protected override void Load() { AddComponent(new BackgroundComponent(Engine.Content.Load<Texture2D>("content/GUI/blackbackground"))); Label helpText = new Label(Engine.Content.Load<SpriteFont>("content/fonts/MenuFont"), Engine.SpriteBatch); helpText.Text = "Use Arrow-Keys to move the character \nUse escape to quit current screen \nUse Enter to accept selected choice"; helpText.Position = new Vector2(Engine.GraphicsDevice.PresentationParameters.BackBufferWidth/4, Engine.GraphicsDevice.PresentationParameters.BackBufferHeight / 3); AddControl(helpText); base.Load(); }
protected override void Load() { SpriteFont spriteFont = Engine.Content.Load<SpriteFont>("Content/Fonts/Georgia"); label = new Label(spriteFont, Engine.SpriteBatch); label.Text = "PRESS START TO BEGIN"; label.Size = spriteFont.MeasureString(label.Text); label.Position = new Vector2( (Engine.GameRef.Window.ClientBounds.Width - label.Size.X) / 2, (int)((Engine.GameRef.Window.ClientBounds.Height - label.Size.Y) / 2)); Controls.Add(label); base.Load(); }
protected override void Load() { BackgroundComponent bgComponent = new BackgroundComponent(Engine.Content.Load < Texture2D > ("Content/GUI/blackbackground")); SpriteFont spriteFont = Engine.Content.Load<SpriteFont>("Content/Fonts/MenuFont"); Texture2D leftArrow = Engine.Content.Load<Texture2D>("Content/Controls/leftarrow"); Texture2D rightArrow = Engine.Content.Load<Texture2D>("Content/Controls/rightarrow"); Label label1 = new Label(spriteFont, Engine.SpriteBatch); AddComponent(bgComponent); label1.Text = "Make your Character"; label1.Size = spriteFont.MeasureString(label1.Text); label1.Position = new Vector2((Engine.GameRef.Window.ClientBounds.Width - label1.Size.X) / 2, 100); Controls.Add(label1); genderSelector = new LeftRightSelector( spriteFont, leftArrow, rightArrow, Engine.SpriteBatch); genderSelector.SetItems(genderItems, 125); genderSelector.Position = new Vector2(label1.Position.X, 150); Controls.Add(genderSelector); classSelector = new LeftRightSelector( spriteFont, leftArrow, rightArrow, Engine.SpriteBatch); classSelector.SetItems(classItems, 125); classSelector.Position = new Vector2(label1.Position.X, 200); Controls.Add(classSelector); Label labelName = new Label(spriteFont, Engine.SpriteBatch); labelName.Text = "Name: "; labelName.Size = spriteFont.MeasureString(labelName.Text); labelName.Position = new Vector2(label1.Position.X, 270); Controls.Add(labelName); TextBox textbox = new TextBox(spriteFont, Engine.Content, Engine.SpriteBatch); textbox.Position = new Vector2(label1.Position.X, 320); Controls.Add(textbox); LinkLabel linkLabel1 = new LinkLabel(spriteFont, Engine.SpriteBatch); linkLabel1.Text = "Accept this character"; linkLabel1.Position = new Vector2(textbox.Position.X, 370); Controls.Add(linkLabel1); linkLabel1.Selected += new EventHandler(linkLabel1_Selected); Controls.NextControl(); base.Load(); }
protected override void Load() { // TODO: Test worked, no just put it to use content pipeline // Load each tile used in map and ask for a TileList TileLoader loader = new TileLoader("Content/XMLmap/testi.xml", Engine.Content); TileList list = loader.GetTileList(); // Load all the layers from file and ask for a maplayer list LayerLoader layerLoader = new LayerLoader("Content/XMLmap/layertesti.xml", list); List<MapLayer> layers = layerLoader.GetLayerList(); tileEngine = new TileEngine(32, 32, Engine.GameRef); // Make map with all those layers Session.CurrentMap = new TileMap(layers); // Add components and controls etc animations = new Dictionary<AnimationKey, Animation>(); ; Texture2D playerTexture = Engine.Content.Load<Texture2D>("content/Sprites/malefighter"); Animation animation = new Animation(3, 28, 28, 0, 0); animations.Add(AnimationKey.Down, animation); animation = new Animation(3, 28, 28, 0, 28); animations.Add(AnimationKey.Left, animation); animation = new Animation(3, 28, 28, 0, 56); animations.Add(AnimationKey.Right, animation); animation = new Animation(3, 28, 28, 0, 84); animations.Add(AnimationKey.Up, animation); playerSprite = new AnimatedSprite(playerTexture, animations); playerSprite.IsAnimating = true; AddComponent(playerSprite); SpriteFont spriteFont = Engine.Content.Load<SpriteFont>("Content/Fonts/Georgia"); Label text = new Label(spriteFont, Engine.SpriteBatch); text.Text = "HakaGame 1.0"; text.Size = spriteFont.MeasureString(text.Text); text.Position = new Vector2(100, 100); Controls.Add(text); base.Load(); }