public ScrollbarArrow(Game game, Sprite arrow, int drawOrder) : base(game) { Arrow = arrow; Arrow.XRelative = 0; Arrow.YRelative = 0; this.StackOrder = drawOrder; AddChild(Arrow); }
public MessagePanelOKButton(Game game) : base(game) { btnSprite = new Sprite(game, GraphicsCollection.GetPack("ok_button")); btnSprite.XRelative = 0; btnSprite.YRelative = 0; btnSprite.StackOrder = 0; AddChild(btnSprite); }
public CommandCenterGeneralButton(Game game, Sprite sprite, int drawOrder) : base(game) { ButtonSprite = sprite; ButtonSprite.XRelative = 0; ButtonSprite.YRelative = 0; this.StackOrder = drawOrder; AddChild(ButtonSprite); }
public TimeGateUpgrade(Game game, Sprite sprite, int drawOrder) : base(game) { ButtonSprite = sprite; ButtonSprite.XRelative = 0; ButtonSprite.YRelative = 0; this.StackOrder = drawOrder; AddChild(ButtonSprite); }
/// <summary> /// RadioButton Constructor /// </summary> /// <param name="ButtonSprite">A two frames Sprite which will act as a button for checking/unchecking the Radio Box</param> /// <param name="Box">A two frames Sprite which will be the Radio Box</param> /// <param name="positions">A 4 size int vector containing the coordinates btnSprite.X, btnSprite.Y, box.X, box.Y</param> public RadioButton(Game game, Sprite btnSprite, Sprite box, int DrawOrder, int[] positions) : base(game) { ButtonSprite = btnSprite; ButtonSprite.StackOrder = DrawOrder; ButtonSprite.XRelative = positions[0]; ButtonSprite.YRelative = positions[1]; AddChild(ButtonSprite); Box = box; Box.StackOrder = DrawOrder; Box.XRelative = positions[2]; Box.YRelative = positions[3]; AddChild(Box); }
public TimeGateUpgradeLevel(Game game, Sprite boughtSprite, int drawOrder) : base(game) { graphicsCollection = (GraphicsCollection)Game.Services.GetService(typeof(GraphicsCollection)); StatusSprite = new Sprite(game, graphicsCollection.GetPack("LevelStatus")); StatusSprite.XRelative = 0; StatusSprite.YRelative = 0; BoughtSprite = boughtSprite; BoughtSprite.XRelative = 0; BoughtSprite.YRelative = 0; this.StackOrder = drawOrder; AddChild(StatusSprite); AddChild(BoughtSprite); }
public CommandCenterZoneButton(Game game, Sprite sprite, Sprite effect, int drawOrder) : base(game) { ButtonSprite = sprite; ButtonSprite.XRelative = 0; ButtonSprite.YRelative = 0; EffectSprite = effect; EffectSprite.AnimationSpeed = 0; EffectSprite.Visible = false; EffectSprite.XRelative = 0; EffectSprite.YRelative = 0; this.StackOrder = drawOrder; locked = true; //the zone is initially locked AddChild(ButtonSprite); AddChild(EffectSprite); }
/// <summary> /// Scrollbar 2 Sprites constructor (without Scrollbar bar sprite) /// </summary> /// <param name="game"></param> /// <param name="UpArrow">The scrollbar up arrow 2frames-sprite</param> /// <param name="DownArrow">The scrollbar down arrow 2frames-sprite</param> /// <param name="drawOrder">The Scrollbar draw order</param> /// <param name="positions">A size 4 int vector for UpArrow(X,Y), DownArrow(X,Y)</param> public Scrollbar(Game game, Sprite upArrow, Sprite downArrow,int drawOrder ,int[] positions) : base(game) { UpArrow = new ScrollbarArrow(game, upArrow, drawOrder); UpArrow.Position = new Point(positions[0],positions[1]); UpArrow.OnPress+= new EventHandler<ButtonEventArgs>(Do_ScrollUp); DownArrow = new ScrollbarArrow(game, downArrow, drawOrder); DownArrow.Position = new Point(positions[2],positions[3]); DownArrow.OnPress+= new EventHandler<ButtonEventArgs>(Do_ScrollDown); UseBar = false; this.StackOrder = drawOrder; AddChild(UpArrow); AddChild(DownArrow); }
/// <summary> /// Scrollbar 3 Sprites constructor /// </summary> /// <param name="game"></param> /// <param name="Bar">The scrollbar bar 1frame-sprite</param> /// <param name="UpArrow">The scrollbar up arrow 2frames-sprite</param> /// <param name="DownArrow">The scrollbar down arrow 2frames-sprite</param> /// <param name="drawOrder">The Scrollbar draw order</param> /// <param name="positions">A size 6 int vector for Bar(X,Y), UpArrow(X,Y), DownArrow(X,Y)</param> public Scrollbar(Game game, Sprite Bar, Sprite upArrow, Sprite downArrow,int drawOrder ,int[] positions) : base(game) { BarSprite = Bar; BarSprite.XRelative = positions[0]; BarSprite.YRelative = positions[1]; this.StackOrder = drawOrder; UpArrow = new ScrollbarArrow(game, upArrow, drawOrder); UpArrow.Position = new Point(positions[2],positions[3]); UpArrow.OnPress+= new EventHandler<ButtonEventArgs>(Do_ScrollUp); DownArrow = new ScrollbarArrow(game, downArrow, drawOrder); DownArrow.Position = new Point(positions[4],positions[5]); DownArrow.OnPress+= new EventHandler<ButtonEventArgs>(Do_ScrollDown); UseBar = true; AddChild(BarSprite); AddChild(UpArrow); AddChild(DownArrow); }