/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); mainMenuButtons = new Texture2D[3]; Map.map = Map.Parse("1.txt"); debugFont = Content.Load<SpriteFont>("SpriteFont1"); cam = new Camera(); mainMenuButtons[0] = Content.Load<Texture2D>("PlayButton"); mainMenuButtons[1] = Content.Load<Texture2D>("OptsButton"); cellT = Content.Load<Texture2D>("Cell"); font = Content.Load<SpriteFont>("SpriteFont1"); towersText = new Texture2D[10]; towersText[0] = Content.Load<Texture2D>("Tower"); uiTextures = new Texture2D[10]; uiTextures[0] = Content.Load<Texture2D>("planUI"); clippedToMouse = new Tower(Point.Zero, Tower.Types.type1, towersText[0]); currentMenu = new Menus.MainMenu(); gameUi = new InGameUI(uiTextures); ingamemenu = new Menus.InGameMenu(ref cam, "1.txt"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); mainMenuButtons = new Texture2D[3]; map = Cell.Parse("1.txt"); cam = new Camera(map); mainMenuButtons[0] = Content.Load<Texture2D>("PlayButton"); mainMenuButtons[1] = Content.Load<Texture2D>("OptsButton"); cellT = Content.Load<Texture2D>("Cell"); font = Content.Load<SpriteFont>("SpriteFont1"); towersText = new Texture2D[10]; towersText[0] = Content.Load<Texture2D>("Tower"); uiTextures = new Texture2D[10]; uiTextures[0] = Content.Load<Texture2D>("planUI"); mainMenu = new IMenu(GameState.MainMenu); mainMenu.AddButton("Play", font, mainMenuButtons[0], GameState.LoadingMenu); mainMenu.AddButton("Options", font, mainMenuButtons[1], GameState.Options); mainMenu.AddButton("Quit", font, mainMenuButtons[0], GameState.Quit, Color.Yellow); inGameMenu = new IMenu(GameState.InGameMenu); inGameMenu.AddButton("Play", font, mainMenuButtons[0], GameState.InGame); inGameMenu.AddButton("Main Menu", font, mainMenuButtons[1], GameState.MainMenu); clippedToMouse = new Tower(Point.Zero, Tower.Types.type1, towersText[0]); currentMenu = mainMenu; gameUi = new InGameUI(uiTextures); }
public void Update(Camera cam, IMenu menu) { MouseState currentMouseState = Mouse.GetState(); if (menu == null) { if (currentMouseState.X >= GraphicsDeviceManager.DefaultBackBufferWidth) { Mouse.SetPosition(GraphicsDeviceManager.DefaultBackBufferWidth, currentMouseState.Y); } else if (currentMouseState.X <= 0) { Mouse.SetPosition(0, currentMouseState.Y); } else if (currentMouseState.Y >= GraphicsDeviceManager.DefaultBackBufferHeight) { Mouse.SetPosition(currentMouseState.X, GraphicsDeviceManager.DefaultBackBufferHeight); } else if (currentMouseState.Y <= 0) { Mouse.SetPosition(currentMouseState.X, 0); } fakePos = new Point((int)cam.position.X + currentMouseState.X, (int)cam.position.Y + currentMouseState.Y); } position = new Point(currentMouseState.X, currentMouseState.Y); if (currentMouseState.LeftButton == ButtonState.Pressed) { if (oldMouseState.LeftButton == ButtonState.Released) { LeftClickState = ClickState.Clicked; } else { LeftClickState = ClickState.Held; } } else { if (oldMouseState.LeftButton == ButtonState.Released) { LeftClickState = ClickState.Released; } else { LeftClickState = ClickState.Releasing; } } if (currentMouseState.RightButton == ButtonState.Pressed) { if (oldMouseState.RightButton == ButtonState.Released) { RightClickState = ClickState.Clicked; } else { RightClickState = ClickState.Held; } } else { if (oldMouseState.RightButton == ButtonState.Released) { RightClickState = ClickState.Released; } else { RightClickState = ClickState.Releasing; } } oldMouseState = currentMouseState; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. Map.map = Map.Parse(currentMap); cellsWithTower = new List<Cell>(); spriteBatch = new SpriteBatch(GraphicsDevice); mainMenuButtons = new Texture2D[3]; towersText = new Texture2D[10]; uiTextures = new Texture2D[10]; cam = new Camera(); cam.position = new Vector2(0, Map.initialPathLocation.Y - GraphicsDeviceManager.DefaultBackBufferHeight / 2); debugFont = Content.Load<SpriteFont>("SpriteFont1"); font = Content.Load<SpriteFont>("SpriteFont1"); creepText = Content.Load<Texture2D>("Creep"); wave = new CreepWave(30); towerRange = Content.Load<Texture2D>("range"); missileText = Content.Load<Texture2D>("Missile"); mainMenuButtons[0] = Content.Load<Texture2D>("PlayButton"); mainMenuButtons[1] = Content.Load<Texture2D>("OptsButton"); cellT = Content.Load<Texture2D>("Cell"); towersText[0] = Content.Load<Texture2D>("Tower"); uiTextures[0] = Content.Load<Texture2D>("UIParts/UI_Bottom"); uiTextures[1] = Content.Load<Texture2D>("Icons/deleteIcon"); uiTextures[2] = Content.Load<Texture2D>("Icons/addIcon"); uiTextures[3] = Content.Load<Texture2D>("Icons/upgradeIcon"); currentMenu = new Menus.MainMenu(); options = new Menus.Options(graphics); gameUi = new InGameUI(uiTextures, ref cellsWithTower); ingamemenu = new Menus.InGameMenu(ref cam, ref cellsWithTower, currentMap); gameOverMenu = new Menus.GameOverMenu(ref cam, ref cellsWithTower, currentMap); clippedToMouse = new Tower(Point.Zero, Tower.Types.type1, towersText[0], 100, false); }