Good day. I'am newbie in xna and c#, I tried to put a sprite that will replace the main menu text into a sprite (for the logo of the game) and the menu options and not visible but still working. I search the net and i found the xna game state management and its a great guide for me as a newbie. Can someone help me to modify the code?? Thank you.
#region File Description
//-----------------------------------------------------------------------------
// MainMenuScreen.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
#endregion
namespace a
{
/// <summary>
/// The main menu screen is the first thing displayed when the game starts up.
/// </summary>
class MainMenuScreen : MenuScreen
{
ContentManager content;
Texture2D enmalogo;
#region Initialization
/// <summary>
/// Constructor fills in the menu contents.
/// </summary>
public MainMenuScreen()
: base("Main Menu")
{
// Create our menu entries.
MenuEntry playGameMenuEntry = new MenuEntry("Play Game");
MenuEntry optionsMenuEntry = new MenuEntry("Options");
MenuEntry exitMenuEntry = new MenuEntry("Exit");
// Hook up menu event handlers.
playGameMenuEntry.Selected += PlayGameMenuEntrySelected;
optionsMenuEntry.Selected += OptionsMenuEntrySelected;
exitMenuEntry.Selected += OnCancel;
// Add entries to the menu.
MenuEntries.Add(playGameMenuEntry);
MenuEntries.Add(optionsMenuEntry);
MenuEntries.Add(exitMenuEntry);
}
public override void LoadContent()
{
if (content == null)
content = new ContentManager(ScreenManager.Game.Services, "Content");
enmalogo = content.Load<Texture2D>("EnmaQuest-logo");
}
#endregion
#region Handle Input
/// <summary>
/// Event handler for when the Play Game menu entry is selected.
/// </summary>
void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
{
LoadingScreen.Load(ScreenManager, true, e.PlayerIndex,
new GameplayScreen());
}
/// <summary>
/// Event handler for when the Options menu entry is selected.
/// </summary>
void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e)
{
ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex);
}
/// <summary>
/// When the user cancels the main menu, ask if they want to exit the sample.
/// </summary>
protected override void OnCancel(PlayerIndex playerIndex)
{
const string message = "Are you sure you want to exit the game?";
MessageBoxScreen confirmExitMessageBox = new MessageBoxScreen(message);
confirmExitMessageBox.Accepted += ConfirmExitMessageBoxAccepted;
ScreenManager.AddScreen(confirmExitMessageBox, playerIndex);
}
/// <summary>
/// Event handler for when the user selects ok on the "are you sure
/// you want to exit" message box.
/// </summary>
void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e)
{
ScreenManager.Game.Exit();
}
#endregion
#region Update and Draw
/// <summary>
/// Updates the background screen. Unlike most screens, this should not
/// transition off even if it has been covered by another screen: it is
/// supposed to be covered, after all! This overload forces the
/// coveredByOtherScreen parameter to false in order to stop the base
/// Update method wanting to transition off.
/// </summary>
public override void Update(GameTime gameTime, bool otherScreenHasFocus,
bool coveredByOtherScreen)
{
base.Update(gameTime, otherScreenHasFocus, false);
}
/// <summary>
/// Draws the background screen.
/// </summary>
public override void Draw(GameTime gameTime)
{
SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
Rectangle fullscreen = new Rectangle(0, 0, 100, 50);
spriteBatch.Begin();
spriteBatch.Draw(enmalogo, fullscreen,
new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha));
spriteBatch.End();
}
#endregion
}
}