public Player_Select_Popup(Game_State manager, ContentManager content, Input_Handler[] inputs, Rectangle bounds, GraphicsDevice graphicsDevice) : base(content, bounds) { this.manager = manager; this.inputs = inputs; this.ClientBounds = bounds; soundMenuA = content.Load <SoundEffect>("Sounds/MenuA"); soundMenuC = content.Load <SoundEffect>("Sounds/MenuC"); soundMenuD = content.Load <SoundEffect>("Sounds/MenuD"); font = content.Load <SpriteFont>("Menu/menufont"); for (int i = 0; i < 4; i++) { // Hook up input listener inputs[i].OnKeyRelease += HandleInput; // Set positions playerMenuBounds[i] = new Rectangle(((i) * ClientBounds.Width / 4), 0, ClientBounds.Width / 4, ClientBounds.Height); // Initialize the meus menus[i] = new Player_Select_Menu(content, this, font, playerMenuBounds[i]); } populateColors(content, graphicsDevice); }
public Player_Select_Popup(Game_State manager, ContentManager content, Input_Handler[] inputs, Rectangle bounds, GraphicsDevice graphicsDevice) : base(content, bounds) { this.manager = manager; this.inputs = inputs; this.ClientBounds = bounds; soundMenuA = content.Load<SoundEffect>("Sounds/MenuA"); soundMenuC = content.Load<SoundEffect>("Sounds/MenuC"); soundMenuD = content.Load<SoundEffect>("Sounds/MenuD"); font = content.Load<SpriteFont>("Menu/menufont"); for (int i = 0; i < 4; i++) { // Hook up input listener inputs[i].OnKeyRelease += HandleInput; // Set positions playerMenuBounds[i] = new Rectangle(((i) * ClientBounds.Width / 4), 0, ClientBounds.Width / 4, ClientBounds.Height); // Initialize the meus menus[i] = new Player_Select_Menu(content, this, font, playerMenuBounds[i]); } populateColors(content, graphicsDevice); }
/// <summary> /// Stop listening /// </summary> /// <param name="state"></param> protected override void ChangeState(Game_State state) { // Stop listening inputs[0].OnKeyRelease -= menu.ChangeIndex; menu.OnEntrySelect -= MenuEntrySelect; base.ChangeState(state); }
public LoadOut_Manager(Game_State state, Rectangle ClientBounds, Input_Handler[] inputs, List <Item>[] items) { this.state_man = state; this.ClientBounds = ClientBounds; this.inputs = inputs; this.items = items; //this.equipment = state.equipment; }
public LoadOut_Manager(Game_State state, Rectangle ClientBounds, Input_Handler[] inputs, List<Item>[] items) { this.state_man = state; this.ClientBounds = ClientBounds; this.inputs = inputs; this.items = items; //this.equipment = state.equipment; }
public Settings_Popup(Game_State manager, ContentManager content, Input_Handler[] inputs, Rectangle bounds) : base(content, bounds) { // Make a white boundary smaller than the bounds. menuBounds = new Rectangle(bounds.Width / 20, bounds.Height / 20, bounds.Width - (bounds.Width / 20) * 2, bounds.Height - (bounds.Height / 20) * 2); //Debug.WriteLine(menuBounds.X + " " + menuBounds.Y + " " + menuBounds.Width + " " + menuBounds.Height); SoundEffect menuSound = content.Load<SoundEffect>("Sounds/MenuC"); menu = new Settings_Menu(content.Load<SpriteFont>("Menu/menufont"), menuBounds, menuSound); this.manager = manager; manager.inputs[0].OnKeyRelease += HandleInput; }
public Settings_Popup(Game_State manager, ContentManager content, Input_Handler[] inputs, Rectangle bounds) : base(content, bounds) { // Make a white boundary smaller than the bounds. menuBounds = new Rectangle(bounds.Width / 20, bounds.Height / 20, bounds.Width - (bounds.Width / 20) * 2, bounds.Height - (bounds.Height / 20) * 2); //Debug.WriteLine(menuBounds.X + " " + menuBounds.Y + " " + menuBounds.Width + " " + menuBounds.Height); SoundEffect menuSound = content.Load <SoundEffect>("Sounds/MenuC"); menu = new Settings_Menu(content.Load <SpriteFont>("Menu/menufont"), menuBounds, menuSound); this.manager = manager; manager.inputs[0].OnKeyRelease += HandleInput; }
/// <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() { //sm = new State_Manager(Content, Window.ClientBounds); //sm.Initialize(); // Initialize the inputs. inputs = new Input_Handler[] { new Input_Handler(0), new Input_Handler(1), new Input_Handler(2), new Input_Handler(3) }; // Set the current state to the main menu. currentState = new Main_Game_State(this, inputs, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height)); //GraphicsDevice.SamplerStates[0] = SamplerState.PointWrap; base.Initialize(); }
protected virtual void ChangeState(Game_State state) { game.currentState = state; }
/// <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() { //sm = new State_Manager(Content, Window.ClientBounds); //sm.Initialize(); // Initialize the inputs. inputs = new Input_Handler[] { new Input_Handler(0), new Input_Handler(1), new Input_Handler(2), new Input_Handler(3) }; // Set the current state to the main menu. currentState = new Main_Game_State(this, inputs, new Rectangle(0,0,Window.ClientBounds.Width, Window.ClientBounds.Height)); //GraphicsDevice.SamplerStates[0] = SamplerState.PointWrap; base.Initialize(); }