public SplitScreen(MenuEngine m, CoreEngine g) { menuEngine = m; coreEngine = g; menuItems.Add(new MenuItem("Split Screen", MenuState.Null)); }
public PauseMenu(MenuEngine m, CoreEngine g) { menuEngine = m; coreEngine = g; menuItems.Add(new MenuItem("Pause Menu", MenuState.Null)); menuItems.Add(new MenuItem("Resume Game", MenuState.ResumeGame)); menuItems.Add(new MenuItem("Main Menu", MenuState.MainMenu)); }
public SinglePlayerScreen(MenuEngine m, CoreEngine g) { coreEngine = g; menuEngine = m; menuItems.Add(new MenuItem("Single Player Menu", MenuState.Null)); menuItems.Add(new MenuItem("Start Playing", MenuState.StartGame)); menuItems.Add(new MenuItem("Number of Bots: ", MenuState.BotOptions)); menuItems.Add(new MenuItem("Map Select: ", MenuState.SelectMap)); //menuItems.Add(new MenuItem("Exit", MenuState.Exit)); }
public MainMenuScreen(MenuEngine m, CoreEngine g) { coreEngine = g; menuEngine = m; menuItems.Add(new MenuItem("Main Menu", MenuState.Null)); menuItems.Add(new MenuItem("Single Player", MenuState.SinglePlayer)); menuItems.Add(new MenuItem("Split Screen", MenuState.SplitScreen)); //menuItems.Add(new MenuItem("Options", MenuState.Options)); menuItems.Add(new MenuItem("Exit", MenuState.Exit)); }
public BotNumberMenuScreen(MenuEngine m, CoreEngine g) { menuEngine = m; coreEngine = g; menuItems.Add(new MenuItem("Bot Options", MenuState.Null)); menuItems.Add(new MenuItem("1", MenuState.Null)); menuItems.Add(new MenuItem("2", MenuState.Null)); menuItems.Add(new MenuItem("3", MenuState.Null)); menuItems.Add(new MenuItem("4", MenuState.Null)); menuItems.Add(new MenuItem("5", MenuState.Null)); menuItems.Add(new MenuItem("6", MenuState.Null)); menuItems.Add(new MenuItem("7", MenuState.Null)); }
public LoadScreen(MenuEngine m, CoreEngine g) { coreEngine = g; menuEngine = m; type = "Title"; }
/// <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); //load the trextures textures = new Dictionary<string, Texture2D>(); explosionTextures = new Dictionary<string, Texture2D>(); explosionTextures["rocket"] = Content.Load<Texture2D>("weaponTrails/explosion"); explosionTextures["shock"] = Content.Load<Texture2D>("weaponTrails/shock_ball"); /*textures.Add("base_floor/pool_side2", Content.Load<Texture2D>("textures/base_floor/pool_side2")); textures.Add("base_wall/atech1_f", Content.Load<Texture2D>("textures/base_wall/atech1_f")); textures.Add("sfx/xmetalfloor_wall_5b", Content.Load<Texture2D>("textures/sfx/xmetalfloor_wall_5b")); textures.Add("ctf/metal_b", Content.Load<Texture2D>("textures/ctf/metal_b")); textures.Add("ctf/clangdark", Content.Load<Texture2D>("textures/ctf/clangdark")); textures.Add("ctf/pittedrust3stripes_fix", Content.Load<Texture2D>("textures/ctf/pittedrust3stripes_fix")); textures.Add("common/caulk", Content.Load<Texture2D>("textures/common/caulk")); textures.Add("emergence/floor_hex", Content.Load < Texture2D("textures/emgergence/floor_hex"));*/ using (System.IO.StreamReader sr = System.IO.File.OpenText("Content/textures/texturelist.txt")) { string tex = ""; while ((tex = sr.ReadLine()) != null) { tex = tex.Trim(); if (tex.Length > 0 && !tex.StartsWith("//")) textures.Add(tex, Content.Load<Texture2D>("textures/" + tex)); } } //load trails for weapons weaponTrailTextures = new Dictionary<string, Texture2D>(); using (System.IO.StreamReader sr = System.IO.File.OpenText("Content/weaponTrails/weapontraillist.txt")) { string tex = ""; while ((tex = sr.ReadLine()) != null) { tex = tex.Trim(); string[] split = Regex.Split(tex, @"\s+"); weaponTrailTextures.Add(split[0], Content.Load<Texture2D>("weaponTrails/" + split[1])); } } //load weapon icons weaponIcons = new Dictionary<Type, Texture2D>(); //weaponIcons[new Weapons.FlakCannon().GetType()] = Content.Load<Texture2D>("WeaponIcons/icon_flakk"); weaponIcons[new Weapons.Pistol().GetType()] = Content.Load<Texture2D>("WeaponIcons/icon_pistol"); weaponIcons[new Weapons.Railgun().GetType()] = Content.Load<Texture2D>("WeaponIcons/icon_railgun"); weaponIcons[new Weapons.Rifle().GetType()] = Content.Load<Texture2D>("WeaponIcons/icon_rifle"); weaponIcons[new Weapons.RocketLauncher().GetType()] = Content.Load<Texture2D>("WeaponIcons/icon_rocket"); weaponIcons[new Weapons.ShockRifle().GetType()] = Content.Load<Texture2D>("WeaponIcons/icon_shock"); weaponIcons[new Weapons.Shotgun().GetType()] = Content.Load<Texture2D>("WeaponIcons/icon_shotgun"); hudIcons = new Dictionary<string, Texture2D>(); hudIcons["Health"] = Content.Load<Texture2D>("WeaponIcons/icon_health"); //load menu content cogModel = Content.Load<Model>("CogAttempt"); cogTexture = Content.Load<Texture2D>("line"); //load shader lighting = Content.Load<Effect>("PointLighting"); menuEngine = new MenuEngine(this); debugFont = Content.Load<SpriteFont>("debugFont"); debugSphere = Content.Load<Model>("SphereHighPoly"); medicross = Content.Load<Model>("Medicross"); ammoUp = Content.Load<Model>("bullets"); arrow = Content.Load<Model>("arrow"); steve = Content.Load<Model>("Steve"); //loadMap("Content/maps/test2.map"); //startGame("test2", new bool[] { true, false, true, false }); }
/// <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); //load the trextures textures = new Dictionary <string, Texture2D>(); explosionTextures = new Dictionary <string, Texture2D>(); explosionTextures["rocket"] = Content.Load <Texture2D>("weaponTrails/explosion"); explosionTextures["shock"] = Content.Load <Texture2D>("weaponTrails/shock_ball"); /*textures.Add("base_floor/pool_side2", Content.Load<Texture2D>("textures/base_floor/pool_side2")); * textures.Add("base_wall/atech1_f", Content.Load<Texture2D>("textures/base_wall/atech1_f")); * textures.Add("sfx/xmetalfloor_wall_5b", Content.Load<Texture2D>("textures/sfx/xmetalfloor_wall_5b")); * textures.Add("ctf/metal_b", Content.Load<Texture2D>("textures/ctf/metal_b")); * textures.Add("ctf/clangdark", Content.Load<Texture2D>("textures/ctf/clangdark")); * textures.Add("ctf/pittedrust3stripes_fix", Content.Load<Texture2D>("textures/ctf/pittedrust3stripes_fix")); * textures.Add("common/caulk", Content.Load<Texture2D>("textures/common/caulk")); * textures.Add("emergence/floor_hex", Content.Load < Texture2D("textures/emgergence/floor_hex"));*/ using (System.IO.StreamReader sr = System.IO.File.OpenText("Content/textures/texturelist.txt")) { string tex = ""; while ((tex = sr.ReadLine()) != null) { tex = tex.Trim(); if (tex.Length > 0 && !tex.StartsWith("//")) { textures.Add(tex, Content.Load <Texture2D>("textures/" + tex)); } } } //load trails for weapons weaponTrailTextures = new Dictionary <string, Texture2D>(); using (System.IO.StreamReader sr = System.IO.File.OpenText("Content/weaponTrails/weapontraillist.txt")) { string tex = ""; while ((tex = sr.ReadLine()) != null) { tex = tex.Trim(); string[] split = Regex.Split(tex, @"\s+"); weaponTrailTextures.Add(split[0], Content.Load <Texture2D>("weaponTrails/" + split[1])); } } //load weapon icons weaponIcons = new Dictionary <Type, Texture2D>(); //weaponIcons[new Weapons.FlakCannon().GetType()] = Content.Load<Texture2D>("WeaponIcons/icon_flakk"); weaponIcons[new Weapons.Pistol().GetType()] = Content.Load <Texture2D>("WeaponIcons/icon_pistol"); weaponIcons[new Weapons.Railgun().GetType()] = Content.Load <Texture2D>("WeaponIcons/icon_railgun"); weaponIcons[new Weapons.Rifle().GetType()] = Content.Load <Texture2D>("WeaponIcons/icon_rifle"); weaponIcons[new Weapons.RocketLauncher().GetType()] = Content.Load <Texture2D>("WeaponIcons/icon_rocket"); weaponIcons[new Weapons.ShockRifle().GetType()] = Content.Load <Texture2D>("WeaponIcons/icon_shock"); weaponIcons[new Weapons.Shotgun().GetType()] = Content.Load <Texture2D>("WeaponIcons/icon_shotgun"); hudIcons = new Dictionary <string, Texture2D>(); hudIcons["Health"] = Content.Load <Texture2D>("WeaponIcons/icon_health"); //load menu content cogModel = Content.Load <Model>("CogAttempt"); cogTexture = Content.Load <Texture2D>("line"); //load shader lighting = Content.Load <Effect>("PointLighting"); menuEngine = new MenuEngine(this); debugFont = Content.Load <SpriteFont>("debugFont"); debugSphere = Content.Load <Model>("SphereHighPoly"); medicross = Content.Load <Model>("Medicross"); ammoUp = Content.Load <Model>("bullets"); arrow = Content.Load <Model>("arrow"); steve = Content.Load <Model>("Steve"); //loadMap("Content/maps/test2.map"); //startGame("test2", new bool[] { true, false, true, false }); }
public TitleScreen(MenuEngine m, CoreEngine g) { coreEngine = g; menuEngine = m; type = "Title"; }