEquipPosition.Y), false, "UI/RingOverlay", "Ring"); neckSlot = new UIButton(new Vector2(armorEquipPosition.X + 5 * (CELLWIDTH), armorEquipPosition.Y), false, "UI/NeckOverlay", "Neck"); weaponSlot1 = new UIButton(new Vector2(weaponEquipPosition.X, weaponEquipPosition.Y), false, "UI/InvSlot", "Left"); weaponSlot2 = new UIButton(new Vector2(weaponEquipPosition.X + CELLWIDTH, weaponEquipPosition.Y), false, "UI/InvSlot", "Right"); texState.AddressU = TextureAddressMode.Clamp; texState.AddressV = TextureAddressMode.Clamp; texState.AddressW = TextureAddressMode.Clamp; texState.Filter = TextureFilter.Linear; //StartGame(); }
public static void LoadMainMenu() { LoadContent(game.Content); warriorButton = new CharButton(new Vector2(game.Width / 3, 2 * game.Height / 3), true, "UI/WarriorCharCreation", "UI/WarriorCharCreationHigh"); mageButton = new CharButton(new Vector2(game.Width / 3 - 220, game.Height / 4), true, "UI/MageCharCreation", "UI/MageCharCreationHigh"); rogueButton = new CharButton(new Vector2(game.Width / 3 + 220,game.Height / 4), true, "UI/RogueCharCreation", "UI/RogueCharCreationHigh"); rangerButton = new CharButton(new Vector2(game.Width / 3, game.Height / 3 * 2), true, "UI/RangerCharCreation", "UI/RangerCharCreationHigh"); duelistButton = new CharButton(new Vector2(game.Width / 3 * 2, game.Height / 3 * 2), true, "UI/DuelistCharCreation", "UI/DuelistCharCreationHigh"); sentinelButton = new CharButton(new Vector2(game.Width / 3, game.Height / 3 * 2), true, "UI/SentinelCharCreation", "UI/SentinelCharCreationHigh"); bralwerButton = new CharButton(new Vector2(game.Width / 3 * 2, game.Height / 3 * 2), true, "UI/BrawlerCharCreation", "UI/BrawlerCharCreationHigh"); sorcererButton = new CharButton(new Vector2(game.Width / 3, game.Height / 3 * 2), true, "UI/SorcererCharCreation", "UI/SorcererCharCreationHigh"); magusButton = new CharButton(new Vector2(game.Width / 3 * 2, game.Height / 3 * 2), true, "UI/MagusCharCreation", "UI/MagusCharCreationHigh"); quitButton = new UIButton(new Vector2(game.Width - CELLWIDTH, 0), false, "UI/QuitButton", ""); restartButton = new UIButton(new Vector2(game.Width / 2 - 40, game.Height / 2), true, "UI/RestartButton", ""); quitDeathButton = new UIButton(new Vector2(game.Width / 2 + 40, game.Height / 2), true, "UI/QuitButton", ""); mainMenuOpen = true; escMainMenu = new UIButton(new Vector2(game.Width / 4, game.Height / 2), true, "UI/RestartButton", "Main Menu"); escContinue = new UIButton(new Vector2(game.Width / 4 * 2, game.Height / 2), true, "UI/Continue", "Continue"); escQuit = new UIButton(new Vector2(game.Width / 4 * 3, game.Height / 2), true, "UI/QuitButton", "Quit (NO SAVE)"); Audio.playMusic("Stoneworld Battle", 1.0f); LoadSaveSlots(); for (int i = 0; i < 4; i ++) { for (int j = 0; j < 4; j ++) { inventoryButtons[i + j * 4] = new InventoryButton(InventoryPosition + new Vector2(CELLWIDTH * i, CELLWIDTH * j), false, InventoryPosition + new Vector2(-300, -200)); } } }