public LevelSelect(GameEngine engine) : base(engine) { eng = engine; savedGameStates = new Stack<XmlNodeList>(); savedGameChoices = new Stack<string>(); mouse = eng.Mouse; // Load all the textures eng.StateTextureManager.RenderSetup(); Assembly assembly = Assembly.GetExecutingAssembly(); eng.StateTextureManager.LoadTexture("menu", assembly.GetManifestResourceStream("U5Designs.Resources.Textures.menu.png")); menu = eng.StateTextureManager.GetTexture("menu"); eng.StateTextureManager.LoadTexture("arrow", assembly.GetManifestResourceStream("U5Designs.Resources.Textures.arrow.png")); arrow = eng.StateTextureManager.GetTexture("arrow"); eng.StateTextureManager.LoadTexture("load", assembly.GetManifestResourceStream("U5Designs.Resources.Textures.btn_loadlevel.png")); load_nopress = eng.StateTextureManager.GetTexture("load"); eng.StateTextureManager.LoadTexture("loadpress", assembly.GetManifestResourceStream("U5Designs.Resources.Textures.btn_loadlevel_hover.png")); load_press = eng.StateTextureManager.GetTexture("loadpress"); eng.StateTextureManager.LoadTexture("quit", assembly.GetManifestResourceStream("U5Designs.Resources.Textures.btn_exit.png")); quit_nopress = eng.StateTextureManager.GetTexture("quit"); eng.StateTextureManager.LoadTexture("quitpress", assembly.GetManifestResourceStream("U5Designs.Resources.Textures.btn_exit_hover.png")); quit_press = eng.StateTextureManager.GetTexture("quitpress"); eng.StateTextureManager.LoadTexture("play", assembly.GetManifestResourceStream("U5Designs.Resources.Textures.btn_play.png")); play_nopress = eng.StateTextureManager.GetTexture("play"); eng.StateTextureManager.LoadTexture("playpress", assembly.GetManifestResourceStream("U5Designs.Resources.Textures.btn_play_hover.png")); play_press = eng.StateTextureManager.GetTexture("playpress"); eng.StateTextureManager.LoadTexture("ld", assembly.GetManifestResourceStream("U5Designs.Resources.Textures.btn_leveldesign.png")); ld_nopress = eng.StateTextureManager.GetTexture("ld"); eng.StateTextureManager.LoadTexture("ldpress", assembly.GetManifestResourceStream("U5Designs.Resources.Textures.btn_leveldesign_hover.png")); ld_press = eng.StateTextureManager.GetTexture("ldpress"); musicFile = new AudioFile(assembly.GetManifestResourceStream("U5Designs.Resources.Sound.Retribution.ogg")); musicFile.Play(); // Setup saved game data SavedGameDataSetup(); // Display available saved game states DisplayAvailableSaves(); // Clear the color to work with the SplashScreen so it doesn't white out GL.ClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); lookat = new Vector3(0, 0, 2); eye = new Vector3(0, 0, 5); _old_state = OpenTK.Input.Keyboard.GetState(); // Get the current state of the keyboard arX = -150.0f; b1Y = 0.0f; b2Y = -100.0f; b3Y = -200.0f; b4Y = -250.0f; // TEST // enterdown = false; LoadSavedState(1); }
public LoadGameState(GameEngine engine, MainMenuState ms) { eng = engine; mouse = eng.Mouse; savedGameStates = new Stack<XmlNodeList>(); savedGameChoices = new Stack<string>(); _ms = ms; Assembly assembly = Assembly.GetExecutingAssembly(); musicFile = new AudioFile(assembly.GetManifestResourceStream("U5Designs.Resources.Music.Menu.ogg")); musicFile.Play(); // Clear the color to work with the SplashScreen so it doesn't white out //GL.ClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); lookat = new Vector3(0, 0, 2); eye = new Vector3(0, 0, 5); _old_state = OpenTK.Input.Keyboard.GetState(); // Get the current state of the keyboard eng.StateTextureManager.LoadTexture("menu", assembly.GetManifestResourceStream("U5Designs.Resources.Textures.menu.png")); menu = eng.StateTextureManager.GetTexture("menu"); saveFont = QFont.FromQFontFile("Fonts/myHappySans.qfont", new QFontLoaderConfiguration(true)); saveFont.Options.DropShadowActive = true; //title = QFont.FromQFontFile("myHappySans.qfont", new QFontLoaderConfiguration(true)); title = QFont.FromQFontFile("Fonts/myRock.qfont", new QFontLoaderConfiguration(true)); title.Options.DropShadowActive = true; saveFontHighlighted = QFont.FromQFontFile("Fonts/myHappySans2.qfont", new QFontLoaderConfiguration(true)); saveFont.Options.DropShadowActive = true; //QFont.CreateTextureFontFiles("Fonts/HappySans.ttf", 48, "myHappySans2"); // Load available saved games // Setup saved game data SavedGameDataSetup(); numOfButtons = savedGameChoices.Count - 1; }
public MainMenuState(GameEngine engine) { eng = engine; savedGameStates = new Stack<XmlNodeList>(); savedGameChoices = new Stack<string>(); mouse = eng.Mouse; // Load all the textures eng.StateTextureManager.RenderSetup(); Assembly assembly = Assembly.GetExecutingAssembly(); eng.StateTextureManager.LoadTexture("menu", assembly.GetManifestResourceStream("U5Designs.Resources.Textures.menu.png")); menu = eng.StateTextureManager.GetTexture("menu"); // QFont _buttons = new List<String>(); _buttons.Add("Play Game"); _buttons.Add("Load Saved Game"); _buttons.Add("Level Designer"); _buttons.Add("Quit"); button = QFont.FromQFontFile("Fonts/myHappySans.qfont", new QFontLoaderConfiguration(true)); button.Options.DropShadowActive = true; //title = QFont.FromQFontFile("myHappySans.qfont", new QFontLoaderConfiguration(true)); title = QFont.FromQFontFile("Fonts/myRock.qfont", new QFontLoaderConfiguration(true)); title.Options.DropShadowActive = false; buttonHighlight = QFont.FromQFontFile("Fonts/myHappySans2.qfont", new QFontLoaderConfiguration(true)); buttonHighlight.Options.DropShadowActive = true; // QFont.CreateTextureFontFiles("Fonts/HappySans.TTF", 32, "myStoryBright"); // Use this to create new Fonts that you will texture // QFont.CreateTextureFontFiles("Fonts/Comfortaa-Regular.ttf", 32, "myComfort"); // Use this to create new Fonts that you will texture // End QFonts musicFile = new AudioFile(assembly.GetManifestResourceStream("U5Designs.Resources.Music.Menu.ogg")); musicFile.Play(); // Setup saved game data SavedGameDataSetup(); // Display available saved game states DisplayAvailableSaves(); // Clear the color to work with the SplashScreen so it doesn't white out GL.ClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); lookat = new Vector3(0, 0, 2); eye = new Vector3(0, 0, 5); _old_state = OpenTK.Input.Keyboard.GetState(); // Get the current state of the keyboard arX = -200.0f; b1Y = 0.0f; b2Y = -50.0f; b3Y = -100.0f; b4Y = -150.0f; enterdown = false; // TEST // //LoadSavedState(1); }