Difference between revisions of "GeonBit Class Example"

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(Created page with "=Creating a Base Class= The first step is to create a base class which will be inherited by each interface screen. With a project open, click project and add new class. A sui...")
 
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}
 
}
 +
</syntaxhighlight>
 +
 +
Add the following to the using section of the class:
 +
<syntaxhighlight lang=csharp>
 +
using Microsoft.Xna.Framework;
 +
using GeonBit.UI;
 +
using GeonBit.UI.Entities;
 
</syntaxhighlight>
 
</syntaxhighlight>
  
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}
 
}
 +
</syntaxhighlight>
 +
 +
Add the following to the using section of the class:
 +
<syntaxhighlight lang=csharp>
 +
using Microsoft.Xna.Framework;
 +
using GeonBit.UI;
 +
using GeonBit.UI.Entities;
 
</syntaxhighlight>
 
</syntaxhighlight>
  
 
You need to say it is a class of your base class so add:
 
You need to say it is a class of your base class so add:
  
 +
<syntaxhighlight lang=csharp>
 
class Screen:UIScreen
 
class Screen:UIScreen
 
{
 
{

Revision as of 12:16, 13 October 2017

Creating a Base Class

The first step is to create a base class which will be inherited by each interface screen.

With a project open, click project and add new class. A suitable name should be used (eg UI, UIScreen etc) it will create your class:

class UIScreen
{

}

Add the following to the using section of the class:

using Microsoft.Xna.Framework;
using GeonBit.UI;
using GeonBit.UI.Entities;

Within the curly brackets you should create a public Panel , this will be what the user will see.

class UIScreen
{
    public Panel window;
}

A constructor method is called the same name as the class, and is normally public:

class UIScreen
{
    public Panel window;

    public UIScreen()
    {

    }
}

Now we need to add the code to create the window panel and add it to the interface:

class UIScreen
{
    public Panel window;

    public UIScreen()
    {
        window = new Panel(new Vector2(300, 300), PanelSkin.Default, Anchor.Center);
        UserInterface.Active.AddEntity(window);
    }
}

The vector2 sets the size of the window, panelskin has several options to change the appearence, anchor will position the panel and again many other options are available.

Create a Screen Class

Create a new class as before and call it screen (or menu, gameover etc).

class Screen {

} </syntaxhighlight>

Add the following to the using section of the class:

using Microsoft.Xna.Framework;
using GeonBit.UI;
using GeonBit.UI.Entities;

You need to say it is a class of your base class so add:

class Screen:UIScreen
{

}