/// <summary> /// Sample Button Scroll List Menu /// </summary> public ChooseLevelMenu(MultiController controllers, List<Controller> allControllers, Rectangle bounds, GameManager pmanager) : base(controllers, bounds) { manager = pmanager; BaseFrame.Layout = Layout.None; //Create a title, and scale the text so it is a little bigger new Label(BaseFrame, "List of levels") { Scale = new Vector2(2f, 2f), FontColor = Color.Gold , VerticalAlignment = VAlign.Top }; sl = new ScrollList(BaseFrame, 10) { Direction = ScrollList.Orientation.Horizontal, LayoutStretch = 5, ScrollPosition = ScrollList.ScrollBarPosition.Left, //left means top for horizontal orientation HorizontalAlignment = HAlign.Center }; createScrollList(sl); /* ScrollList tsl = createScrollList(sl); tsl.Scale *= 2f; tsl = createScrollList(sl); tsl.Scale *= 0.5f; tsl = createScrollList(sl); tsl = createScrollList(sl); tsl.Scale *= 2f; */ Reset(); }
/// <summary> /// Creates a Main Menu /// </summary> public static Menu createMainMenu(MultiController controllers, List<Controller> allControllers, Rectangle bounds, GameManager pmanager, Boolean recommencer = false) { Menu MainMenu = new Menu(controllers, bounds); MainMenu.BaseFrame.Layout = Layout.VerticalShared; new Label(MainMenu.BaseFrame, "Asteroids") { Scale = new Vector2(2, 2), FontColor = Color.White }; ScrollList sl = new ScrollList(MainMenu.BaseFrame); sl.Focus = true; sl.LayoutStretch = 4; sl.Scale = new Vector2(2, 2); Label lbl = new Label(sl, (recommencer ? "Restart" : "Start")); lbl.OnA = delegate() { MainMenu.Close(); }; lbl = new Label(sl, "Choose Level"); lbl.OnA = delegate() { MainMenu.ActiveSubMenu = new ChooseLevelMenu(controllers, allControllers, bounds, pmanager); MainMenu.ActiveSubMenu.OnClosing = delegate() { MainMenu.Close(); }; }; /*lbl = new Label(sl, "Options"); lbl.OnA = delegate() { //MainMenu.ActiveSubMenu = new OptionButtonMenu(controllers, allControllers, bounds); };*/ lbl = new Label(sl, "Exit"); lbl.OnA = delegate() { MainMenu.Close(); pmanager._game.Exit(); }; return MainMenu; }
/// <summary> /// Creates a Death Menu /// </summary> public static Menu createDeathMenu(MultiController controllers, List<Controller> allControllers, Rectangle bounds, GameManager pmanager) { Menu MainMenu = new Menu(controllers, bounds); MainMenu.BaseFrame.Layout = Layout.VerticalShared; new Label(MainMenu.BaseFrame, "You D.I.E.D.!!!!!") { Scale = new Vector2(2, 2), FontColor = new Color(200,0,0), Animation = AnimateType.Size }; new Label(MainMenu.BaseFrame, "Score Level '" + pmanager.nivCourant.GetName() + "': " + pmanager._playerScore.ToString()) { Scale = new Vector2(2, 2), FontColor = Color.White }; ScrollList sl = new ScrollList(MainMenu.BaseFrame); sl.Focus = true; sl.LayoutStretch = 4; sl.Scale = new Vector2(2, 2); Label lbl = new Label(sl, "Try Again!"); lbl.OnA = delegate() { MainMenu.Close(); }; lbl.FontColor = Color.DarkBlue; lbl.FontFocusColor = Color.DarkRed; lbl = new Label(sl, "Choose Level"); lbl.OnA = delegate() { MainMenu.ActiveSubMenu = new ChooseLevelMenu(controllers, allControllers, bounds, pmanager); MainMenu.ActiveSubMenu.OnClosing = delegate() { MainMenu.Close(); }; }; lbl.FontColor = Color.DarkBlue; lbl.FontFocusColor = Color.DarkRed; lbl = new Label(sl, "Quit"); lbl.OnA = delegate() { MainMenu.Close(); pmanager._game.Exit(); }; lbl.FontColor = Color.DarkBlue; lbl.FontFocusColor = Color.DarkRed; return MainMenu; }
/// <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 App.Initialize(graphics, updates); base.Initialize(); txtDescription = Content.Load <SpriteFont>("asd"); gameManager = new GameManager.GameManager(this); gameManager.Background = Content.Load <Texture2D>("background"); mainMenu = MenuCreator.createMainMenu(App.PrimaryController, App.Controllers, App.TitleSafeArea, gameManager); }
public abstract void ApplyTo(GameManager.GameManager gameManager);
/// <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 App.Initialize(graphics, updates); base.Initialize(); txtDescription = Content.Load<SpriteFont>("asd"); gameManager = new GameManager.GameManager(this); gameManager.Background = Content.Load<Texture2D>("background"); mainMenu = MenuCreator.createMainMenu(App.PrimaryController, App.Controllers, App.TitleSafeArea, gameManager); }
/// <summary> /// Creates a Win Menu /// </summary> public static Menu createWinMenu(MultiController controllers, List<Controller> allControllers, Rectangle bounds, GameManager pmanager) { Menu MainMenu = new Menu(controllers, bounds); MainMenu.BaseFrame.Layout = Layout.VerticalShared; new Label(MainMenu.BaseFrame, "Level succes!") { Scale = new Vector2(2, 2), FontColor = Color.White }; new Label(MainMenu.BaseFrame, "Score Level '" + pmanager.nivCourant.GetName() + "': " + pmanager._playerScore.ToString()) { Scale = new Vector2(2, 2), FontColor = Color.White }; ScrollList sl = new ScrollList(MainMenu.BaseFrame); sl.Focus = true; sl.LayoutStretch = 4; sl.Scale = new Vector2(2, 2); Label lbl = new Label(sl, "Next Level"); lbl.OnA = delegate() { MainMenu.Close(); }; lbl = new Label(sl, "Choose Level"); lbl.OnA = delegate() { MainMenu.ActiveSubMenu = new ChooseLevelMenu(controllers, allControllers, bounds, pmanager); MainMenu.ActiveSubMenu.OnClosing = delegate() { MainMenu.Close(); }; }; lbl = new Label(sl, "Exit"); lbl.OnA = delegate() { MainMenu.Close(); pmanager._game.Exit(); }; return MainMenu; }
/// <summary> /// Creates a Pause Menu /// </summary> public static Menu createPauseMenu(MultiController controllers, List<Controller> allControllers, Rectangle bounds, GameManager pmanager) { Menu MainMenu = new Menu(controllers, bounds); MainMenu.BaseFrame.Layout = Layout.VerticalShared; new Label(MainMenu.BaseFrame, "Score Level '" + pmanager.nivCourant.GetName() + "': " + pmanager._playerScore.ToString()) { Scale = new Vector2(2, 2), FontColor = Color.White }; new Label(MainMenu.BaseFrame, "Levels Completed : " + pmanager._levelsCompleted.ToString()) { Scale = new Vector2(2, 2), FontColor = Color.White }; new Label(MainMenu.BaseFrame, "Lives Lost : " + pmanager._playerDeaths.ToString()) { Scale = new Vector2(2, 2), FontColor = Color.White }; new Label(MainMenu.BaseFrame, "Asteroids Destroyed : " + pmanager._astKilled.ToString()) { Scale = new Vector2(2, 2), FontColor = Color.White }; new Label(MainMenu.BaseFrame, "Ennemy Ships Destroyed : " + pmanager._enemiKilled.ToString()) { Scale = new Vector2(2, 2), FontColor = Color.White }; ScrollList sl = new ScrollList(MainMenu.BaseFrame); sl.Focus = true; sl.LayoutStretch = 4; sl.Scale = new Vector2(2, 2); Label lbl = new Label(sl, "Resume"); lbl.OnA = delegate() { MainMenu.Close(); }; lbl.FontColor = Color.DarkBlue; lbl.FontFocusColor = Color.DarkRed; lbl = new Label(sl, "Quit"); lbl.OnA = delegate() { MainMenu.Close(); pmanager._game.Exit(); }; lbl.FontColor = Color.DarkBlue; lbl.FontFocusColor = Color.DarkRed; return MainMenu; }