public InventoryStockableInterface(Texture2D back, TypeSacoche sacoche1, TypeSacoche sacoche2,Rectangle position , InventoryInterface invoc ) { parent = invoc; this.position = positionongl = position; sac1 = sacoche1; sac2 = sacoche2; this.back = back; int ongX = positionongl.X+10; Onglet o = Onglet.Armes; onglet.Add(new ClickableArea(o.ToString(), Tools.Quick.dicoFont[Tools.TypeFont.Texte], new Vector2(ongX, positionongl.Y), () => changeOnglet(Onglet.Armes))); ongX += (int)Tools.Quick.dicoFont[Tools.TypeFont.Texte].MeasureString(o.ToString()).X + 10; o = Onglet.Armures; onglet.Add(new ClickableArea(o.ToString(), Tools.Quick.dicoFont[Tools.TypeFont.Texte], new Vector2(ongX, positionongl.Y), () => changeOnglet(Onglet.Armures))); ongX += (int)Tools.Quick.dicoFont[Tools.TypeFont.Texte].MeasureString(o.ToString()).X + 10; o = Onglet.Potions; onglet.Add(new ClickableArea(o.ToString(), Tools.Quick.dicoFont[Tools.TypeFont.Texte], new Vector2(ongX, positionongl.Y), () => changeOnglet( Onglet.Potions))); ongX += (int)Tools.Quick.dicoFont[Tools.TypeFont.Texte].MeasureString(o.ToString()).X + 10; o = Onglet.Crochets; onglet.Add(new ClickableArea(o.ToString(), Tools.Quick.dicoFont[Tools.TypeFont.Texte], new Vector2(ongX, positionongl.Y), () => changeOnglet(Onglet.Crochets))); ongX += (int)Tools.Quick.dicoFont[Tools.TypeFont.Texte].MeasureString(o.ToString()).X + 10; o = Onglet.Parchemins; onglet.Add(new ClickableArea(o.ToString(), Tools.Quick.dicoFont[Tools.TypeFont.Texte], new Vector2(ongX, positionongl.Y), () => changeOnglet(Onglet.Parchemins))); ongX += (int)Tools.Quick.dicoFont[Tools.TypeFont.Texte].MeasureString(o.ToString()).X + 10; o = Onglet.Carquois; onglet.Add(new ClickableArea(o.ToString(), Tools.Quick.dicoFont[Tools.TypeFont.Texte], new Vector2(ongX, positionongl.Y), () => changeOnglet(Onglet.Carquois))); ongX += (int)Tools.Quick.dicoFont[Tools.TypeFont.Texte].MeasureString(o.ToString()).X + 10; foreach (ClickableArea ca in onglet) { ca.Visible = false; ca.Visible = false ; } }
protected override void LoadContent() { Console.WriteLine("Game: LoadContent"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // graphics.ToggleFullScreen(); Tools.Quick.content = Content; Tools.Quick.device = graphics.GraphicsDevice; Tools.Quick.graphics = graphics; Tools.Quick.init(); Tools.Quick.spriteBatch = spriteBatch; actualGround.makebigbuffer(); actualGround.initDraw(); //MapGen.MapConverter.Init(); //MapGen.MapVoronoi v = new MapGen.MapVoronoi(245); //v.Generate(); //v.Convert(); effect = new BasicEffect(graphics.GraphicsDevice); texture = Tools.Quick.groundTexture[BiomeType.SubtropicalDesert]; testgivre = Content.Load<Texture2D>("givre"); //element a supprimer cause de test myModel = Content.Load<Model>("Models\\sapin"); // myModel = Content.Load<Model>("Models\\untitled"); display.init(); camera.modiposition(actualGround.tiles[1].v2, true); phgest = new PhysicsGest(actualGround, new List<Object>()); camera.modiposition(actualGround.tiles[0].v1, true); // TODO: use this.Content to load your game content here //ps = new ParticleSimple(Content, this, Components); //psinit(); //psLoadContent(Content); arial = Content.Load<SpriteFont>("Arial"); // menu = new Menu(arial, TypeMenu.Principal); Tools.Quick.player = new Personnage("Test", true, 0, new Inventory(), myModel); //d = new Dungeon(); inf = new InventoryInterface(Content.Load<Texture2D>("InterfaceComponent\\Cadre"), Content.Load<Texture2D>("InterfaceComponent\\cadre bois"), Content.Load<Texture2D>("Test\\Mannequin"), Content.Load<Texture2D>("InterfaceComponent\\fond bois"), this); Oom = new ObjectOnMap(); world.Add(Oom); water.SetCamera(camera); d.SetCamera(camera); actualGround.SetCamera(camera); base.LoadContent(); }