示例#1
0
        public void ReloadGameSaves()
        {
            CharSelectPreview preview;
            // Check to see if the previous player chose new game, if so, make a new "New Game" slot with an incremented file name
            CharSelectPlayer previousPlayer = players.ElementAt(currentPlayerIndex - 1);

            if (previousPlayer.gameSave.newGame)
            {
                preview            = new CharSelectPreview(game.Content.Load <Texture2D>("Spritesheets/charSelectNewGame"), gameSavePosition, spriteFont, "New Game", " ", selected, "");
                preview.fileNumber = previousPlayer.gameSave.fileNumber + 1;
                preview.fileName   = "charSave" + preview.fileNumber;
                gameSaves.Insert(0, preview);
            }

            // Reload the game saves
            for (int i = 0; i < gameSaves.Count; i++)
            {
                preview = gameSaves.ElementAt(i);
                preview.SetPosition(gameSavePosition + (movementOffset * i));
                if (i == 0)
                {
                    preview.Color = selected;
                }
                else
                {
                    preview.Color = unselected;
                }
            }

            selectedGameSave = 0;
        }
示例#2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        public void LoadContent()
        {
            // Set up the background
            titleTexture = game.Content.Load <Texture2D>("Spritesheets/charSelectBackground");

            titleImage         = new ImageSprite(titleTexture, viewport.Width / 2, viewport.Height / 2, Color.White);
            titleImage.Visible = true;
            titleImage.Scale   = (float)(new Vector2(viewport.Width, viewport.Height).Length()) / (float)(new Vector2(titleTexture.Width, titleTexture.Height).Length());

            // Set the control images
            buttonTexture       = game.Content.Load <Texture2D>("Spritesheets/charSelectControls1");
            buttonPos           = new Vector2(center.X, center.Y - viewport.Height * 0.365f);
            controlsImage       = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            controlsImage.Scale = 1;

            // Initialize the sprite font
            spriteFont = game.Content.Load <SpriteFont>("SpriteFonts/Pescadero");


            playerOne = new CharSelectPlayer(new ImageSprite(game.Content.Load <Texture2D>("Spritesheets/charSelectPlayerOneCursor"), (int)buttonPos.X,
                                                             (int)buttonPos.Y, selected), true, PlayerIndex.One);
            playerTwo = new CharSelectPlayer(new ImageSprite(game.Content.Load <Texture2D>("Spritesheets/charSelectPlayerTwoCursor"), (int)buttonPos.X,
                                                             (int)buttonPos.Y, unselected), true, PlayerIndex.Two);
            playerThree = new CharSelectPlayer(new ImageSprite(game.Content.Load <Texture2D>("Spritesheets/charSelectPlayerThreeCursor"), (int)buttonPos.X,
                                                               (int)buttonPos.Y, unselected), true, PlayerIndex.Three);
            playerFour = new CharSelectPlayer(new ImageSprite(game.Content.Load <Texture2D>("Spritesheets/charSelectPlayerFourCursor"), (int)buttonPos.X,
                                                              (int)buttonPos.Y, unselected), true, PlayerIndex.Four);
            players.Add(playerOne);
            currentPlayer = playerOne;
            // Initialized the sound effect
            soundEffect = game.Content.Load <SoundEffect>("Audio/BClick_Menu");
        }
        /// <summary>
        /// Allows the game to run logic such as player input and character selection,
        /// also changes visual representation of selected/unselected characters
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public void Update(GameTime gameTime)
        {
            if (isConnected)
            {
                if (!isNewGame)
                {
                    // Allows the game to exit
                    if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Escape, Buttons.Back)
                        && currentPlayer.timer <= 0)
                    {
                        if (currentPlayerIndex == 0)
                            game.Exit();
                        else
                        {
                            currentPlayerIndex--;
                            currentPlayer = players.ElementAt(currentPlayerIndex);
                            currentPlayer.Timer = controllerDelay;
                            currentPlayer.Selected = false;
                        }
                    }
                    if (InputHelper.GetInput(PlayerIndex.One).IsPressed(Keys.Enter, Buttons.Start))
                    {
                        playerOne.Connected = true;
                        if(!players.Contains(playerOne))
                            players.Add(playerOne);
                    }
                    if (InputHelper.GetInput(PlayerIndex.Two).IsPressed(Keys.Enter, Buttons.Start))
                    {
                        playerTwo.Connected = true;
                        if(!players.Contains(playerTwo))
                            players.Add(playerTwo);
                    }
                    if (InputHelper.GetInput(PlayerIndex.Three).IsPressed(Keys.Enter, Buttons.Start))
                    {
                        playerThree.Connected = true;
                        if(!players.Contains(playerThree))
                            players.Add(playerThree);
                    }
                    if (InputHelper.GetInput(PlayerIndex.Four).IsPressed(Keys.Enter, Buttons.Start))
                    {
                        playerFour.Connected = true;
                        if(!players.Contains(playerFour))
                            players.Add(playerFour);
                    }

            #if XBOX
                // If windows we don't want to disconnect the keyboard, which is player one
                if (!UserInput.GetInput(PlayerIndex.One).IsGamePadConnected())
                {
                    players.Remove(playerOne);
                    playerOne.Connected = false;
                }
            #endif

                    if (!InputHelper.GetInput(PlayerIndex.Two).IsGamePadConnected())
                    {
                        players.Remove(playerTwo);
                        playerTwo.Connected = false;
                    }
                    if (!InputHelper.GetInput(PlayerIndex.Three).IsGamePadConnected())
                    {
                        players.Remove(playerThree);
                        playerThree.Connected = false;
                    }
                    if (!InputHelper.GetInput(PlayerIndex.Four).IsGamePadConnected())
                    {
                        players.Remove(playerFour);
                        playerFour.Connected = false;
                    }

                    if (currentPlayer.Connected)
                    {
                        currentPlayer.Timer -= (float)gameTime.ElapsedGameTime.Milliseconds;
                        if (!currentPlayer.Selected && currentPlayer.Timer <= 0)
                        {
                            currentPlayer.timer = controllerDelay;
                            if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Down, Buttons.DPadDown))
                            {
                                selectedGameSave++;
                                if (selectedGameSave < gameSaves.Count)
                                {
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset(-movementOffset);
                                        preview.Color = unselected;
                                    }
                                }
                                else
                                {
                                    selectedGameSave = 0;
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset((movementOffset * (gameSaves.Count - 1)));
                                        preview.Color = unselected;
                                    }
                                }
                                cursorMoved = true;
                                gameSaves.ElementAt(selectedGameSave).Color = selected;
                            }
                            if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Up, Buttons.DPadUp))
                            {
                                selectedGameSave--;
                                if (selectedGameSave >= 0)
                                {
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset((movementOffset));
                                        preview.Color = unselected;
                                    }
                                }
                                else
                                {
                                    selectedGameSave = gameSaves.Count - 1;
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset(-(movementOffset * (gameSaves.Count - 1)));
                                        preview.Color = unselected;
                                    }
                                }
                                cursorMoved = true;
                                gameSaves.ElementAt(selectedGameSave).Color = selected;
                            }

                            if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Space, Buttons.A))
                            {
                                currentPlayer.Timer = controllerDelay;
                                if (selectedGameSave == 0)
                                {
                                    isNewGame = true;
                                    CharacterSelectionScreen.selectionDone = false;
                                    currentPlayer.GameSave = gameSaves.ElementAt(selectedGameSave);
                                    //currentPlayer.GameSave.FileNumber = gameSaves.Count;
                                    currentPlayer.GameSave.NewGame = true;
                                    CharacterSelectionScreen.LoadContent(currentPlayer);
                                }
                                else
                                {
                                    currentPlayer.GameSave = gameSaves.ElementAt(selectedGameSave);
                                    currentPlayer.Selected = true;
                                    currentPlayer.Cursor.Color = unselected;
                                    currentPlayerIndex++;
                                    // If we are on the last player in the wait list, go to the networking screen
                                    if (currentPlayerIndex == players.Count)
                                        GoToNetworking();
                                    else
                                    {
                                        gameSaves.Remove(currentPlayer.GameSave);
                                        currentPlayer = players.ElementAt(currentPlayerIndex);
                                        currentPlayer.Selected = false;
                                        currentPlayer.Cursor.Color = selected;
                                        ReloadGameSaves();
                                        currentPlayer.Timer = controllerDelay;
                                    }
                                }
                            }
                            if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Escape, Buttons.Back))
                            {
                                currentPlayer.Timer = controllerDelay;
                                if (selectedGameSave != 0)
                                {
                                    DoGameDelete(LoadGameSave(gameSaves.ElementAt(selectedGameSave)));
                                }
                            }

                            if (GamePad.GetState(currentPlayer.PlayerIndex).Buttons.B == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.B))
                            {
                                //currentPlayer.selected = false;
                                //currentPlayer.cursor.Color = Color.White;
                            }
                        }
                    }

                    // If there has been a cursor movement, play the sound
                    if (cursorMoved)
                    {
                        soundEffect.Play();
                        cursorMoved = false;
                    }
                }
                else
                {
                    CharacterSelectionScreen.Update(gameTime);
                    if (CharacterSelectionScreen.selectionDone)
                    {
                        isNewGame = false;
                        CharacterSelectionScreen.selectionDone = false;
                        if (currentPlayer.Selected)
                        {
                            currentPlayer.Cursor.Color = unselected;
                            currentPlayerIndex++;
                            // If we are on the last player in the wait list, go to the networking screen
                            if (currentPlayerIndex == players.Count)
                                GoToNetworking();
                            else
                            {
                                gameSaves.Remove(currentPlayer.GameSave);
                                currentPlayer = players.ElementAt(currentPlayerIndex);
                                currentPlayer.Selected = false;
                                currentPlayer.Cursor.Color = selected;
                                ReloadGameSaves();
                                currentPlayer.Timer = controllerDelay;
                            }
                        }
                    }
                }
            }
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        public void LoadContent()
        {
            // Set up the background
            titleTexture = game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectBackground");

            titleImage = new ImageSprite(titleTexture, viewport.Width / 2, viewport.Height / 2, Color.White);
            titleImage.Visible = true;
            titleImage.Scale = (float)(new Vector2(viewport.Width, viewport.Height).Length()) / (float)(new Vector2(titleTexture.Width, titleTexture.Height).Length());

            // Set the control images
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectControls1");
            buttonPos = new Vector2(center.X, center.Y - viewport.Height * 0.365f);
            controlsImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            controlsImage.Scale = 1;

            // Initialize the sprite font
            spriteFont = game.Content.Load<SpriteFont>("SpriteFonts/Pescadero");

            playerOne = new CharSelectPlayer(new ImageSprite(game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectPlayerOneCursor"), (int)buttonPos.X,
                                            (int)buttonPos.Y, selected), true, PlayerIndex.One);
            playerTwo = new CharSelectPlayer(new ImageSprite(game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectPlayerTwoCursor"), (int)buttonPos.X,
                                            (int)buttonPos.Y, unselected), true, PlayerIndex.Two);
            playerThree = new CharSelectPlayer(new ImageSprite(game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectPlayerThreeCursor"), (int)buttonPos.X,
                                            (int)buttonPos.Y, unselected), true, PlayerIndex.Three);
            playerFour = new CharSelectPlayer(new ImageSprite(game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectPlayerFourCursor"), (int)buttonPos.X,
                                            (int)buttonPos.Y, unselected), true, PlayerIndex.Four);
            players.Add(playerOne);
            currentPlayer = playerOne;
            // Initialized the sound effect
            soundEffect = game.Content.Load<SoundEffect>("Audio/BClick_Menu");
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        public void LoadContent(CharSelectPlayer player)
        {
            // Set up the background
            titleTexture = game.Content.Load <Texture2D>("Spritesheets/charSelectBackground");

            titleImage         = new ImageSprite(titleTexture, viewport.Width / 2, viewport.Height / 2, Color.White);
            titleImage.Visible = true;
            titleImage.Scale   = (float)(new Vector2(viewport.Width, viewport.Height).Length()) / (float)(new Vector2(titleTexture.Width, titleTexture.Height).Length());

            // Set the control images
            buttonTexture       = game.Content.Load <Texture2D>("Spritesheets/charSelectControls2");
            buttonPos           = new Vector2(center.X, center.Y - viewport.Height * 0.365f);
            controlsImage       = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            controlsImage.Scale = 1;

            // Initialize the sprite font
            spriteFont = game.Content.Load <SpriteFont>("SpriteFonts/Pescadero");

            // Initialize the character buttons and the text for each button and the character's aggregate
            // The Cultist Character
            buttonTexture     = game.Content.Load <Texture2D>("Spritesheets/charSelectCultist");
            buttonPos         = new Vector2(center.X - viewport.Width / 4, center.Y - viewport.Height / 6);
            buttonImage       = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[0, 0]     = buttonImage;

            buttonTextOffset  = new Vector2(0, buttonImage.Image.Height);
            buttonText        = new TextSprite(spriteFont, "Cultist", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[0, 0] = buttonText;

            buttonAggregates[0, 0] = Aggregate.CultistPlayer;

            // The Earthian Character
            buttonTexture     = game.Content.Load <Texture2D>("Spritesheets/charSelectEarthian");
            buttonPos         = new Vector2(center.X, center.Y - viewport.Height / 6);
            buttonImage       = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[0, 1]     = buttonImage;

            buttonText        = new TextSprite(spriteFont, "Earthian", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[0, 1] = buttonText;

            buttonAggregates[0, 1] = Aggregate.EarthianPlayer;

            // The Cyborg Character
            buttonTexture     = game.Content.Load <Texture2D>("Spritesheets/charSelectCyborg");
            buttonPos         = new Vector2(center.X + viewport.Width / 4, center.Y - viewport.Height / 6);
            buttonImage       = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[0, 2]     = buttonImage;

            buttonText        = new TextSprite(spriteFont, "Cyborg", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[0, 2] = buttonText;

            buttonAggregates[0, 2] = Aggregate.CyborgPlayer;

            // The Gargranian Character
            buttonTexture     = game.Content.Load <Texture2D>("Spritesheets/charSelectGargranian");
            buttonPos         = new Vector2(center.X - viewport.Width / 4, center.Y + viewport.Height / 6);
            buttonImage       = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[1, 0]     = buttonImage;

            buttonText        = new TextSprite(spriteFont, "Gargranian", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[1, 0] = buttonText;

            buttonAggregates[1, 0] = Aggregate.GargranianPlayer;

            // The Space Pirate Character
            buttonTexture     = game.Content.Load <Texture2D>("Spritesheets/charSelectSpacePirate");
            buttonPos         = new Vector2(center.X, center.Y + viewport.Height / 6);
            buttonImage       = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[1, 1]     = buttonImage;

            buttonText        = new TextSprite(spriteFont, "Space Pirate", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[1, 1] = buttonText;

            buttonAggregates[1, 1] = Aggregate.SpacePiratePlayer;

            // The Zombie Character
            buttonTexture     = game.Content.Load <Texture2D>("Spritesheets/charSelectZombie");
            buttonPos         = new Vector2(center.X + viewport.Width / 4, center.Y + viewport.Height / 6);
            buttonImage       = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[1, 2]     = buttonImage;


            buttonText        = new TextSprite(spriteFont, "Zombie", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[1, 2] = buttonText;

            buttonAggregates[1, 2] = Aggregate.ZombiePlayer;

            currentPlayer = player;
            currentPlayer.cursor.Position = buttons[0, 0].Position;

            // Initialized the sound effect
            soundEffect = game.Content.Load <SoundEffect>("Audio/BClick_Menu");
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        public void LoadContent(CharSelectPlayer player)
        {
            // Set up the background
            titleTexture = game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectBackground");

            titleImage = new ImageSprite(titleTexture, viewport.Width / 2, viewport.Height / 2, Color.White);
            titleImage.Visible = true;
            titleImage.Scale = (float)(new Vector2(viewport.Width, viewport.Height).Length()) / (float)(new Vector2(titleTexture.Width, titleTexture.Height).Length());

            // Set the control images
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectControls2");
            buttonPos = new Vector2(center.X, center.Y - viewport.Height * 0.365f);
            controlsImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            controlsImage.Scale = 1;

            // Initialize the sprite font
            spriteFont = game.Content.Load<SpriteFont>("SpriteFonts/Pescadero");

            // Initialize the character buttons and the text for each button and the character's aggregate
            // The Cultist Character
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectCultist");
            buttonPos = new Vector2(center.X - viewport.Width / 4, center.Y - viewport.Height / 6);
            buttonImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[0, 0] = buttonImage;

            buttonTextOffset = new Vector2(0, buttonImage.Image.Height);
            buttonText = new TextSprite(spriteFont, "Cultist", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[0, 0] = buttonText;

            buttonAggregates[0, 0] = Aggregate.CultistPlayer;

            // The Earthian Character
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectEarthian");
            buttonPos = new Vector2(center.X, center.Y - viewport.Height / 6);
            buttonImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[0, 1] = buttonImage;

            buttonText = new TextSprite(spriteFont, "Earthian", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[0, 1] = buttonText;

            buttonAggregates[0, 1] = Aggregate.EarthianPlayer;

            // The Cyborg Character
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectCyborg");
            buttonPos = new Vector2(center.X + viewport.Width / 4, center.Y - viewport.Height / 6);
            buttonImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[0, 2] = buttonImage;

            buttonText = new TextSprite(spriteFont, "Cyborg", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[0, 2] = buttonText;

            buttonAggregates[0, 2] = Aggregate.CyborgPlayer;

            // The Gargranian Character
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectGargranian");
            buttonPos = new Vector2(center.X - viewport.Width / 4, center.Y + viewport.Height / 6);
            buttonImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[1, 0] = buttonImage;

            buttonText = new TextSprite(spriteFont, "Gargranian", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[1, 0] = buttonText;

            buttonAggregates[1, 0] = Aggregate.GargranianPlayer;

            // The Space Pirate Character
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectSpacePirate");
            buttonPos = new Vector2(center.X, center.Y + viewport.Height / 6);
            buttonImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[1, 1] = buttonImage;

            buttonText = new TextSprite(spriteFont, "Space Pirate", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[1, 1] = buttonText;

            buttonAggregates[1, 1] = Aggregate.SpacePiratePlayer;

            // The Zombie Character
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/CharSelect/charSelectZombie");
            buttonPos = new Vector2(center.X + viewport.Width / 4, center.Y + viewport.Height / 6);
            buttonImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[1, 2] = buttonImage;

            buttonText = new TextSprite(spriteFont, "Zombie", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[1, 2] = buttonText;

            buttonAggregates[1, 2] = Aggregate.ZombiePlayer;

            currentPlayer = player;
            currentPlayer.Cursor.Position = buttons[0, 0].Position;

            // Initialized the sound effect
            soundEffect = game.Content.Load<SoundEffect>("Audio/BClick_Menu");
        }
示例#7
0
        /// <summary>
        /// Allows the game to run logic such as player input and character selection,
        /// also changes visual representation of selected/unselected characters
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public void Update(GameTime gameTime)
        {
            if (isConnected)
            {
                if (!isNewGame)
                {
                    // Allows the game to exit
                    if ((GamePad.GetState(currentPlayer.playerIndex).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) &&
                        currentPlayer.timer <= 0)
                    {
                        if (currentPlayerIndex == 0)
                        {
                            game.Exit();
                        }
                        else
                        {
                            currentPlayerIndex--;
                            currentPlayer          = players.ElementAt(currentPlayerIndex);
                            currentPlayer.timer    = controllerDelay;
                            currentPlayer.selected = false;
                        }
                    }
                    if ((GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Enter)) && !playerOne.connected)
                    {
                        playerOne.connected = true;
                        players.Add(playerOne);
                    }
                    if (GamePad.GetState(PlayerIndex.Two).Buttons.Start == ButtonState.Pressed && !playerTwo.connected)
                    {
                        playerTwo.connected = true;
                        players.Add(playerTwo);
                    }
                    if (GamePad.GetState(PlayerIndex.Three).Buttons.Start == ButtonState.Pressed && !playerThree.connected)
                    {
                        playerThree.connected = true;
                        players.Add(playerThree);
                    }
                    if (GamePad.GetState(PlayerIndex.Four).Buttons.Start == ButtonState.Pressed && !playerFour.connected)
                    {
                        playerFour.connected = true;
                        players.Add(playerFour);
                    }

#if XBOX
                    // If windows we don't want to disconnect the keyboard, which is player one
                    if (!GamePad.GetState(PlayerIndex.One).IsConnected)
                    {
                        players.Remove(playerOne);
                        playerOne.connected = false;
                    }
#endif

                    if (!GamePad.GetState(PlayerIndex.Two).IsConnected)
                    {
                        players.Remove(playerTwo);
                        playerTwo.connected = false;
                    }
                    if (!GamePad.GetState(PlayerIndex.Three).IsConnected)
                    {
                        players.Remove(playerThree);
                        playerThree.connected = false;
                    }
                    if (!GamePad.GetState(PlayerIndex.Four).IsConnected)
                    {
                        players.Remove(playerFour);
                        playerFour.connected = false;
                    }

                    if (currentPlayer.connected)
                    {
                        currentPlayer.timer -= (float)gameTime.ElapsedGameTime.Milliseconds;
                        if (!currentPlayer.selected && currentPlayer.timer <= 0)
                        {
                            currentPlayer.timer = controllerDelay;
                            if (GamePad.GetState(currentPlayer.playerIndex).DPad.Down == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Down))
                            {
                                selectedGameSave++;
                                if (selectedGameSave < gameSaves.Count)
                                {
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset(-movementOffset);
                                        preview.Color = unselected;
                                    }
                                }
                                else
                                {
                                    selectedGameSave = 0;
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset((movementOffset * (gameSaves.Count - 1)));
                                        preview.Color = unselected;
                                    }
                                }
                                cursorMoved = true;
                                gameSaves.ElementAt(selectedGameSave).Color = selected;
                            }
                            if (GamePad.GetState(currentPlayer.playerIndex).DPad.Up == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Up))
                            {
                                selectedGameSave--;
                                if (selectedGameSave >= 0)
                                {
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset((movementOffset));
                                        preview.Color = unselected;
                                    }
                                }
                                else
                                {
                                    selectedGameSave = gameSaves.Count - 1;
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset(-(movementOffset * (gameSaves.Count - 1)));
                                        preview.Color = unselected;
                                    }
                                }
                                cursorMoved = true;
                                gameSaves.ElementAt(selectedGameSave).Color = selected;
                            }

                            if (GamePad.GetState(currentPlayer.playerIndex).Buttons.A == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.A))
                            {
                                currentPlayer.timer = controllerDelay;
                                if (selectedGameSave == 0)
                                {
                                    isNewGame = true;
                                    CharacterSelectionScreen.selectionDone = false;
                                    currentPlayer.gameSave = gameSaves.ElementAt(selectedGameSave);
                                    //currentPlayer.gameSave.fileNumber = gameSaves.Count;
                                    currentPlayer.gameSave.newGame = true;
                                    CharacterSelectionScreen.LoadContent(currentPlayer);
                                }
                                else
                                {
                                    currentPlayer.gameSave     = gameSaves.ElementAt(selectedGameSave);
                                    currentPlayer.selected     = true;
                                    currentPlayer.cursor.Color = unselected;
                                    currentPlayerIndex++;
                                    // If we are on the last player in the wait list, go to the networking screen
                                    if (currentPlayerIndex == players.Count)
                                    {
                                        GoToNetworking();
                                    }
                                    else
                                    {
                                        gameSaves.Remove(currentPlayer.gameSave);
                                        currentPlayer              = players.ElementAt(currentPlayerIndex);
                                        currentPlayer.selected     = false;
                                        currentPlayer.cursor.Color = selected;
                                        ReloadGameSaves();
                                        currentPlayer.timer = controllerDelay;
                                    }
                                }
                            }
                            if (GamePad.GetState(currentPlayer.playerIndex).Buttons.B == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.B))
                            {
                                //currentPlayer.selected = false;
                                //currentPlayer.cursor.Color = Color.White;
                            }

                            //if (GamePad.GetState(currentPlayer.playerIndex).Buttons.Start == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Enter))
                            //{
                            //    // Check to see if all of the connected players (at least one) have selected a character and if so, create the selected players and move to the network setup stage
                            //    if ((!playerOne.connected || playerOne.selected) && (!playerTwo.connected || playerTwo.selected) &&
                            //        (!playerThree.connected || playerThree.selected) && (!playerFour.connected || playerFour.selected) &&
                            //        (playerOne.selected || playerTwo.selected || playerThree.selected || playerFour.selected))
                            //    {
                            //        GoToNetworking();
                            //    }
                        }
                    }

                    // If there has been a cursor movement, play the sound
                    if (cursorMoved)
                    {
                        soundEffect.Play();
                        cursorMoved = false;
                    }
                }
                else
                {
                    CharacterSelectionScreen.Update(gameTime);
                    if (CharacterSelectionScreen.selectionDone)
                    {
                        isNewGame = false;
                        CharacterSelectionScreen.selectionDone = false;
                        if (currentPlayer.selected)
                        {
                            currentPlayer.cursor.Color = unselected;
                            currentPlayerIndex++;
                            // If we are on the last player in the wait list, go to the networking screen
                            if (currentPlayerIndex == players.Count)
                            {
                                GoToNetworking();
                            }
                            else
                            {
                                gameSaves.Remove(currentPlayer.gameSave);
                                currentPlayer              = players.ElementAt(currentPlayerIndex);
                                currentPlayer.selected     = false;
                                currentPlayer.cursor.Color = selected;
                                ReloadGameSaves();
                                currentPlayer.timer = controllerDelay;
                            }
                        }
                    }
                }
            }
        }
        /// <summary>
        /// Allows the game to run logic such as player input and character selection,
        /// also changes visual representation of selected/unselected characters
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public void Update(GameTime gameTime)
        {
            if (isConnected)
            {
                if (!isNewGame)
                {
                    // Allows the game to exit
                    if ((GamePad.GetState(currentPlayer.playerIndex).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                        && currentPlayer.timer <= 0)
                    {
                        if (currentPlayerIndex == 0)
                            game.Exit();
                        else
                        {
                            currentPlayerIndex--;
                            currentPlayer = players.ElementAt(currentPlayerIndex);
                            currentPlayer.timer = controllerDelay;
                            currentPlayer.selected = false;
                        }
                    }
                    if ((GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Enter)) && !playerOne.connected)
                    {
                        playerOne.connected = true;
                        players.Add(playerOne);
                    }
                    if (GamePad.GetState(PlayerIndex.Two).Buttons.Start == ButtonState.Pressed && !playerTwo.connected)
                    {
                        playerTwo.connected = true;
                        players.Add(playerTwo);
                    }
                    if (GamePad.GetState(PlayerIndex.Three).Buttons.Start == ButtonState.Pressed && !playerThree.connected)
                    {
                        playerThree.connected = true;
                        players.Add(playerThree);
                    }
                    if (GamePad.GetState(PlayerIndex.Four).Buttons.Start == ButtonState.Pressed && !playerFour.connected)
                    {
                        playerFour.connected = true;
                        players.Add(playerFour);
                    }

            #if XBOX
                // If windows we don't want to disconnect the keyboard, which is player one
                if (!GamePad.GetState(PlayerIndex.One).IsConnected)
                {
                    players.Remove(playerOne);
                    playerOne.connected = false;
                }
            #endif

                    if (!GamePad.GetState(PlayerIndex.Two).IsConnected)
                    {
                        players.Remove(playerTwo);
                        playerTwo.connected = false;
                    }
                    if (!GamePad.GetState(PlayerIndex.Three).IsConnected)
                    {
                        players.Remove(playerThree);
                        playerThree.connected = false;
                    }
                    if (!GamePad.GetState(PlayerIndex.Four).IsConnected)
                    {
                        players.Remove(playerFour);
                        playerFour.connected = false;
                    }

                    if (currentPlayer.connected)
                    {
                        currentPlayer.timer -= (float)gameTime.ElapsedGameTime.Milliseconds;
                        if (!currentPlayer.selected && currentPlayer.timer <= 0)
                        {
                            currentPlayer.timer = controllerDelay;
                            if (GamePad.GetState(currentPlayer.playerIndex).DPad.Down == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Down))
                            {
                                selectedGameSave++;
                                if (selectedGameSave < gameSaves.Count)
                                {
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset(-movementOffset);
                                        preview.Color = unselected;
                                    }
                                }
                                else
                                {
                                    selectedGameSave = 0;
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset((movementOffset * (gameSaves.Count - 1)));
                                        preview.Color = unselected;
                                    }
                                }
                                cursorMoved = true;
                                gameSaves.ElementAt(selectedGameSave).Color = selected;
                            }
                            if (GamePad.GetState(currentPlayer.playerIndex).DPad.Up == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Up))
                            {
                                selectedGameSave--;
                                if (selectedGameSave >= 0)
                                {
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset((movementOffset));
                                        preview.Color = unselected;
                                    }
                                }
                                else
                                {
                                    selectedGameSave = gameSaves.Count - 1;
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset(-(movementOffset * (gameSaves.Count - 1)));
                                        preview.Color = unselected;
                                    }
                                }
                                cursorMoved = true;
                                gameSaves.ElementAt(selectedGameSave).Color = selected;
                            }

                            if (GamePad.GetState(currentPlayer.playerIndex).Buttons.A == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.A))
                            {
                                currentPlayer.timer = controllerDelay;
                                if (selectedGameSave == 0)
                                {
                                    isNewGame = true;
                                    CharacterSelectionScreen.selectionDone = false;
                                    currentPlayer.gameSave = gameSaves.ElementAt(selectedGameSave);
                                    //currentPlayer.gameSave.fileNumber = gameSaves.Count;
                                    currentPlayer.gameSave.newGame = true;
                                    CharacterSelectionScreen.LoadContent(currentPlayer);
                                }
                                else
                                {
                                    currentPlayer.gameSave = gameSaves.ElementAt(selectedGameSave);
                                    currentPlayer.selected = true;
                                    currentPlayer.cursor.Color = unselected;
                                    currentPlayerIndex++;
                                    // If we are on the last player in the wait list, go to the networking screen
                                    if (currentPlayerIndex == players.Count)
                                        GoToNetworking();
                                    else
                                    {
                                        gameSaves.Remove(currentPlayer.gameSave);
                                        currentPlayer = players.ElementAt(currentPlayerIndex);
                                        currentPlayer.selected = false;
                                        currentPlayer.cursor.Color = selected;
                                        ReloadGameSaves();
                                        currentPlayer.timer = controllerDelay;
                                    }
                                }
                            }
                            if (GamePad.GetState(currentPlayer.playerIndex).Buttons.B == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.B))
                            {
                                //currentPlayer.selected = false;
                                //currentPlayer.cursor.Color = Color.White;
                            }

                            //if (GamePad.GetState(currentPlayer.playerIndex).Buttons.Start == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Enter))
                            //{
                            //    // Check to see if all of the connected players (at least one) have selected a character and if so, create the selected players and move to the network setup stage
                            //    if ((!playerOne.connected || playerOne.selected) && (!playerTwo.connected || playerTwo.selected) &&
                            //        (!playerThree.connected || playerThree.selected) && (!playerFour.connected || playerFour.selected) &&
                            //        (playerOne.selected || playerTwo.selected || playerThree.selected || playerFour.selected))
                            //    {
                            //        GoToNetworking();
                            //    }
                        }
                    }

                    // If there has been a cursor movement, play the sound
                    if (cursorMoved)
                    {
                        soundEffect.Play();
                        cursorMoved = false;
                    }
                }
                else
                {
                    CharacterSelectionScreen.Update(gameTime);
                    if (CharacterSelectionScreen.selectionDone)
                    {
                        isNewGame = false;
                        CharacterSelectionScreen.selectionDone = false;
                        if (currentPlayer.selected)
                        {
                            currentPlayer.cursor.Color = unselected;
                            currentPlayerIndex++;
                            // If we are on the last player in the wait list, go to the networking screen
                            if (currentPlayerIndex == players.Count)
                                GoToNetworking();
                            else
                            {
                                gameSaves.Remove(currentPlayer.gameSave);
                                currentPlayer = players.ElementAt(currentPlayerIndex);
                                currentPlayer.selected = false;
                                currentPlayer.cursor.Color = selected;
                                ReloadGameSaves();
                                currentPlayer.timer = controllerDelay;
                            }
                        }
                    }
                }
            }
        }
示例#9
0
        /// <summary>
        /// Allows the game to run logic such as player input and character selection,
        /// also changes visual representation of selected/unselected characters
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public void Update(GameTime gameTime)
        {
            if (isConnected)
            {
                if (!isNewGame)
                {
                    // Allows the game to exit
                    if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Escape, Buttons.Back) &&
                        currentPlayer.timer <= 0)
                    {
                        if (currentPlayerIndex == 0)
                        {
                            game.Exit();
                        }
                        else
                        {
                            currentPlayerIndex--;
                            currentPlayer          = players.ElementAt(currentPlayerIndex);
                            currentPlayer.Timer    = controllerDelay;
                            currentPlayer.Selected = false;
                        }
                    }
                    if (InputHelper.GetInput(PlayerIndex.One).IsPressed(Keys.Enter, Buttons.Start))
                    {
                        playerOne.Connected = true;
                        if (!players.Contains(playerOne))
                        {
                            players.Add(playerOne);
                        }
                    }
                    if (InputHelper.GetInput(PlayerIndex.Two).IsPressed(Keys.Enter, Buttons.Start))
                    {
                        playerTwo.Connected = true;
                        if (!players.Contains(playerTwo))
                        {
                            players.Add(playerTwo);
                        }
                    }
                    if (InputHelper.GetInput(PlayerIndex.Three).IsPressed(Keys.Enter, Buttons.Start))
                    {
                        playerThree.Connected = true;
                        if (!players.Contains(playerThree))
                        {
                            players.Add(playerThree);
                        }
                    }
                    if (InputHelper.GetInput(PlayerIndex.Four).IsPressed(Keys.Enter, Buttons.Start))
                    {
                        playerFour.Connected = true;
                        if (!players.Contains(playerFour))
                        {
                            players.Add(playerFour);
                        }
                    }

#if XBOX
                    // If windows we don't want to disconnect the keyboard, which is player one
                    if (!UserInput.GetInput(PlayerIndex.One).IsGamePadConnected())
                    {
                        players.Remove(playerOne);
                        playerOne.Connected = false;
                    }
#endif

                    if (!InputHelper.GetInput(PlayerIndex.Two).IsGamePadConnected())
                    {
                        players.Remove(playerTwo);
                        playerTwo.Connected = false;
                    }
                    if (!InputHelper.GetInput(PlayerIndex.Three).IsGamePadConnected())
                    {
                        players.Remove(playerThree);
                        playerThree.Connected = false;
                    }
                    if (!InputHelper.GetInput(PlayerIndex.Four).IsGamePadConnected())
                    {
                        players.Remove(playerFour);
                        playerFour.Connected = false;
                    }

                    if (currentPlayer.Connected)
                    {
                        currentPlayer.Timer -= (float)gameTime.ElapsedGameTime.Milliseconds;
                        if (!currentPlayer.Selected && currentPlayer.Timer <= 0)
                        {
                            currentPlayer.timer = controllerDelay;
                            if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Down, Buttons.DPadDown))
                            {
                                selectedGameSave++;
                                if (selectedGameSave < gameSaves.Count)
                                {
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset(-movementOffset);
                                        preview.Color = unselected;
                                    }
                                }
                                else
                                {
                                    selectedGameSave = 0;
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset((movementOffset * (gameSaves.Count - 1)));
                                        preview.Color = unselected;
                                    }
                                }
                                cursorMoved = true;
                                gameSaves.ElementAt(selectedGameSave).Color = selected;
                            }
                            if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Up, Buttons.DPadUp))
                            {
                                selectedGameSave--;
                                if (selectedGameSave >= 0)
                                {
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset((movementOffset));
                                        preview.Color = unselected;
                                    }
                                }
                                else
                                {
                                    selectedGameSave = gameSaves.Count - 1;
                                    foreach (CharSelectPreview preview in gameSaves)
                                    {
                                        preview.MoveByOffset(-(movementOffset * (gameSaves.Count - 1)));
                                        preview.Color = unselected;
                                    }
                                }
                                cursorMoved = true;
                                gameSaves.ElementAt(selectedGameSave).Color = selected;
                            }

                            if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Space, Buttons.A))
                            {
                                currentPlayer.Timer = controllerDelay;
                                if (selectedGameSave == 0)
                                {
                                    isNewGame = true;
                                    CharacterSelectionScreen.selectionDone = false;
                                    currentPlayer.GameSave = gameSaves.ElementAt(selectedGameSave);
                                    //currentPlayer.GameSave.FileNumber = gameSaves.Count;
                                    currentPlayer.GameSave.NewGame = true;
                                    CharacterSelectionScreen.LoadContent(currentPlayer);
                                }
                                else
                                {
                                    currentPlayer.GameSave     = gameSaves.ElementAt(selectedGameSave);
                                    currentPlayer.Selected     = true;
                                    currentPlayer.Cursor.Color = unselected;
                                    currentPlayerIndex++;
                                    // If we are on the last player in the wait list, go to the networking screen
                                    if (currentPlayerIndex == players.Count)
                                    {
                                        GoToNetworking();
                                    }
                                    else
                                    {
                                        gameSaves.Remove(currentPlayer.GameSave);
                                        currentPlayer              = players.ElementAt(currentPlayerIndex);
                                        currentPlayer.Selected     = false;
                                        currentPlayer.Cursor.Color = selected;
                                        ReloadGameSaves();
                                        currentPlayer.Timer = controllerDelay;
                                    }
                                }
                            }
                            if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Escape, Buttons.Back))
                            {
                                currentPlayer.Timer = controllerDelay;
                                if (selectedGameSave != 0)
                                {
                                    DoGameDelete(LoadGameSave(gameSaves.ElementAt(selectedGameSave)));
                                }
                            }

                            if (GamePad.GetState(currentPlayer.PlayerIndex).Buttons.B == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.B))
                            {
                                //currentPlayer.selected = false;
                                //currentPlayer.cursor.Color = Color.White;
                            }
                        }
                    }

                    // If there has been a cursor movement, play the sound
                    if (cursorMoved)
                    {
                        soundEffect.Play();
                        cursorMoved = false;
                    }
                }
                else
                {
                    CharacterSelectionScreen.Update(gameTime);
                    if (CharacterSelectionScreen.selectionDone)
                    {
                        isNewGame = false;
                        CharacterSelectionScreen.selectionDone = false;
                        if (currentPlayer.Selected)
                        {
                            currentPlayer.Cursor.Color = unselected;
                            currentPlayerIndex++;
                            // If we are on the last player in the wait list, go to the networking screen
                            if (currentPlayerIndex == players.Count)
                            {
                                GoToNetworking();
                            }
                            else
                            {
                                gameSaves.Remove(currentPlayer.GameSave);
                                currentPlayer              = players.ElementAt(currentPlayerIndex);
                                currentPlayer.Selected     = false;
                                currentPlayer.Cursor.Color = selected;
                                ReloadGameSaves();
                                currentPlayer.Timer = controllerDelay;
                            }
                        }
                    }
                }
            }
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        public void LoadContent()
        {
            // Set up the background
            titleTexture = game.Content.Load<Texture2D>("Spritesheets/charSelectBackground");

            titleImage = new ImageSprite(titleTexture, viewport.Width / 2, viewport.Height / 2, Color.White);
            titleImage.Visible = true;
            titleImage.Scale = (float)(new Vector2(viewport.Width, viewport.Height).Length()) / (float)(new Vector2(titleTexture.Width, titleTexture.Height).Length());

            // Initialize the sprite font
            spriteFont = game.Content.Load<SpriteFont>("SpriteFonts/Pescadero");

            // Initialize the character buttons and the text for each button and the character's aggregate
            // The Cultist Character
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/charSelectGargranian");
            buttonPos = new Vector2(center.X - viewport.Width / 4, center.Y - viewport.Height / 6);
            buttonImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[0, 0] = buttonImage;

            buttonTextOffset = new Vector2(0, buttonImage.Image.Height);
            buttonText = new TextSprite(spriteFont, "Cultist", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[0, 0] = buttonText;

            buttonAggregates[0, 0] = Aggregate.CultistPlayer;

            // The Earthian Character
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/charSelectGargranian");
            buttonPos = new Vector2(center.X, center.Y - viewport.Height / 6);
            buttonImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[0, 1] = buttonImage;

            buttonText = new TextSprite(spriteFont, "Earthian", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[0, 1] = buttonText;

            buttonAggregates[0, 1] = Aggregate.EarthianPlayer;

            // The Cyborg Character
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/charSelectGargranian");
            buttonPos = new Vector2(center.X + viewport.Width / 4, center.Y - viewport.Height / 6);
            buttonImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[0, 2] = buttonImage;

            buttonText = new TextSprite(spriteFont, "Cyborg", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[0, 2] = buttonText;

            buttonAggregates[0, 2] = Aggregate.CyborgPlayer;

            // The Gargranian Character
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/charSelectGargranian");
            buttonPos = new Vector2(center.X - viewport.Width / 4, center.Y + viewport.Height / 6);
            buttonImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[1, 0] = buttonImage;

            buttonText = new TextSprite(spriteFont, "Gargranian", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[1, 0] = buttonText;

            buttonAggregates[1, 0] = Aggregate.GargranianPlayer;

            // The Space Pirate Character
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/charSelectGargranian");
            buttonPos = new Vector2(center.X, center.Y + viewport.Height / 6);
            buttonImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[1, 1] = buttonImage;

            buttonText = new TextSprite(spriteFont, "Space Pirate", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[1, 1] = buttonText;

            buttonAggregates[1, 1] = Aggregate.SpacePiratePlayer;

            // The Zombie Character
            buttonTexture = game.Content.Load<Texture2D>("Spritesheets/charSelectGargranian");
            buttonPos = new Vector2(center.X + viewport.Width / 4, center.Y + viewport.Height / 6);
            buttonImage = new ImageSprite(buttonTexture, (int)buttonPos.X, (int)buttonPos.Y, Color.White * (1f / 1));
            buttonImage.Scale = 1;
            buttons[1, 2] = buttonImage;

            buttonText = new TextSprite(spriteFont, "Zombie", buttonPos + buttonTextOffset, Color.White);
            buttonTexts[1, 2] = buttonText;

            buttonAggregates[1, 2] = Aggregate.ZombiePlayer;

            playerOne = new CharSelectPlayer(new ImageSprite(game.Content.Load<Texture2D>("Spritesheets/charSelectPlayerOneCursor"), (int)buttons[0, 0].Position.X,
                                            (int)buttons[0, 0].Position.Y, Color.White), true, PlayerIndex.One);
            playerTwo = new CharSelectPlayer(new ImageSprite(game.Content.Load<Texture2D>("Spritesheets/charSelectPlayerTwoCursor"), (int)buttons[0, 0].Position.X,
                                            (int)buttons[0, 0].Position.Y, Color.White), false, PlayerIndex.Two);
            playerThree = new CharSelectPlayer(new ImageSprite(game.Content.Load<Texture2D>("Spritesheets/charSelectPlayerThreeCursor"), (int)buttons[0, 0].Position.X,
                                            (int)buttons[0, 0].Position.Y, Color.White), false, PlayerIndex.Three);
            playerFour = new CharSelectPlayer(new ImageSprite(game.Content.Load<Texture2D>("Spritesheets/charSelectPlayerFourCursor"), (int)buttons[0, 0].Position.X,
                                            (int)buttons[0, 0].Position.Y, Color.White), false, PlayerIndex.Four);
            players.Add(playerOne);
            players.Add(playerTwo);
            players.Add(playerThree);
            players.Add(playerFour);
            // Initialized the sound effect
            soundEffect = game.Content.Load<SoundEffect>("Audio/BClick_Menu");
        }