float yObj; //get x pos for leap public GS_GameMenu(Game1 game, SpriteBatch Batch, SpriteFont Font, Texture2D bgImage, List<GameObject> objMenu, GameObject cursor, SingleListener listener) : base(game) { #region GS_GameMenu Construct spriteFont = Font; spriteBatch = Batch; backImage = bgImage; objectMenu = objMenu; cursorGame = cursor; leapListener = listener; GAME = game; #endregion }
public GS_RecognizeMnist200(Game1 game, SpriteBatch Batch, SpriteFont Font, Texture2D bgImage, List<GameObject> objMenu, GameObject cursor, SingleListener listener) : base(game) { #region GS_GameMenu Construct spriteFont = Font; spriteBatch = Batch; backImage = bgImage; objectMenu = objMenu; cursorGame = cursor; leapListener = listener; GAME = game; #endregion _boardPosition = new Vector2(game.GraphicsDevice.Viewport.Width / 2 - (19 * 12) / 2, game.GraphicsDevice.Viewport.Height / 2 - (19 * 12) / 2); objectVector = new double[_board.Length]; }
/// <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); textureObj = Content.Load<Texture2D>("pointer"); textureAngka = Content.Load<Texture2D>("Btn_angka"); textureAngka200 = Content.Load<Texture2D>("Btn_angka200"); textureAdd = Content.Load<Texture2D>("Btn_add"); textureHuruf = Content.Load<Texture2D>("Btn_huruf"); textureExit = Content.Load<Texture2D>("Btn_exit"); textureBox = Content.Load<Texture2D>("circle"); textureFont = Content.Load<SpriteFont>("font"); finger = new GameObject(textureObj, Vector2.Zero); finger.color = Color.Snow; menuADD = new GameObject(textureAdd, new Vector2(graphics.GraphicsDevice.Viewport.Width / 2 - textureAdd.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2 - textureAdd.Height / 2 - 100)); menuADD.color = Color.White; menuRH = new GameObject(textureHuruf, new Vector2(graphics.GraphicsDevice.Viewport.Width / 2 - textureHuruf.Width / 2, menuADD.Position.Y + menuADD.BoundingBox.Height - 50 + textureHuruf.Height / 2)); menuRH.color = Color.White; menuExit = new GameObject(textureExit, new Vector2(graphics.GraphicsDevice.Viewport.Width / 2 - textureExit.Width / 2, menuRH.Position.Y + menuRH.BoundingBox.Height + textureExit.Height / 2)); menuExit.color = Color.White; menuRM = new GameObject(textureAngka, new Vector2(graphics.GraphicsDevice.Viewport.Width / 2 - textureAngka.Width / 2 - textureAngka.Width - 50, menuADD.Position.Y + menuADD.BoundingBox.Height - 50 + textureAngka.Height / 2)); menuRM.color = Color.White; menuRM200 = new GameObject(textureAngka200, new Vector2(graphics.GraphicsDevice.Viewport.Width / 2 + textureAngka200.Width / 2 + 50, menuADD.Position.Y + menuADD.BoundingBox.Height - 50 + textureAngka200.Height / 2)); menuRM200.color = Color.White; menuBox = new GameObject(textureBox, new Vector2(0,0)); menuExit.color = Color.White; gameMenu.Add(menuADD); gameMenu.Add(menuExit); gameMenu.Add(menuRM); gameMenu.Add(menuRH); gameMenu.Add(menuRM200); recognizeMenu.Add(menuBox); gs_StartScreen = new GS_GameMenu(this, spriteBatch, textureFont, Content.Load<Texture2D>("title"), gameMenu, finger, listener); gs_RecognizeHuruf = new GS_RecognizeHuruf(this, spriteBatch, textureFont, Content.Load<Texture2D>("titlehuruf"), recognizeMenu, finger, listener); gs_RecognizeMnist = new GS_RecognizeMnist(this, spriteBatch, textureFont, Content.Load<Texture2D>("titleangka"), recognizeMenu, finger, listener); gs_RecognizeMnist200 = new GS_RecognizeMnist200(this, spriteBatch, textureFont, Content.Load<Texture2D>("titleangka200"), recognizeMenu, finger, listener); gs_AddData = new GS_AddData(this, spriteBatch, textureFont, Content.Load<Texture2D>("titleadd"), recognizeMenu, finger, listener); changeState(StateMachine.ScreenState.GAME_MENU); // TODO: use this.Content to load your game content here }