]> Dogcows Code - chaz/carfire/commitdiff
Basic character selection screen.
authorKyle <Kyle@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Thu, 22 Apr 2010 22:07:33 +0000 (22:07 +0000)
committerKyle <Kyle@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Thu, 22 Apr 2010 22:07:33 +0000 (22:07 +0000)
git-svn-id: https://bd85.net/svn/cs3505_group@131 92bb83a3-7c8f-8a45-bc97-515c4e399668

CarFire/CarFire/CarFire/Game.cs
CarFire/CarFire/CarFire/Human.cs

index c867b3c749e072a65d4fbe30a50913427e2b7191..445336a0e6f79f865f98d4d5e5c511d8a884d1ee 100644 (file)
@@ -250,6 +250,7 @@ namespace CarFire
         public void LoadContent(ContentManager contentManager)\r
         {\r
             mContentManager = contentManager;\r
+            menu = mContentManager.Load<SpriteFont>("menuFont");\r
             \r
         }\r
 \r
@@ -391,8 +392,14 @@ namespace CarFire
             }\r
             if (allCharactersSelected)\r
             {\r
+                \r
                 State.mDisplay.Draw(spriteBatch);\r
             }\r
+            else\r
+            {\r
+                spriteBatch.GraphicsDevice.Clear(Color.Black);\r
+                spriteBatch.DrawString(menu, "Press Enter To Select A Character", new Vector2(30, 30), Color.RosyBrown);\r
+            }\r
             return CurrentFrameNumber;\r
         }\r
 \r
@@ -401,7 +408,7 @@ namespace CarFire
 \r
         #region Private Variables\r
 \r
-        Display mDisplay;\r
+        SpriteFont menu;\r
 \r
         ContentManager mContentManager;\r
         NextInputs mInputs;\r
index 5b4c6a01777597625c460f10f6d7aa629c2d447a..3897491da0305896fb6674f3f13f08f0261282f1 100644 (file)
@@ -45,8 +45,8 @@ namespace CarFire
 \r
         public void LoadContent(ContentManager contentManager)\r
         {\r
-            charModel = contentManager.Load<Texture2D>("deselectBox"); //change to charModel when designed\r
-            projectileModel = contentManager.Load<Texture2D>("emptySelectBox"); //change to a projectile model later\r
+            charModel = contentManager.Load<Texture2D>("cs"); //change to charModel when designed\r
+            projectileModel = contentManager.Load<Texture2D>("projectile"); //change to a projectile model later\r
 \r
         }\r
 \r
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