Beispiel #1
0
 public override void Remove()
 {
     ScreenManager.AddScreen(new MainMenu());
     base.Remove();
 }
 public override void Remove()
 {
     // After the ScreenTime variable counts to 0, loads the next screen then removes current from stack.
     ScreenManager.AddScreen(new UniversitySplash());
     base.Remove();
 }
Beispiel #3
0
 public override void Remove()
 {
     // After the ScreenTime variable counts to 0, loads the next screen then removes current from stack.
     ScreenManager.AddScreen(new ControllerSelectScreen());
     base.Remove();
 }
Beispiel #4
0
 public override void Remove()
 {
     base.Remove(); ScreenManager.AddScreen(new JoshDemoLoad());
 }
Beispiel #5
0
        public override void Update(GameTime gameTime, bool covered)
        {
            InputManager input   = ScreenManager.InputSystem;
            float        elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; // game time

            TotalElapsedTime += elapsed;

            //Quit key
            KeyboardState keyboard = Keyboard.GetState();

            if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) || keyboard.IsKeyDown(Keys.F1))
            {
                Remove();
                sprites.Sprites.Clear();
                cleanUp();
                ScreenManager.AddScreen(new MainMenu());
            }

            if (input.EnableEditUI == true)
            {
                currentInput = "Player Action 01";
            }

            if (GameState == GameStates.Normal)
            {
                // Enables and Disables the edit mode
                if (uiedit == false)
                {
                    if (input.EnableEditUI)
                    {
                        uiedit = true;
                    }
                }
                if (uiedit == true)
                {
                    if (input.DisableEditUI)
                    {
                        uiedit = false;
                    }
                }

                // Checks to see if there is mouse interaction above an object
                // If there is and edit mode == true, allow the object to be moved
                UpdateMouse();

                //
                //

                /*      Put all of your demostration stuff around here to allow it to run while the game
                 *      is not paused. Let me know if you have issues working out how this works and I
                 *      will get back to you ASAP       -       Shaun
                 */
                //
                //


                // Only Update the game when the game is UNPAUSED
                base.Update(gameTime, covered);

                if (TotalElapsedTime >= KeyPressCheckDelay)
                {
                    if (input.MenuCancel)                                       // if escape is pressed
                    {
                        GameState        = GameStates.Paused;                   // pause game
                        TotalElapsedTime = 0.0f;
                        //ScreenManager.AddScreen(new DemoMenuOptions());       // display ingame menu
                    }
                }
            }
            else
            {
                if (TotalElapsedTime >= KeyPressCheckDelay)
                {
                    // UnPause the current game
                    if (input.MenuCancel || input.MenuSelect)                   // if escape or enter is pressed
                    {
                        GameState        = GameStates.Normal;                   // resume game
                        TotalElapsedTime = 0.0f;
                    }
                }
            }
        }