public PauseScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data, World w, Camera cam) : base(content, device, audio, data) { //Mouse.SetPosition(512, 384); world = w; camera = cam; menuFont1 = content.Load<SpriteFont>("Fonts/MenuFont1"); resumeRectangle = new Rectangle(725, 76, 63, 58); saveRectangle = new Rectangle(402, 225, 228, 43); exitRectangle = new Rectangle(402, 505, 228, 43); baseRectangle = new Rectangle(402, 393, 228, 43); charRectangle = new Rectangle(402, 281, 228, 43); missionRectangle = new Rectangle(402, 337, 228, 43); titleRectangle = new Rectangle(402, 449, 228, 43); helpRectangle = new Rectangle(671, 81, 56, 47); frameRectangle = saveRectangle; spriteBatch = new SpriteBatch(device); cursor = content.Load<Texture2D>("cursor"); fadeRectangle = new Rectangle(0, 0, 1024, 768); userInterface = content.Load<Texture2D>("PauseMenu"); frame = content.Load<Texture2D>("briefing_frame"); interfaceRectangle = new Rectangle(0, 0, 1024, 768); }
public MissionCompleteScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data, World w, Camera cam) : base(content, device, audio, data) { //Mouse.SetPosition(512, 384); world = w; camera = cam; menuFont1 = content.Load<SpriteFont>("Fonts/MenuFont1"); spriteBatch = new SpriteBatch(device); cursor = content.Load<Texture2D>("cursor"); userInterface = content.Load<Texture2D>("missionCompleteInterface"); frame = content.Load<Texture2D>("briefing_frame"); forestImg = content.Load<Texture2D>("Icons/forrest"); wasteImg = content.Load<Texture2D>("Icons/wasteland"); arcticImg = content.Load<Texture2D>("Icons/artic"); interfaceRectangle = new Rectangle(0, 0, 1024, 768); exitRectangle = new Rectangle(891, 78, 63, 55); baseRectangle = new Rectangle(412,579,228,43); exploreRectangle = new Rectangle(664, 579, 228, 43); imageRectangle =new Rectangle(135,474,191,137); helpRectangle = new Rectangle(837, 81, 56, 47); frameRectangle = baseRectangle; setupRank(); }
public Map(GameData data, World world, GraphicsDevice graphicsDevice, ContentManager Content, Point position) { spriteBatch = new SpriteBatch(graphicsDevice); this.data = data; this.world = world; enemy = Content.Load<Texture2D>("Map\\enemy"); player = Content.Load<Texture2D>("Map\\player"); ground = Content.Load<Texture2D>("Map\\ground"); obstacle = Content.Load<Texture2D>("Map\\obstacle"); none = Content.Load<Texture2D>("Map\\none"); size = 5; mapRectangle = new Rectangle[Constants.MAP_SIZE*2][]; for (int i = 0; i < Constants.MAP_SIZE*2; i++) { mapRectangle[i] = new Rectangle[Constants.MAP_SIZE*2]; for (int j = 0; j < Constants.MAP_SIZE*2; j++) { mapRectangle[i][j] = new Rectangle(position.X + i*size, position.Y + j*size, size, size); } } }
public BriefingScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data, World w, Camera cam) : base(content, device, audio, data) { //Mouse.SetPosition(512, 384); world = w; camera = cam; menuFont1 = content.Load<SpriteFont>("Fonts/MenuFont1"); resumeRectangle = new Rectangle(234, 100, 246, 45); loadRectangle = new Rectangle(294, 200, 224, 45); exitRectangle = new Rectangle(891, 78, 63, 55); spriteBatch = new SpriteBatch(device); cursor = content.Load<Texture2D>("cursor"); userInterface = content.Load<Texture2D>("briefing_interface"); frame = content.Load<Texture2D>("briefing_frame"); newIcon = content.Load<Texture2D>("Icons/new"); interfaceRectangle = new Rectangle(0, 0, 1024, 768); forestRectangle = new Rectangle(145, 173, 200, 144); arcticRectangle = new Rectangle(145, 329, 200, 144); caveRectangle = new Rectangle(145, 485, 200, 144); bossRectangle = new Rectangle(379, 543, 542, 111); frameRectangle = new Rectangle(144, 171, 203, 149); startRectangle = new Rectangle(563, 464, 232, 47); new0Rectangle = new Rectangle(155, 170, 80, 45); new1Rectangle = new Rectangle(155, 326, 80, 45); new2Rectangle = new Rectangle(155, 483, 80, 45); new3Rectangle = new Rectangle(390, 543, 80, 45); newRectangles = new Rectangle[] {new0Rectangle, new1Rectangle, new2Rectangle, new3Rectangle}; helpRectangle = new Rectangle(837, 81, 56, 47); data.missions.generate((byte)data.player.level); data.missions.update(); }
public DexScreen(ContentManager content, GraphicsDevice device, GameData data, AudioManager audio, World w, Camera cam) : base(content, device, audio, data) { world = w; camera = cam; menuFont1 = content.Load<SpriteFont>("Fonts/MenuFont1"); cursor = content.Load<Texture2D>("cursor"); userInterface = content.Load<Texture2D>("dex_interface"); frame = content.Load<Texture2D>("briefing_frame"); heatEnemy = content.Load<Texture2D>("Icons\\heat_enemy"); iceEnemy = content.Load<Texture2D>("Icons\\ice_enemy"); plasmaEnemy = content.Load<Texture2D>("Icons\\plasma_enemy"); bossEnemy = content.Load<Texture2D>("Icons\\boss_enemy"); neutralEnemy = content.Load<Texture2D>("Icons\\neutral_enemy"); spriteBatch = new SpriteBatch(device); interfaceRectangle = new Rectangle(0, 0, 1024, 768); bossRectangle = new Rectangle(106, 495, 154, 156); heatRectangle = new Rectangle(270, 495, 154, 156); iceRectangle = new Rectangle(434, 495, 154, 156); plasmaRectangle = new Rectangle(598, 495, 154, 156); neutralRectangle = new Rectangle(762, 495, 154, 156); activeEnemyRectangle = new Rectangle(153, 196, 223, 223); exitRectangle = new Rectangle(891, 78, 63, 55); helpRectangle = new Rectangle(837, 81, 56, 47); frameRectangle = bossRectangle; activeEnemyTexture = bossEnemy; descriptionString = "Cobra Commander\n???\n+++++\n+++++\n+"; frameworkString = "Name:\nType:\nHealth:\nStrength:\nSpeed:"; }
public GameScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data) { this.content = content; this.device = device; this.audio = audio; this.data = data; nextTheme = 0; nextZone = 0; }
public CreditsScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data) : base(content, device, audio, data) { //Mouse.SetPosition(512, 384); screenTexture = content.Load<Texture2D>("credits"); screenRectangle = new Rectangle(0, 0, 1024, 768); backRectangle = new Rectangle(0, 33, 440, 56); spriteBatch = new SpriteBatch(device); cursor = content.Load<Texture2D>("cursor"); this.data = data; }
public HelpScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data, int backCMD) : base(content, device, audio, data) { //Mouse.SetPosition(512, 384); screenTexture = content.Load<Texture2D>("help"); screenRectangle = new Rectangle(0, 0, 1024, 768); backRectangle = new Rectangle(0, 33, 234, 56); spriteBatch = new SpriteBatch(device); cursor = content.Load<Texture2D>("cursor"); this.data = data; backCommand = backCMD; }
public TitleScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data) : base(content, device, audio, data) { //Mouse.SetPosition(512, 384); menuFont1 = content.Load<SpriteFont>("Fonts/MenuFont1"); newGameRectangle = new Rectangle(358, 290, 286, 45); loadRectangle = new Rectangle(402, 390, 214, 45); exitRectangle = new Rectangle(409, 490, 187, 45); creditsRectangle = new Rectangle(368, 590, 270, 45); spriteBatch = new SpriteBatch(device); cursor = content.Load<Texture2D>("cursor"); this.data = data; }
public ActionScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data, Camera cam, World w) : base(content, device, audio, data) { Mouse.SetPosition(512, 384); camera = cam; world = w; font = content.Load<SpriteFont>("Fonts/ModFont"); hud = content.Load<Texture2D>("hud"); hudRectangle = new Rectangle(0, 0, 1024, 768); HP1 = content.Load<Texture2D>("hp_1"); HP1Rectangle = new Rectangle(37, 49, 30, 30); HP = content.Load<Texture2D>("hp"); HPRectangle = new Rectangle(67, 56, 200, 17); spriteBatch = new SpriteBatch(device); //stat mod icons red = content.Load<Texture2D>("Icons/redslot"); blue = content.Load<Texture2D>("Icons/blueslot"); violet = content.Load<Texture2D>("Icons/violetslot"); green = content.Load<Texture2D>("Icons/greenslot"); //type mod icons cyan = content.Load<Texture2D>("Icons/cyanslot"); darkblue = content.Load<Texture2D>("Icons/darkblueslot"); orange = content.Load<Texture2D>("Icons/orangeslot"); //element mod icons lightgreen = content.Load<Texture2D>("Icons/lightgreenslot"); foxred = content.Load<Texture2D>("Icons/foxredslot"); white = content.Load<Texture2D>("Icons/whiteslot"); Mod1Rectangle = new Rectangle(52, 676, 40, 39); Mod2Rectangle = new Rectangle(91, 649, 40, 39); Mod3Rectangle = new Rectangle(134, 672, 40, 39); Mod4Rectangle = new Rectangle(93, 699, 40, 39); ModRectangles = new Rectangle[] {Mod1Rectangle, Mod2Rectangle, Mod3Rectangle, Mod4Rectangle}; spawnNewEnemies = false; timeInMission = new TimeSpan(0); data.missions.activeMission.timeSpent = timeInMission; blurEffect = new BlurEffect(device, content); miniMap = new Map(data, world, device, content, new Point(750, 500)); canShoot = true; lowHP = false; }
public GameOverScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data, World w, Camera cam) : base(content, device, audio, data) { //Mouse.SetPosition(512, 384); world = w; camera = cam; baseRectangle = new Rectangle(390, 475, 245, 50); spriteBatch = new SpriteBatch(device); cursor = content.Load<Texture2D>("cursor"); fadeRectangle = new Rectangle(0, 0, 1024, 768); userInterface = content.Load<Texture2D>("gameover"); interfaceRectangle = new Rectangle(0, 0, 1024, 768); }
public CharScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data, World w, Camera cam) : base(content, device, audio, data) { world = w; camera = cam; menuFont1 = content.Load<SpriteFont>("Fonts/MenuFont1"); cursor = content.Load<Texture2D>("cursor"); userInterface = content.Load<Texture2D>("CharInfo"); //stat mod icons red = content.Load<Texture2D>("Icons/redslot"); blue = content.Load<Texture2D>("Icons/blueslot"); violet = content.Load<Texture2D>("Icons/violetslot"); green = content.Load<Texture2D>("Icons/greenslot"); //type mod icons cyan = content.Load<Texture2D>("Icons/cyanslot"); darkblue = content.Load<Texture2D>("Icons/darkblueslot"); orange = content.Load<Texture2D>("Icons/orangeslot"); //element mod icons lightgreen = content.Load<Texture2D>("Icons/lightgreenslot"); foxred = content.Load<Texture2D>("Icons/foxredslot"); white = content.Load<Texture2D>("Icons/whiteslot"); spriteBatch = new SpriteBatch(device); interfaceRectangle = new Rectangle(0, 0, 1024, 768); exitRectangle = new Rectangle(726, 78, 63, 55); Mod1Rectangle = new Rectangle(296, 542, 40, 39); Mod2Rectangle = new Rectangle(335, 515, 40, 39); Mod3Rectangle = new Rectangle(378, 538, 40, 39); Mod4Rectangle = new Rectangle(337, 565, 40, 39); ModRectangles = new Rectangle[] { Mod1Rectangle, Mod2Rectangle, Mod3Rectangle, Mod4Rectangle }; helpRectangle = new Rectangle(671, 81, 56, 47); weaponLabel = ""; modStatLabel = ""; modStats = data.player.myWeapon.modStats; generateLabels(); }
public virtual void saveGame(GameData data) { SaveData saveData; XmlWriter writer; XmlWriterSettings settings; saveData = new SaveData(); saveData.playerLevel = data.player.level; saveData.playerXP = data.player.XP; saveData.weaponMods = data.player.myWeapon.mods; saveData.mods = data.mods._content; saveData.firstModValue = data.mods.firstMod.value; saveData.missionLevels = new byte[4]; saveData.missionTKinds = new byte[4]; saveData.missionTCounts = new byte[4]; saveData.missionZones = new byte[4]; saveData.missionAreas = new byte[4]; saveData.missionStates = new bool[4]; saveData.missionKinds = new byte[4][]; for (int i = 0; i < 4; i++) { saveData.missionLevels[i] = data.missions[i].level; saveData.missionTKinds[i] = data.missions[i].target; saveData.missionTCounts[i] = data.missions[i].tarCount; //saveData.missionKinds[i] = data.missions[i].Kinds; saveData.missionZones[i] = data.missions[i].Zone; saveData.missionAreas[i] = data.missions[i].Area; saveData.missionStates[i] = data.missions[i].active; saveData.missionKinds[i] = data.missions[i].Kinds; } string filename = "doNotTouchThis.Never"; settings = new XmlWriterSettings(); settings.Indent = true; writer = XmlWriter.Create(filename, settings); using (writer) { IntermediateSerializer.Serialize(writer, saveData, null); } }
public IntroductionScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data, SpriteBatch spriteBatch) : base(content, device, audio, data) { this.spriteBatch = spriteBatch; font = content.Load<SpriteFont>("Fonts/MenuFont1"); userInterface = content.Load<Texture2D>("Introduction"); heatIcon = content.Load<Texture2D>("Icons/mod_hea"); plasmaIcon = content.Load<Texture2D>("Icons/mod_pla"); iceIcon = content.Load<Texture2D>("Icons/mod_ice"); cursor = content.Load<Texture2D>("cursor"); time = new TimeSpan(); interfaceRectangle = new Rectangle(0, 0, 1024, 768); heatRectangle = new Rectangle(265, 256, 150, 150); plasmaRectangle = new Rectangle(435, 256, 150, 150); iceRectangle = new Rectangle(605, 256, 150, 150); startRectangle = new Rectangle(120, 580, 780, 135); onesAndZeroes = new String[20]; voice = new String[20]; Random random = new Random(); onesAndZeroesDrawTimer = 0; selectedElement = 4; for (int i=0; i<20;i++) { onesAndZeroes[i] = ""; for (int j = 0; j < 50; j++) { onesAndZeroes[i] += random.Next(2); } } voice[0] = "uploading program files"; voice[1] = "connecting to main computer"; voice[2] = "initiate training program"; voice[3] = "testsubject is running now"; voice[4] = "select an element of your choice"; voice[5] = "heat element \nclick here to start training program"; voice[6] = "plasma element \nclick here to start training program"; voice[7] = "ice element \nclick here to start training program"; }
public virtual void loadGame(GameData data) { string filename = "doNotTouchThis.Never"; XmlReaderSettings settings = new XmlReaderSettings(); SaveData saveData; XmlReader reader; reader = XmlReader.Create(filename, settings); using (reader) { saveData = IntermediateSerializer.Deserialize<SaveData>(reader, null); } byte[][] kinds = saveData.missionKinds; data.loadData(saveData.playerLevel, saveData.playerXP, saveData.weaponMods, saveData.mods, saveData.missionLevels, saveData.missionTKinds, saveData.missionTCounts, saveData.missionZones, saveData.missionAreas, saveData.missionStates, saveData.missionKinds, saveData.firstModValue); }
public StoryScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data, SpriteBatch spriteBatch) : base(content, device, audio, data) { this.spriteBatch = spriteBatch; font = content.Load<SpriteFont>("Fonts/MenuFont1"); cursor = content.Load<Texture2D>("cursor"); frame = content.Load<Texture2D>("briefing_frame"); userInterface = content.Load<Texture2D>("ai_interface"); interfaceRectangle = new Rectangle(0, 0, 1024, 768); startRectangle = new Rectangle(120, 580, 780, 135); time = new TimeSpan(); voice = new String[20]; voice[0] = "Welcome! You must be T,\nthe new research robot."; voice[1] = "I am Ai, the Mainframe.\nI will be watching over your progress."; voice[2] = "You are a new model and must be tested,\nbefore you can go on real missions."; voice[3] = "Your tests in this phase\n consist of defeating enemies."; voice[4] = "Try to get as far as you can!"; voice[5] = "Click to continue..."; }
public StoryScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data, SpriteBatch spriteBatch) : base(content, device, audio, data) { this.spriteBatch = spriteBatch; font = content.Load <SpriteFont>("Fonts/MenuFont1"); cursor = content.Load <Texture2D>("cursor"); frame = content.Load <Texture2D>("briefing_frame"); userInterface = content.Load <Texture2D>("ai_interface"); interfaceRectangle = new Rectangle(0, 0, 1024, 768); startRectangle = new Rectangle(120, 580, 780, 135); time = new TimeSpan(); voice = new String[20]; voice[0] = "Welcome! You must be T,\nthe new research robot."; voice[1] = "I am Ai, the Mainframe.\nI will be watching over your progress."; voice[2] = "You are a new model and must be tested,\nbefore you can go on real missions."; voice[3] = "Your tests in this phase\n consist of defeating enemies."; voice[4] = "Try to get as far as you can!"; voice[5] = "Click to continue..."; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here audio = new AudioManager(Content); camera = new Camera(GraphicsDevice.Viewport.AspectRatio); world = new World(Content, GraphicsDevice); data = new GameData(Content, GraphicsDevice, audio, world); screen = new TitleScreen(Content, GraphicsDevice, audio, data); myAction = new ActionScreen(Content, GraphicsDevice, audio, data, camera, world); audio.playBackground(0); fading = false; fadeOut = true; fadeFrames = 0; maxFadeFrames = 30; fadeRectangle = new Rectangle(0, 0, 1024, 768); base.Initialize(); }
public ModificationScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data, World w, Camera cam) : base(content, device, audio, data) { //Mouse.SetPosition(512, 384); world = w; camera = cam; lastMouseState = ButtonState.Released; modFont = content.Load<SpriteFont>("Fonts/ModFont"); loadRectangle = new Rectangle(294, 200, 224, 45); exitRectangle = new Rectangle(891, 78, 63, 55); spriteBatch = new SpriteBatch(device); cursor = content.Load<Texture2D>("cursor"); userInterface = content.Load<Texture2D>("mod_interface"); frame = content.Load<Texture2D>("briefing_frame"); //stat mod icons i_mod_nil = content.Load<Texture2D>("Icons/mod_nil"); i_mod_str = content.Load<Texture2D>("Icons/mod_str"); i_mod_spd = content.Load<Texture2D>("Icons/mod_spd"); i_mod_rcg = content.Load<Texture2D>("Icons/mod_rcg"); i_mod_acp = content.Load<Texture2D>("Icons/mod_acp"); //type mod icons i_mod_bla = content.Load<Texture2D>("Icons/mod_bla"); i_mod_wav = content.Load<Texture2D>("Icons/mod_wav"); i_mod_tri = content.Load<Texture2D>("Icons/mod_tri"); //element mod icons i_mod_pla = content.Load<Texture2D>("Icons/mod_pla"); i_mod_hea = content.Load<Texture2D>("Icons/mod_hea"); i_mod_ice = content.Load<Texture2D>("Icons/mod_ice"); interfaceRectangle = new Rectangle(0, 0, 1024, 768); frameRectangle = new Rectangle(174, 334, 105, 105); startRectangle = new Rectangle(196, 583, 190, 67); slot1Rectangle = new Rectangle(174, 334, 105, 105); slot2Rectangle = new Rectangle(307, 334, 105, 105); slot3Rectangle = new Rectangle(174, 466, 105, 105); slot4Rectangle = new Rectangle(307, 466, 105, 105); activeModRectangle=new Rectangle(264,186,60,60); activeModTextRectangle = new Rectangle(234, 258, 117, 49); dragDropRectangle = new Rectangle(174, 334, 40, 40); helpRectangle = new Rectangle(837, 81, 56, 47); #region Inventory Rectangles inventoryRectangle[0] = new Rectangle[5]; inventoryRectangle[1] = new Rectangle[5]; inventoryRectangle[2] = new Rectangle[5]; inventoryRectangle[3] = new Rectangle[5]; for(int i = 0; i<4; i++) for (int j = 0; j < 5; j++) { inventoryRectangle[i][j]=new Rectangle(559+i*87, 217+j*86, 68, 68); } #endregion #region build modlist inventoryItems[0] = new ModItem[5]; inventoryItems[1] = new ModItem[5]; inventoryItems[2] = new ModItem[5]; inventoryItems[3] = new ModItem[5]; for (int i = 0; i < 4; i++) for (int j = 0; j < 5; j++) { inventoryItems[i][j] = new ModItem(data.mods[i+j*4]); switch (data.mods[i + j * 4].type) { case Constants.MOD_NIL: inventoryItems[i][j].icon = i_mod_nil; break; case Constants.MOD_ELM: switch (data.mods[i + j * 4].value) { case Constants.ELM_PLA: inventoryItems[i][j].icon = i_mod_pla; break; case Constants.ELM_HEA: inventoryItems[i][j].icon = i_mod_hea; break; case Constants.ELM_ICE: inventoryItems[i][j].icon = i_mod_ice; break; default: inventoryItems[i][j].icon = i_mod_nil; break; } break; case Constants.MOD_TYP: switch (data.mods[i + j * 4].value) { case Constants.TYP_BLA: inventoryItems[i][j].icon = i_mod_bla; break; case Constants.TYP_WAV: inventoryItems[i][j].icon = i_mod_wav; break; case Constants.TYP_TRI: inventoryItems[i][j].icon = i_mod_tri; break; default: inventoryItems[i][j].icon = i_mod_nil; break; } break; case Constants.MOD_STR: inventoryItems[i][j].icon = i_mod_str; break; case Constants.MOD_SPD: inventoryItems[i][j].icon = i_mod_spd; break; case Constants.MOD_RCG: inventoryItems[i][j].icon = i_mod_rcg; break; case Constants.MOD_ACP: inventoryItems[i][j].icon = i_mod_acp; break; default: inventoryItems[i][j].icon = i_mod_nil; break; } } slotItems = new ModItem[4]; if (data.player.myWeapon.mods != null) { for (int i = 0; i < 4; i++) { slotItems[i] = new ModItem(data.player.myWeapon.mods[i]); switch (slotItems[i].modification.type) { case Constants.MOD_NIL: slotItems[i].icon = i_mod_nil; break; case Constants.MOD_ELM: switch (slotItems[i].modification.value) { case Constants.ELM_PLA: slotItems[i].icon = i_mod_pla; break; case Constants.ELM_HEA: slotItems[i].icon = i_mod_hea; break; case Constants.ELM_ICE: slotItems[i].icon = i_mod_ice; break; default: slotItems[i].icon = i_mod_nil; break; } break; case Constants.MOD_TYP: switch (slotItems[i].modification.value) { case Constants.TYP_BLA: slotItems[i].icon = i_mod_bla; break; case Constants.TYP_WAV: slotItems[i].icon = i_mod_wav; break; case Constants.TYP_TRI: slotItems[i].icon = i_mod_tri; break; default: slotItems[i].icon = i_mod_nil; break; } break; case Constants.MOD_STR: slotItems[i].icon = i_mod_str; break; case Constants.MOD_SPD: slotItems[i].icon = i_mod_spd; break; case Constants.MOD_RCG: slotItems[i].icon = i_mod_rcg; break; case Constants.MOD_ACP: slotItems[i].icon = i_mod_acp; break; default: slotItems[i].icon = i_mod_nil; break; } } #region //slot1Item = new ModItem(data.player.myWeapon.mods[0]); //switch (slot1Item.modification.type) //{ // case Constants.MOD_NIL: slot1Item.icon = i_mod_nil; break; // case Constants.MOD_ELM: // switch(slot1Item.modification.value) { // case Constants.ELM_PLA: slot1Item.icon = i_mod_pla; break; // case Constants.ELM_HEA: slot1Item.icon = i_mod_hea; break; // case Constants.ELM_ICE: slot1Item.icon = i_mod_ice; break; // default: slot1Item.icon = i_mod_nil; break; // } break; // case Constants.MOD_TYP: // switch(slot1Item.modification.value) { // case Constants.TYP_BLA: slot1Item.icon = i_mod_bla; break; // case Constants.TYP_WAV: slot1Item.icon = i_mod_wav; break; // case Constants.TYP_TRI: slot1Item.icon = i_mod_tri; break; // default: slot1Item.icon = i_mod_nil; break; // } break; // case Constants.MOD_STR: slot1Item.icon = i_mod_str; break; // case Constants.MOD_SPD: slot1Item.icon = i_mod_spd; break; // case Constants.MOD_RCG: slot1Item.icon = i_mod_rcg; break; // case Constants.MOD_ACP: slot1Item.icon = i_mod_acp; break; // default: slot1Item.icon = i_mod_nil; break; //} //slot2Item = new ModItem(data.player.myWeapon.mods[1]); //switch (slot2Item.modification.type) //{ // case Constants.MOD_NIL: slot2Item.icon = i_mod_nil; break; // case Constants.MOD_ELM: // switch (slot2Item.modification.value) // { // case Constants.ELM_PLA: slot2Item.icon = i_mod_pla; break; // case Constants.ELM_HEA: slot2Item.icon = i_mod_hea; break; // case Constants.ELM_ICE: slot2Item.icon = i_mod_ice; break; // default: slot2Item.icon = i_mod_nil; break; // } break; // case Constants.MOD_TYP: // switch (slot2Item.modification.value) // { // case Constants.TYP_BLA: slot2Item.icon = i_mod_bla; break; // case Constants.TYP_WAV: slot2Item.icon = i_mod_wav; break; // case Constants.TYP_TRI: slot2Item.icon = i_mod_tri; break; // default: slot2Item.icon = i_mod_nil; break; // } break; // case Constants.MOD_STR: slot2Item.icon = i_mod_str; break; // case Constants.MOD_SPD: slot2Item.icon = i_mod_spd; break; // case Constants.MOD_RCG: slot2Item.icon = i_mod_rcg; break; // case Constants.MOD_ACP: slot2Item.icon = i_mod_acp; break; // default: slot2Item.icon = i_mod_nil; break; //} //slot3Item = new ModItem(data.player.myWeapon.mods[2]); //switch (slot3Item.modification.type) //{ // case Constants.MOD_NIL: slot3Item.icon = i_mod_nil; break; // case Constants.MOD_ELM: // switch (slot3Item.modification.value) // { // case Constants.ELM_PLA: slot3Item.icon = i_mod_pla; break; // case Constants.ELM_HEA: slot3Item.icon = i_mod_hea; break; // case Constants.ELM_ICE: slot3Item.icon = i_mod_ice; break; // default: slot3Item.icon = i_mod_nil; break; // } break; // case Constants.MOD_TYP: // switch (slot3Item.modification.value) // { // case Constants.TYP_BLA: slot3Item.icon = i_mod_bla; break; // case Constants.TYP_WAV: slot3Item.icon = i_mod_wav; break; // case Constants.TYP_TRI: slot3Item.icon = i_mod_tri; break; // default: slot3Item.icon = i_mod_nil; break; // } break; // case Constants.MOD_STR: slot3Item.icon = i_mod_str; break; // case Constants.MOD_SPD: slot3Item.icon = i_mod_spd; break; // case Constants.MOD_RCG: slot3Item.icon = i_mod_rcg; break; // case Constants.MOD_ACP: slot3Item.icon = i_mod_acp; break; // default: slot3Item.icon = i_mod_nil; break; //} //slot4Item = new ModItem(data.player.myWeapon.mods[3]); //switch (slot4Item.modification.type) //{ // case Constants.MOD_NIL: slot4Item.icon = i_mod_nil; break; // case Constants.MOD_ELM: // switch (slot4Item.modification.value) // { // case Constants.ELM_PLA: slot4Item.icon = i_mod_pla; break; // case Constants.ELM_HEA: slot4Item.icon = i_mod_hea; break; // case Constants.ELM_ICE: slot4Item.icon = i_mod_ice; break; // default: slot4Item.icon = i_mod_nil; break; // } break; // case Constants.MOD_TYP: // switch (slot4Item.modification.value) // { // case Constants.TYP_BLA: slot4Item.icon = i_mod_bla; break; // case Constants.TYP_WAV: slot4Item.icon = i_mod_wav; break; // case Constants.TYP_TRI: slot4Item.icon = i_mod_tri; break; // default: slot4Item.icon = i_mod_nil; break; // } break; // case Constants.MOD_STR: slot4Item.icon = i_mod_str; break; // case Constants.MOD_SPD: slot4Item.icon = i_mod_spd; break; // case Constants.MOD_RCG: slot4Item.icon = i_mod_rcg; break; // case Constants.MOD_ACP: slot4Item.icon = i_mod_acp; break; // default: slot4Item.icon = i_mod_nil; break; //} #endregion } slot1Item = slotItems[0]; slot2Item = slotItems[1]; slot3Item = slotItems[2]; slot4Item = slotItems[3]; #endregion dragDropActive = false; }
public BriefingScreen(ContentManager content, GraphicsDevice device, AudioManager audio, GameData data, World w, Camera cam) : base(content, device, audio, data) { //Mouse.SetPosition(512, 384); world = w; camera = cam; menuFont1 = content.Load <SpriteFont>("Fonts/MenuFont1"); resumeRectangle = new Rectangle(234, 100, 246, 45); loadRectangle = new Rectangle(294, 200, 224, 45); exitRectangle = new Rectangle(891, 78, 63, 55); spriteBatch = new SpriteBatch(device); cursor = content.Load <Texture2D>("cursor"); userInterface = content.Load <Texture2D>("briefing_interface"); frame = content.Load <Texture2D>("briefing_frame"); newIcon = content.Load <Texture2D>("Icons/new"); interfaceRectangle = new Rectangle(0, 0, 1024, 768); forestRectangle = new Rectangle(145, 173, 200, 144); arcticRectangle = new Rectangle(145, 329, 200, 144); caveRectangle = new Rectangle(145, 485, 200, 144); bossRectangle = new Rectangle(379, 543, 542, 111); frameRectangle = new Rectangle(144, 171, 203, 149); startRectangle = new Rectangle(563, 464, 232, 47); new0Rectangle = new Rectangle(155, 170, 80, 45); new1Rectangle = new Rectangle(155, 326, 80, 45); new2Rectangle = new Rectangle(155, 483, 80, 45); new3Rectangle = new Rectangle(390, 543, 80, 45); newRectangles = new Rectangle[] { new0Rectangle, new1Rectangle, new2Rectangle, new3Rectangle }; helpRectangle = new Rectangle(837, 81, 56, 47); data.missions.generate((byte)data.player.level); data.missions.update(); }