/// <summary> /// Draws the menu. /// </summary> public override void DrawContent(GameTime gameTime, SpriteBatch spriteBatch) { GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteFont font = ScreenManager.Font; Viewport viewport = ScreenManager.GraphicsDevice.Viewport; string gameOver = message; Vector2 gameOverPos = new Vector2(viewport.Width / 2 - GetWidth(gameOver) / 2, viewport.Height / 3); spriteBatch.DrawString(font, gameOver, gameOverPos, Color.Red * TransitionAlpha, 0, vector00, 1f, SpriteEffects.None, 0); string pointsLine = "Final score: " + points; Vector2 pointsPos = new Vector2(viewport.Width / 2 - GetWidth(pointsLine) / 2, gameOverPos.Y + GetHeight()); spriteBatch.DrawString(font, pointsLine, pointsPos, Color.Gold, 0, vector00, 1f, SpriteEffects.None, 0); UpdateMenuEntryLocations((int)pointsPos.Y + 2 * GetHeight()); // Draw each menu entry in turn. for (int i = 0; i < MenuEntries.Count; i++) { MenuEntry menuEntry = MenuEntries[i]; bool isSelected = IsActive && (i == selectedEntry); menuEntry.Draw(this, isSelected, gameTime); } }
public override void DrawContent(GameTime gameTime, SpriteBatch spriteBatch) { UpdateMenuEntryLocations(); // Draw each menu entry in turn. for (int i = 0; i < menuEntries.Count; i++) { MenuEntry menuEntry = menuEntries[i]; bool isSelected = IsActive && (i == selectedEntry); menuEntry.Draw(this, isSelected, gameTime); } }
/// <summary> /// Draws the menu. /// </summary> public override void DrawContent(GameTime gameTime, SpriteBatch spriteBatch) { GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteFont font = ScreenManager.Font; Viewport viewport = ScreenManager.GraphicsDevice.Viewport; //lesson rectangle int x = titleRectangle.X; int y = titleRectangle.Y + titleRectangle.Height + screenOffset; int width = titleRectangle.Width; int height = viewport.Height - y - 3 * GetHeight() - screenOffset; Rectangle lessonRectangle = new Rectangle(x, y, width, height); spriteBatch.Draw(Costam.redFolder, lessonRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); Vector2 titlePos = new Vector2(viewport.Width / 2 - GetWidth(title) / 2, lessonRectangle.Y); spriteBatch.DrawString(font, title, titlePos, Color.Gold * TransitionAlpha, 0, vector00, 1f, SpriteEffects.None, 0); x = lessonRectangle.X + screenOffset; y = (int)titlePos.Y + GetHeight() + screenOffset; switch (lesson) { case 1: DrawCentered(spriteBatch, "Welcome to the first lesson!", y); y += GetHeight(); DrawCentered(spriteBatch, "You will learn how to move in vein.", y); y += GetHeight(); DrawCentered(spriteBatch, "Try to move around and earn 150 points.", y); y += GetHeight(); DrawCentered(spriteBatch, "You can find instructions in the main menu.", y); break; case 2: DrawCentered(spriteBatch, "This is second lesson so far!", y); y += GetHeight(); DrawCentered(spriteBatch, "Now you will meet Red Blood Cell.", y); y += GetHeight(); DrawCentered(spriteBatch, "Try to collide with that cell.", y); y += GetHeight(); DrawCentered(spriteBatch, "You will lose one life.", y); y += GetHeight(); DrawCentered(spriteBatch, "Why ? Because that cells are our friends !", y); y += GetHeight(); DrawCentered(spriteBatch, "Then collect 150 coins.", y); break; case 3: DrawCentered(spriteBatch, "Third lesson. Be careful!", y); y += GetHeight(); DrawCentered(spriteBatch, "Time for your first enemy.", y); y += GetHeight(); DrawCentered(spriteBatch, "The virus take your life same as blood cell.", y); y += GetHeight(); DrawCentered(spriteBatch, "But you can destroy them with ALT attack.", y); y += GetHeight(); DrawCentered(spriteBatch, "Kill 10 viruses to win.", y); break; } // Draw each menu entry in turn. UpdateMenuEntryLocations(lessonRectangle.Y + lessonRectangle.Height + GetHeight()); for (int i = 0; i < MenuEntries.Count; i++) { MenuEntry menuEntry = MenuEntries[i]; bool isSelected = IsActive && (i == selectedEntry); menuEntry.Draw(this, isSelected, gameTime); } }
/// <summary> /// Draws the menu. /// </summary> public override void DrawContent(GameTime gameTime, SpriteBatch spriteBatch) { GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteFont font = ScreenManager.Font; Viewport viewport = ScreenManager.GraphicsDevice.Viewport; Color lineColor = Color.Gold * TransitionAlpha; Color titleLineColor = Color.Red * TransitionAlpha; Color transitionAlphaColor = new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha); string rex = "Piotr Leniartek Mateusz Nowak"; //string mats = "Mateusz Nowak"; string pucio = "Paulina Lecka Paulina Misztal"; //string paula = "Paulina Misztal"; string artur = "Artur Staszczyk"; string team = "Team"; string mentor = "Mentor"; string credits = "Thanks to"; int x = viewport.Width / 2 - GetWidth(team) / 2; int y = titleRectangle.Y + titleRectangle.Height; Vector2 position = new Vector2(x, y); spriteBatch.DrawString(font, team, position, titleLineColor, 0, vector00, 1f, SpriteEffects.None, 0); x = viewport.Width / 2 - GetWidth(rex) / 2; y = (int)position.Y + GetHeight(); position = new Vector2(x, y); spriteBatch.DrawString(font, rex, position, lineColor, 0, vector00, 1f, SpriteEffects.None, 0); //x = viewport.Width / 2; //y = (int)position.Y + GetHeight(); //position = new Vector2(x, y); //spriteBatch.DrawString(font, mats, position, lineColor, 0, vector00, 1f, SpriteEffects.None, 0); x = viewport.Width / 2 - GetWidth(pucio) / 2; y = (int)position.Y + GetHeight(); position = new Vector2(x, y); spriteBatch.DrawString(font, pucio, position, lineColor, 0, vector00, 1f, SpriteEffects.None, 0); //x = viewport.Width / 2; //y = (int)position.Y + GetHeight(); //position = new Vector2(x, y); //spriteBatch.DrawString(font, paula, position, lineColor, 0, vector00, 1f, SpriteEffects.None, 0); x = viewport.Width / 2 - GetWidth(mentor) / 2; y = (int)position.Y + GetHeight(); position = new Vector2(x, y); spriteBatch.DrawString(font, mentor, position, titleLineColor, 0, vector00, 1f, SpriteEffects.None, 0); x = viewport.Width / 2 - GetWidth(artur) / 2; y = (int)position.Y + GetHeight(); position = new Vector2(x, y); spriteBatch.DrawString(font, artur, position, lineColor, 0, vector00, 1f, SpriteEffects.None, 0); x = viewport.Width / 2 - GetWidth(credits) / 2; y = (int)position.Y + GetHeight(); position = new Vector2(x, y); spriteBatch.DrawString(font, credits, position, titleLineColor, 0, vector00, 1f, SpriteEffects.None, 0); string xnabuttons = "Jeff Jenkins for XNA Button Pack at sinnix.net"; x = viewport.Width / 2 - GetWidth(xnabuttons) / 2; y = (int)position.Y + GetHeight(); position = new Vector2(x, y); spriteBatch.DrawString(font, xnabuttons, position, lineColor, 0, vector00, 1f, SpriteEffects.None, 0); string freesound = "freesound.org for nice sound effect's"; x = viewport.Width / 2 - GetWidth(freesound) / 2; y = (int)position.Y + GetHeight(); position = new Vector2(x, y); spriteBatch.DrawString(font, freesound, position, lineColor, 0, vector00, 1f, SpriteEffects.None, 0); string music = "DST from nosoapradio.us for great music"; x = viewport.Width / 2 - GetWidth(music) / 2; y = (int)position.Y + GetHeight(); position = new Vector2(x, y); spriteBatch.DrawString(font, music, position, lineColor, 0, vector00, 1f, SpriteEffects.None, 0); string turbosquid = "turbosquid.com for perfect models"; x = viewport.Width / 2 - GetWidth(turbosquid) / 2; y = (int)position.Y + GetHeight(); position = new Vector2(x, y); spriteBatch.DrawString(font, turbosquid, position, lineColor, 0, vector00, 1f, SpriteEffects.None, 0); // Draw each menu entry in turn. UpdateMenuEntryLocations((int)position.Y + 2 * GetHeight()); for (int i = 0; i < MenuEntries.Count; i++) { MenuEntry menuEntry = MenuEntries[i]; bool isSelected = IsActive && (i == selectedEntry); menuEntry.Draw(this, isSelected, gameTime); } }
/// <summary> /// Draws the menu. /// </summary> public override void DrawContent(GameTime gameTime, SpriteBatch spriteBatch) { GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteFont font = ScreenManager.Font; Viewport viewport = ScreenManager.GraphicsDevice.Viewport; //objects rectangle int x = titleRectangle.X; int y = titleRectangle.Y + titleRectangle.Height + screenOffset; int width = titleRectangle.Width; int height = (3 * ((4 * viewport.Height) / 5)) / 7 - screenOffset; Rectangle objectsRectangle = new Rectangle(x, y, width, height); spriteBatch.Draw(Costam.redFolder, objectsRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); //controls rectangle's //keyboard rectangle x = titleRectangle.X; y = objectsRectangle.Y + objectsRectangle.Height + screenOffset; width = titleRectangle.Width / 2 - screenOffset / 2; height = objectsRectangle.Height; Rectangle keyboardRectangle = new Rectangle(x, y, width, height); spriteBatch.Draw(Costam.redFolder, keyboardRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); //controller rectangle x = keyboardRectangle.X + keyboardRectangle.Width + screenOffset; y = keyboardRectangle.Y; width = keyboardRectangle.Width; height = keyboardRectangle.Height; Rectangle controlerRectangle = new Rectangle(x, y, width, height); spriteBatch.Draw(Costam.redFolder, controlerRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); //OBJECTS int objectsOffset = 30; width = (objectsRectangle.Width - 6 * objectsOffset) / 5; height = objectsRectangle.Height - (2 * objectsOffset) - (2 * GetHeight()); //bloodcell x = objectsRectangle.X + objectsOffset; y = objectsRectangle.Y + objectsRectangle.Height - objectsOffset - height - GetHeight(); Rectangle bloodCellRectangle = new Rectangle(x, y, width, height); spriteBatch.Draw(Costam.bloodCell2D, bloodCellRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); drawUpDownRectangle(spriteBatch, "AVOID", "Blood Cell", bloodCellRectangle); //virus x = bloodCellRectangle.X + bloodCellRectangle.Width + objectsOffset; y = bloodCellRectangle.Y; Rectangle virusRectangle = new Rectangle(x, y, width, height); spriteBatch.Draw(Costam.virus2D, virusRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); drawUpDownRectangle(spriteBatch, "DESTROY", "Virus", virusRectangle); //gold diamond x = virusRectangle.X + virusRectangle.Width + objectsOffset; y = virusRectangle.Y; Rectangle goldDiamondRectangle = new Rectangle(x, y, width, height); spriteBatch.Draw(Costam.goldDiamond2D, goldDiamondRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); drawUpDownRectangle(spriteBatch, "", "Gold", goldDiamondRectangle); //blue diamond x = goldDiamondRectangle.X + goldDiamondRectangle.Width + objectsOffset; y = goldDiamondRectangle.Y; Rectangle blueDiamondRectangle = new Rectangle(x, y, width, height); spriteBatch.Draw(Costam.blueDiamond2D, blueDiamondRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); drawUpDownRectangle(spriteBatch, "COLLECT DIAMONDS", "Red", blueDiamondRectangle); //green diamond x = blueDiamondRectangle.X + blueDiamondRectangle.Width + objectsOffset; y = blueDiamondRectangle.Y; Rectangle greenDiamondRectangle = new Rectangle(x, y, width, height); spriteBatch.Draw(Costam.greemDiamond2D, greenDiamondRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); drawUpDownRectangle(spriteBatch, "", "Green", greenDiamondRectangle); //controls //keyboard string keyboard = "Keyboard"; x = keyboardRectangle.X + keyboardRectangle.Width / 2 - GetWidth(keyboard) / 2; y = keyboardRectangle.Y; spriteBatch.DrawString(font, keyboard, new Vector2(x, y), Color.Gold * TransitionAlpha, 0, vector00, 1f, SpriteEffects.None, 0); x = keyboardRectangle.X + objectsOffset; y = keyboardRectangle.Y + keyboardRectangle.Height / 4; width = keyboardRectangle.Width / 2 - 2 * objectsOffset; height = keyboardRectangle.Height / 2; Rectangle arrowsRectangle = new Rectangle(x, y, width, height); spriteBatch.Draw(Costam.ARROWS, arrowsRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); drawUpDownRectangle(spriteBatch, "", "Move", arrowsRectangle); width = arrowsRectangle.Width / 2; height = arrowsRectangle.Height / 2; x = keyboardRectangle.X + keyboardRectangle.Width - objectsOffset - width; y = arrowsRectangle.Y + arrowsRectangle.Height / 4; Rectangle attackRectangle = new Rectangle(x, y, width, height); spriteBatch.Draw(Costam.SPACE_ALT, attackRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); string attack = "Attack"; drawUpDownRectangle(spriteBatch, "", attack, attackRectangle); //controller string controller = "Controller"; x = controlerRectangle.X + controlerRectangle.Width / 2 - GetWidth(controller) / 2; y = controlerRectangle.Y; spriteBatch.DrawString(font, controller, new Vector2(x, y), Color.Gold * TransitionAlpha, 0, vector00, 1f, SpriteEffects.None, 0); x = controlerRectangle.X + objectsOffset; y = controlerRectangle.Y + controlerRectangle.Height / 4; width = controlerRectangle.Width / 2 - 2 * objectsOffset; height = controlerRectangle.Height / 2; Rectangle dpadRectangle = new Rectangle(x, y, width, height); spriteBatch.Draw(Costam.DPAD_LR, dpadRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); drawUpDownRectangle(spriteBatch, "", "Move", dpadRectangle); width = arrowsRectangle.Width / 2; height = arrowsRectangle.Height / 2; x = controlerRectangle.X + controlerRectangle.Width - objectsOffset - width; y = dpadRectangle.Y + dpadRectangle.Height / 4; Rectangle aAttackRectangle = new Rectangle(x, y, width, height); spriteBatch.Draw(Costam.A, aAttackRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); drawUpDownRectangle(spriteBatch, "", attack, aAttackRectangle); //x = jumpRectangle.X; //y = jumpRectangle.Y + jumpRectangle.Height; //width = jumpRectangle.Width; //height = jumpRectangle.Height; //Rectangle attackRectangle = new Rectangle(x, y, width, height); //spriteBatch.Draw(Costam.B, attackRectangle, new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha)); //x = attackRectangle.X + attackRectangle.Width; //y = attackRectangle.Y + attackRectangle.Height / 2 - GetHeight() / 2; //spriteBatch.DrawString(font, attack, new Vector2(x, y), Color.Gold * TransitionAlpha, 0, vector00, 1f, SpriteEffects.None, 0); // Draw each menu entry in turn. UpdateMenuEntryLocations(controlerRectangle.Y + controlerRectangle.Height + screenOffset); for (int i = 0; i < MenuEntries.Count; i++) { MenuEntry menuEntry = MenuEntries[i]; bool isSelected = IsActive && (i == selectedEntry); menuEntry.Draw(this, isSelected, gameTime); } }