public void Update(GameTime gameTime) { if (player.HP <= 0) { m_screenManager.ChangeScreen(new LoseScreen(m_screenManager)); } if (boss.HP <= 0) { m_screenManager.ChangeScreen(new WinScreen(m_screenManager)); } if (Singleton.Instance._currentkey.IsKeyDown(Keys.K) && Singleton.Instance._currentkey != Singleton.Instance._previouskey) { freecam = !freecam; } if (freecam) { testcam(); } else { Singleton.Instance._camera.Follow(Singleton.Instance.follow); } if (player.InTurn) { if (!select) { select = true; } PlayerModule(); } else { select = false; EnemyModule(gameTime); } for (int i = 0; i < _gameObjects.Count; i++) { if (_gameObjects[i].IsActive) { _gameObjects[i].Update(gameTime, _gameObjects); } else { _gameObjects.Remove(_gameObjects[i]); } } }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); activePlayerTexture = Content.Load <Texture2D>("Player/player01_Front"); activePlayer_FightTexture = Content.Load <Texture2D>("Player/player01_Fight"); // Set The Traveling Content activeCompanionTexture = Content.Load <Texture2D>("NPCs/carl"); activeCompanion_FightTexture = Content.Load <Texture2D>("NPCs/Carl_Fight"); worldMapBGM = Content.Load <SoundEffect>("Music/WorldMapLoop"); // Player Textures charaOne_World = Content.Load <Texture2D>("Player/player01_Front"); charaTwo_World = Content.Load <Texture2D>("Player/player02_Front"); charaThree_World = Content.Load <Texture2D>("Player/player03_Front"); // Player Fight Textures charaOne_Fight = Content.Load <Texture2D>("Player/player01_Fight"); charaTwo_Fight = Content.Load <Texture2D>("Player/player02_Fight"); charaThree_Fight = Content.Load <Texture2D>("Player/player03_Fight"); //Set m_screenManager m_screenManager = new GameScreenManager(spriteBatch, Content); m_screenManager.OnGameExit += Exit; // Start Game By Loading Menu Screen m_screenManager.ChangeScreen(new MenuScreen(m_screenManager)); }
void Reset() { MediaPlayer.Stop(); screenManager.Dispose(); LoadConfig(); int width = (int.TryParse(ConfigurationManager.AppSettings["ScreenWidth"], out width) ? width : GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width); int height = (int.TryParse(ConfigurationManager.AppSettings["ScreenHeight"], out height) ? height : GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height); screenSize = new Vector2(width, height); graphics.PreferredBackBufferWidth = (int)screenSize.X; graphics.PreferredBackBufferHeight = (int)screenSize.Y; graphics.SynchronizeWithVerticalRetrace = false; graphics.ApplyChanges(); particleSystem = new ParticleSystem(); currentPlatform = 0; currentThumbnail = 0; screenManager = new GameScreenManager(spriteBatch, Content); screenManager.OnGameExit += Exit; screenManager.ChangeScreen(new MainScreen(screenManager, GraphicsDevice)); }
public void HandleInput(GameTime gameTime) { if (_inputManager.IsTapped(Keys.Escape)) { MediaPlayer.Stop(); _gameScreenManager.ChangeScreen(new MenuScreen(_gameScreenManager, _contentManager, false)); } }
//This Method Begins the game by Changing Screens to the World Map public void StartGame(IGameScreenManager m_screenManager) { if (Game1.m_audioState == Game1.AudioState.PLAYING) { Game1.currentInstance.Stop(); } m_screenManager.ChangeScreen(new WorldMapScreen(m_screenManager)); }
private void Gameover() { if (Game1.m_audioState == Game1.AudioState.PLAYING) { Game1.currentInstance.Stop(); } m_ScreenManager.PopScreen(); m_ScreenManager.ChangeScreen(new GameOverScreen(m_ScreenManager)); }
//Loads Up the Load File Screen. public void LoadGame(IGameScreenManager m_screenManager) { //Turn Off Music if (Game1.m_audioState == Game1.AudioState.PLAYING) { Game1.currentInstance.Stop(); } //Load Load File Screen m_screenManager.ChangeScreen(new LoadFileScreen(m_screenManager)); //Load File Screen Appears }
// Menu Screen Methods #region Menu Screen #region New Game //Loads a new game by transferring the player to character selection. public void NewGame(IGameScreenManager m_screenManager) { //Turn Off Music if (Game1.m_audioState == Game1.AudioState.PLAYING) { Game1.currentInstance.Stop(); } //Load Character Selection Screen m_screenManager.ChangeScreen(new CharacterSelectionScreen(m_screenManager)); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. m_spriteBatch = new SpriteBatch(GraphicsDevice); m_screenManager = new GameScreenManager(m_spriteBatch, Content, m_screenBounds); m_screenManager.OnGameExit += Exit; m_screenManager.ChangeScreen(new IntroScreen(m_screenManager)); }
private void MenuButton_Click(object sender, EventArgs e) { //Turn Music Off if (Game1.m_audioState == Game1.AudioState.PLAYING) { Game1.currentInstance.Stop(); } //Set game variables back to default. Game1.isOnWorldMap = false; //Prevents saving in the options screen. Game1.levelsUnlocked = 0; //Sets the starting level back to zero. //Change Screen Back to Main Menu m_ScreenManager.ChangeScreen(new MenuScreen(m_ScreenManager)); }
/// <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); whitePixel = Content.Load <Texture2D>("Images/WhitePixel"); defaultFont = Content.Load <SpriteFont>("Fonts/DefaultFont"); gameScreenManager = new GameScreenManager(spriteBatch, Content, GraphicsDevice, whitePixel, defaultFont); gameScreenManager.Initialize(); gameScreenManager.GameScreenWidth = graphics.PreferredBackBufferWidth; gameScreenManager.GameScreenHeight = graphics.PreferredBackBufferHeight; gameScreenManager.OnGameExit += Exit; gameScreenManager.ChangeScreen(new MenuScreen(gameScreenManager, Content)); }
protected override void LoadContent() { _font = Content.Load <SpriteFont>("font/File"); song = Content.Load <Song>("sounds/bgm_1"); MediaPlayer.Volume = Singleton.Instance.MasterBGMVolume; MediaPlayer.Play(song); MediaPlayer.IsRepeating = true; m_spriteBatch = new SpriteBatch(GraphicsDevice); m_screenManager = new GameScreenManager(m_spriteBatch, Content); m_screenManager.ChangeScreen(new MenuScreen(m_screenManager)); m_screenManager.OnGameExit += Exit; }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); spriteFont = Content.Load <SpriteFont>(@"font"); buttons = Content.Load <Texture2D>(@"buttons"); rect = new Texture2D(graphics.GraphicsDevice, 1, 1); Color[] data = new Color[1]; for (int i = 0; i < data.Length; ++i) { data[i] = Color.White; rect.SetData(data); } screenManager = new GameScreenManager(spriteBatch, Content); screenManager.OnGameExit += Exit; screenManager.ChangeScreen(new MainScreen(screenManager, GraphicsDevice)); }
public void HandleInput(GameTime gameTime) { if (_inputManager.IsTapped(Keys.Escape)) { MediaPlayer.Stop(); _gameScreenManager.ChangeScreen(new MenuScreen(_gameScreenManager, _contentManager, false)); } if (_inputManager.IsPressed(Keys.Down)) { _creditSpeed = _creditSpeedFast; } if (_inputManager.IsPressed(Keys.Up)) { _creditSpeed = _creditSpeedSlow; } if (_inputManager.IsFree()) { _creditSpeed = _creditDefaultSpeed; } }
public void HandleInput(GameTime gameTime) { if (Singleton.Instance._currentkey.IsKeyDown(Keys.Escape) && Singleton.Instance._currentkey != Singleton.Instance._previouskey) { m_screenManager.ChangeScreen(new MenuScreen(m_screenManager)); } if (Singleton.Instance._currentkey.IsKeyDown(Keys.Right) && Singleton.Instance._currentkey != Singleton.Instance._previouskey) { bool isFirstActive; if (!Singleton.Instance.isKeyboardCursorActive) { isFirstActive = true; Singleton.Instance.isKeyboardCursorActive = true; } else { isFirstActive = false; keyboardCursorPosCounter++; } switch (keycursorstate) { case Keycursorstate.Charater: if (keyboardCursorPosCounter > _gameObjects.Count - 1) { keyboardCursorPosCounter = 0; } KeyboardCursorPos = _gameObjects[keyboardCursorPosCounter].Position; //to do play selection cursor sound _cursorselection.Volume = Singleton.Instance.MasterSFXVolume; _cursorselection.Play(); //End to do play selection cursor sound break; case Keycursorstate.Navigation: if (keyboardCursorPosCounter >= nav_button_poslist.Count + _gameObjects.Count - 1) { keyboardCursorPosCounter = _gameObjects.Count; } KeyboardCursorPos = nav_button_poslist[keyboardCursorPosCounter - _gameObjects.Count]; break; } } if (Singleton.Instance._currentkey.IsKeyDown(Keys.Left) && Singleton.Instance._currentkey != Singleton.Instance._previouskey) { bool isFirstActive; if (!Singleton.Instance.isKeyboardCursorActive) { isFirstActive = true; Singleton.Instance.isKeyboardCursorActive = true; } else { isFirstActive = false; keyboardCursorPosCounter--; } switch (keycursorstate) { case Keycursorstate.Charater: if (keyboardCursorPosCounter < 0) { keyboardCursorPosCounter = _gameObjects.Count - 1; } KeyboardCursorPos = _gameObjects[keyboardCursorPosCounter].Position; //to do play selection cursor sound _cursorselection.Volume = Singleton.Instance.MasterSFXVolume; _cursorselection.Play(); //End to do play selection cursor sound /* Console.WriteLine("Skill Right key Pos: " + keyboardCursorPosCounter + "Real pos: " + keyboardCursorPosCounter); * Console.WriteLine("State = " + (int)keycursorstate);*/ break; case Keycursorstate.Navigation: if (keyboardCursorPosCounter < _gameObjects.Count) { keyboardCursorPosCounter = nav_button_poslist.Count + _gameObjects.Count - 1; } KeyboardCursorPos = nav_button_poslist[keyboardCursorPosCounter - _gameObjects.Count]; break; } } if (Singleton.Instance._currentkey.IsKeyDown(Keys.Down) && Singleton.Instance._currentkey != Singleton.Instance._previouskey) { bool isFirstActive; if (!Singleton.Instance.isKeyboardCursorActive) { isFirstActive = true; Singleton.Instance.isKeyboardCursorActive = true; } else { isFirstActive = false; } switch (keycursorstate) { case Keycursorstate.Charater: if (!isFirstActive) { keyboardCursorPosCounter = _gameObjects.Count; KeyboardCursorPos = nav_button_poslist[keyboardCursorPosCounter - _gameObjects.Count]; keycursorstate = Keycursorstate.Navigation; } //to do play selection cursor sound _cursorselection.Volume = Singleton.Instance.MasterSFXVolume; _cursorselection.Play(); //End to do play selection cursor sound break; case Keycursorstate.Navigation: if (!isFirstActive) { keyboardCursorPosCounter = 0; KeyboardCursorPos = _gameObjects[keyboardCursorPosCounter].Position; keycursorstate = Keycursorstate.Charater; } //to do play selection cursor sound _cursorselection.Volume = Singleton.Instance.MasterSFXVolume; _cursorselection.Play(); //End to do play selection cursor sound break; } } if (Singleton.Instance._currentkey.IsKeyDown(Keys.Up) && Singleton.Instance._currentkey != Singleton.Instance._previouskey) { bool isFirstActive; if (!Singleton.Instance.isKeyboardCursorActive) { isFirstActive = true; Singleton.Instance.isKeyboardCursorActive = true; } else { isFirstActive = false; } switch (keycursorstate) { case Keycursorstate.Charater: if (!isFirstActive) { keyboardCursorPosCounter = _gameObjects.Count; KeyboardCursorPos = nav_button_poslist[keyboardCursorPosCounter - _gameObjects.Count]; keycursorstate = Keycursorstate.Navigation; } //to do play selection cursor sound _cursorselection.Volume = Singleton.Instance.MasterSFXVolume; _cursorselection.Play(); //End to do play selection cursor sound break; case Keycursorstate.Navigation: if (!isFirstActive) { keyboardCursorPosCounter = 0; KeyboardCursorPos = _gameObjects[keyboardCursorPosCounter].Position; keycursorstate = Keycursorstate.Charater; } //to do play selection cursor sound _cursorselection.Volume = Singleton.Instance.MasterSFXVolume; _cursorselection.Play(); //End to do play selection cursor sound break; } } if (Singleton.Instance._currentkey.IsKeyDown(Keys.Enter) && Singleton.Instance._currentkey != Singleton.Instance._previouskey && Singleton.Instance.isKeyboardCursorActive) { switch (keyboardCursorPosCounter) { case 0: Singleton.Instance.CurrentHero = "zeus"; _gameObjects.Remove(zeus); _gameObjects.Remove(thor); m_screenManager.ChangeScreen(new UpgradeScreen(m_screenManager)); //Start to do play selected button sound _selected.Volume = Singleton.Instance.MasterSFXVolume; _selected.Play(); //End to do play selected button sound break; case 1: Singleton.Instance.CurrentHero = "thor"; _gameObjects.Remove(zeus); _gameObjects.Remove(thor); m_screenManager.ChangeScreen(new UpgradeScreen(m_screenManager)); //Start to do play selected button sound _selected.Volume = Singleton.Instance.MasterSFXVolume; _selected.Play(); //End to do play selected button sound break; case 2: _gameObjects.Remove(zeus); _gameObjects.Remove(thor); m_screenManager.ChangeScreen(new MenuScreen(m_screenManager)); //Start to do play selected button sound _selected.Volume = Singleton.Instance.MasterSFXVolume; _selected.Play(); //End to do play selected button sound break; } } }
private void Button(int i) { if (Singleton.Instance._currentmouse.Position.X > menu_button_poslist[i].X - _font.MeasureString("CONTROL").X / 2 && Singleton.Instance._currentmouse.Position.X <menu_button_poslist[i].X + _font.MeasureString("CONTROL").X / 2 && Singleton.Instance._currentmouse.Position.Y> menu_button_poslist[i].Y - _font.MeasureString("CONTROL").Y / 2 && Singleton.Instance._currentmouse.Position.Y < menu_button_poslist[i].Y + _font.MeasureString("CONTROL").Y / 2 && Singleton.Instance.isMouseActive) { menu_button_scalelist[i] = new Vector2(1.2f, 1.2f); menu_button_colorlist[i] = Color.Red; KeyboardCursorPos = menu_button_poslist[i]; keyboardCursorPosCounter = i; //Start to do play selection cursor sound cursorselectionPlayedcount++; //_cursorselection.IsLooped = false; _cursorselection.Volume = Singleton.Instance.MasterSFXVolume; if (!iscursorselectionPlayed && cursorselectionPlayedcount > 0) { _cursorselection.Play(); iscursorselectionPlayed = true; } //End to do play selection cursor sound if (Singleton.Instance._currentmouse.LeftButton == ButtonState.Pressed) { menu_button_scalelist[i] = new Vector2(1.1f, 1.1f); menu_button_colorlist[i] = Color.OrangeRed; } else if (Singleton.Instance._currentmouse.LeftButton == ButtonState.Released && Singleton.Instance._previousmouse.LeftButton == ButtonState.Pressed) { switch (i) { case 0: //Start to do play selected button sound _selected.Volume = Singleton.Instance.MasterSFXVolume; _selected.Play(); //End to do play selected button sound m_screenManager.ChangeScreen(new MenuScreen(m_screenManager)); break; case 1: //Start to do play selected button sound _selected.Volume = Singleton.Instance.MasterSFXVolume; _selected.Play(); //End to do play selected button sound if (Singleton.Instance.CurrentStage >= 2) { m_exitGame = true; } else { m_screenManager.ChangeScreen(new UpgradeScreen(m_screenManager)); } break; } } } else if (!Singleton.Instance.isKeyboardCursorActive) { menu_button_scalelist[i] = Vector2.One; menu_button_colorlist[i] = Color.White; //Check cursor sound played cursorselectionPlayedcount--; if (cursorselectionPlayedcount == 0) { iscursorselectionPlayed = false; } //End check cursor sound played } }
private void BackButton_Click(object sender, EventArgs e) { click.Play(); //Play Audio Clip m_ScreenManager.ChangeScreen(new MenuScreen(m_ScreenManager)); //Pop the current Screen }
public void Update(GameTime gameTime) { Singleton.Instance._previouskey = Singleton.Instance._currentkey; Singleton.Instance._currentkey = Keyboard.GetState(); Singleton.Instance._previousmouse = Singleton.Instance._currentmouse; Singleton.Instance._currentmouse = Mouse.GetState(); //Mouse and Keyboard Detect if (Singleton.Instance._currentmouse.Position != Singleton.Instance._previousmouse.Position || Singleton.Instance._currentmouse.LeftButton == ButtonState.Pressed || !Singleton.Instance.isKeyboardCursorActive) { Singleton.Instance.isMouseActive = true; Singleton.Instance.isKeyboardCursorActive = false; } else { Singleton.Instance.isMouseActive = false; } //End Mouse and Keyboard Detect if (Singleton.Instance._currentmouse.Position.X > menu_button_poslist[0].X - _font.MeasureString("OK").X && Singleton.Instance._currentmouse.Position.X <menu_button_poslist[0].X + _font.MeasureString("OK").X && Singleton.Instance._currentmouse.Position.Y> menu_button_poslist[0].Y - _font.MeasureString("OK").Y && Singleton.Instance._currentmouse.Position.Y < menu_button_poslist[0].Y + _font.MeasureString("OK").Y&& Singleton.Instance.isMouseActive) //Back button { KeyboardCursorPos = menu_button_poslist[0]; menu_button_colorlist[0] = Color.Red; menu_button_scalelist[0] = new Vector2(1.7f, 1.7f); keyboardCursorPosCounter = menu_button_poslist.Count - 1; //Start to do play selection cursor sound cursorselectionPlayedcount++; //_cursorselection.IsLooped = false; _cursorselection.Volume = Singleton.Instance.MasterSFXVolume; if (!iscursorselectionPlayed && cursorselectionPlayedcount > 0) { _cursorselection.Play(); iscursorselectionPlayed = true; } //End to do play selection cursor sound if (Singleton.Instance._currentmouse.LeftButton == ButtonState.Pressed) { menu_button_colorlist[0] = Color.OrangeRed; menu_button_scalelist[0] = new Vector2(1.6f, 1.6f); } else if (Singleton.Instance._currentmouse.LeftButton == ButtonState.Released && Singleton.Instance._previousmouse.LeftButton == ButtonState.Pressed) { menu_button_colorlist[0] = Color.Red; //Do when click Back button if (Singleton.Instance.CurrentStage == 1) { m_screenManager.ChangeScreen(new PlayScreen(m_screenManager)); } else if (Singleton.Instance.CurrentStage == 0) { m_screenManager.ChangeScreen(new MenuScreen(m_screenManager)); } //Start to do play selected button sound _selected.Volume = Singleton.Instance.MasterSFXVolume; _selected.Play(); //End to do play selected button sound } } else { menu_button_colorlist[0] = Color.White; menu_button_scalelist[0] = new Vector2(1.5f, 1.5f); //Check cursor sound played cursorselectionPlayedcount--; if (cursorselectionPlayedcount == 0) { iscursorselectionPlayed = false; } //End check cursor sound played } cursorselectionPlayedcount = menu_button_colorlist.Count;//Initial check cursor selection }
public void Init(ContentManager content) { if (Singleton.Instance.CurrentStage >= 2) { Singleton.Instance.CurrentStage = 0; m_screenManager.ChangeScreen(new WinScreen(m_screenManager)); } _gameObjects = new List <GameObject>(); skill_button_texturelist = new List <Texture2D>(); skill_button_scalelist = new List <Vector2>(); skill_button_poslist = new List <Vector2>(); nav_button_scalelist = new List <Vector2>(); nav_button_poslist = new List <Vector2>(); nav_button_colorlist = new List <Color>(); _addskill_button_scalelist = new List <Vector2>(); nav_button_name_list = new List <string>(); _skillDes = new string[3, 3]; _bg2 = content.Load <Texture2D>("sprites/fram1"); _font = content.Load <SpriteFont>("font/File"); _KeyboardCursor = content.Load <Texture2D>("sprites/hitbox"); _skillwindow = content.Load <Texture2D>("sprites/newmainskill"); _addskill = content.Load <Texture2D>("sprites/newplus"); _selected = content.Load <SoundEffect>("sounds/selected_sound").CreateInstance(); _selected1 = content.Load <SoundEffect>("sounds/selected_sound").CreateInstance(); _cursorselection = content.Load <SoundEffect>("sounds/selection_sound").CreateInstance(); switch (Singleton.Instance.CurrentHero) { case "zeus": _bg = content.Load <Texture2D>("sprites/z1"); _selectedChar = content.Load <Texture2D>("sprites/sheet_zeus"); selectedChar = new GameObject(null, null, new CharacterGraphicComponent(content, new Dictionary <string, Animation>() { { "Idle", new Animation(_selectedChar, new Rectangle(0, 0, 400, 240), 2) } }), null) { Position = new Vector2(Singleton.SCREENWIDTH / 2 - 400, Singleton.SCREENHEIGHT / 2), HP = 1, IsActive = false }; _gameObjects.Add(selectedChar); skill_button_texturelist.Add(content.Load <Texture2D>("sprites/skill_zeus_1")); skill_button_texturelist.Add(content.Load <Texture2D>("sprites/skill_zeus_2")); skill_button_texturelist.Add(content.Load <Texture2D>("sprites/skill_zeus_3")); _skillDes[0, 0] = "lv.1 +2 damage"; _skillDes[0, 1] = "lv.2 +3 damage"; _skillDes[0, 2] = "lv.3 +4 damage"; _skillDes[1, 0] = "lv.1 +2 damage"; _skillDes[1, 1] = "lv.2 +4 damage"; _skillDes[1, 2] = "lv.3 +6 damage"; _skillDes[2, 0] = "lv.1 30% chance"; _skillDes[2, 1] = "lv.2 40% chance"; _skillDes[2, 2] = "lv.3 50% chance"; break; case "thor": _bg = content.Load <Texture2D>("sprites/t1"); _selectedChar = content.Load <Texture2D>("sprites/sheet_thor"); selectedChar = new GameObject(null, null, new CharacterGraphicComponent(content, new Dictionary <string, Animation>() { { "Idle", new Animation(_selectedChar, new Rectangle(0, 0, 400, 240), 2) } }), null) { Position = new Vector2(Singleton.SCREENWIDTH / 2 - 400, Singleton.SCREENHEIGHT / 2), HP = 1, IsActive = false }; _gameObjects.Add(selectedChar); skill_button_texturelist.Add(content.Load <Texture2D>("sprites/skill_thor_1")); skill_button_texturelist.Add(content.Load <Texture2D>("sprites/skill_thor_2")); skill_button_texturelist.Add(content.Load <Texture2D>("sprites/skill_thor_3")); _skillDes[0, 0] = "lv.1 +1 armor"; _skillDes[0, 1] = "lv.2 +2 armor"; _skillDes[0, 2] = "lv.3 +3 armor"; _skillDes[1, 0] = "lv.1 +25% size"; _skillDes[1, 1] = "lv.2 +50% size"; _skillDes[1, 2] = "lv.3 +100% size"; _skillDes[2, 0] = "lv.1 10% chance"; _skillDes[2, 1] = "lv.2 20% chance"; _skillDes[2, 2] = "lv.3 30% chance"; break; } skill_button_scalelist.Add(Vector2.One); skill_button_scalelist.Add(Vector2.One); skill_button_scalelist.Add(Vector2.One); skill_button_poslist.Add(new Vector2(Singleton.SCREENWIDTH / 2 - 50, Singleton.SCREENHEIGHT / 2)); skill_button_poslist.Add(new Vector2(Singleton.SCREENWIDTH / 2 + 200, Singleton.SCREENHEIGHT / 2)); skill_button_poslist.Add(new Vector2(Singleton.SCREENWIDTH / 2 + 450, Singleton.SCREENHEIGHT / 2)); _addskill_button_scalelist.Add(Vector2.One); _addskill_button_scalelist.Add(Vector2.One); _addskill_button_scalelist.Add(Vector2.One); nav_button_poslist.Add(new Vector2(100, Singleton.SCREENHEIGHT - 100)); nav_button_poslist.Add(new Vector2(300, Singleton.SCREENHEIGHT - 100)); nav_button_poslist.Add(new Vector2(Singleton.SCREENWIDTH / 2 + 200, Singleton.SCREENHEIGHT - 100)); nav_button_scalelist.Add(new Vector2(1.5f, 1.5f)); nav_button_scalelist.Add(new Vector2(1.5f, 1.5f)); nav_button_scalelist.Add(new Vector2(1.5f, 1.5f)); nav_button_colorlist.Add(Color.White); nav_button_colorlist.Add(Color.White); nav_button_colorlist.Add(Color.White); nav_button_name_list.Add("Back"); nav_button_name_list.Add("START"); nav_button_name_list.Add("Reset skill"); KeyboardCursorPos = skill_button_poslist[0]; skillPoint = 2; keycursorstate = Keycursorstate.Skill; _selected.Volume = Singleton.Instance.MasterSFXVolume; _selected1.Volume = Singleton.Instance.MasterSFXVolume; _cursorselection.Volume = Singleton.Instance.MasterSFXVolume; //Console.WriteLine("Upgrade Screen stage " + Singleton.Instance.CurrentStage); //Console.WriteLine("Hero value: " + Singleton.Instance.CurrentHero); //Console.WriteLine("Stage value: " + Singleton.Instance.CurrentStage); //Console.WriteLine("skill 1 value: " + Singleton.Instance.level_sk1); //Console.WriteLine("skill 2 value: " + Singleton.Instance.level_sk2); //Console.WriteLine("skill 3 value: " + Singleton.Instance.level_sk3); //Console.WriteLine("Previous skill 1 value: " + Singleton.Instance.previous_level_sk1); //Console.WriteLine("Previous skill 2 value: " + Singleton.Instance.previous_level_sk2); //Console.WriteLine("Previous skill 3 value: " + Singleton.Instance.previous_level_sk3); //Console.WriteLine("Keyboard status: " + Singleton.Instance.isKeyboardCursorActive); //Console.WriteLine("Mouse status: " + Singleton.Instance.isMouseActive); //Console.WriteLine("BGM Value: " + Singleton.Instance.MasterBGMVolume); //Console.WriteLine("SFX Value: " + Singleton.Instance.MasterSFXVolume); //Console.WriteLine("----------------------------------------------------------------------------------------------------"); previous_level_sk1 = Singleton.Instance.level_sk1; previous_level_sk2 = Singleton.Instance.level_sk2; previous_level_sk3 = Singleton.Instance.level_sk3; }