/// <summary>
        /// Exit the screen after a tap gesture
        /// </summary>
        /// <param name="input"></param>
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            if (!isLoading)
            {
                PlayerIndex player;

                // Handle touch input
                if (input.Gestures.Count > 0)
                {
                    if (input.Gestures[0].GestureType == GestureType.Tap)
                    {
                        LoadResources();
                    }
                }
                else if (input.IsNewKeyPress(Keys.Escape, ControllingPlayer, out player))
                {
                    foreach (GameScreen screen in ScreenManager.GetScreens())
                    {
                        screen.ExitScreen();
                    }

                    ScreenManager.AddScreen(new BackgroundScreen("titleScreen"), null);
                    ScreenManager.AddScreen(new MainMenuScreen(), PlayerIndex.One);
                }
                else if (input.IsNewKeyPress(Keys.Enter, ControllingPlayer, out player) ||
                         input.IsNewKeyPress(Keys.Space, ControllingPlayer, out player))
                {
                    LoadResources();
                }
            }

            base.HandleInput(gameTime, input);
        }
Beispiel #2
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        /// <summary>
        /// A handler invoked after the user has enter his name.
        /// </summary>
        /// <param name="result"></param>
        private void AfterPlayerEnterName(IAsyncResult result)
        {
            // Gets the name entered
            string playerName = Guide.EndShowKeyboardInput(result);

            if (!string.IsNullOrEmpty(playerName))
            {
                // Ensure that it is valid
                if (playerName != null && playerName.Length > 15)
                {
                    playerName = playerName.Substring(0, 15);
                }

                // Puts it in high score
                HighScoreScreen.PutHighScore(playerName, GameplayScreen.FinalScore);
                HighScoreScreen.HighScoreChanged();
            }

            // Moves to the next screen
            foreach (GameScreen screen in ScreenManager.GetScreens())
            {
                screen.ExitScreen();
            }

            ScreenManager.AddScreen(new BackgroundScreen("highScoreScreen"), null);
            ScreenManager.AddScreen(new HighScoreScreen(), null);
        }
        /// <summary>
        /// Screen update logic
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="otherScreenHasFocus"></param>
        /// <param name="coveredByOtherScreen"></param>
        public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
        {
            // If necessary, load the highscore. Remember that calling LoadHighscores multiple times does not have
            // and adverse effect. Highscore will only be loaded once.
            if (!HighScoreScreen.HighscoreLoaded)
            {
                HighScoreScreen.LoadHighscores();
            }
            // If additional thread is running, do nothing
            else if (null != thread)
            {
                // If additional thread finished loading and the screen is not exiting
                if (thread.ThreadState == ThreadState.Stopped && !IsExiting)
                {
                    // Move on to the game play screen once highscore data is loaded
                    foreach (GameScreen screen in ScreenManager.GetScreens())
                    {
                        screen.ExitScreen();
                    }

                    ScreenManager.AddScreen(gameplayScreen, null);
                }
            }

            base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
        }
        /// <summary>
        /// Starts new level or exit to High Score
        /// </summary>
        /// <param name="input"></param>
        private void StartNewLevelOrExit(InputState input)
        {
            // If there is no next level - go to high score screen
            if (!difficultyMode.HasValue)
            {
                // If is in high score, gets is name
                if (GameplayScreen.FinalScore != 0 && HighScoreScreen.IsInHighscores(GameplayScreen.FinalScore))
                {
                    Guide.BeginShowKeyboardInput(PlayerIndex.One,
                                                 "Player Name", "What is your name (max 15 characters)?", "Player",
                                                 AfterPlayerEnterName, null);
                }
                else
                {
                    foreach (GameScreen screen in ScreenManager.GetScreens())
                    {
                        screen.ExitScreen();
                    }

                    ScreenManager.AddScreen(new BackgroundScreen("highScoreScreen"), null);
                    ScreenManager.AddScreen(new HighScoreScreen(), null);
                }
            }
            // If not already loading
            else if (!isLoading)
            {
                // Start loading the resources in an additional thread
                thread = new Thread(new ThreadStart(gameplayScreen.LoadAssets));

                isLoading = true;
                thread.Start();
            }
        }
Beispiel #5
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        /// <summary>
        /// Respond to "Quit Game" Item Selection
        /// </summary>
        /// <param name="playerIndex"></param>
        protected override void OnCancel(PlayerIndex playerIndex)
        {
            foreach (GameScreen screen in ScreenManager.GetScreens())
            {
                screen.ExitScreen();
            }

            ScreenManager.AddScreen(new BackgroundScreen("titleScreen"), null);
            ScreenManager.AddScreen(new MainMenuScreen(), null);
        }
Beispiel #6
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        /// <summary>
        /// Respond to "Return" Item Selection
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        void ReturnGameMenuEntrySelected(object sender, EventArgs e)
        {
            AudioManager.PauseResumeSounds(true);

            foreach (GameScreen screen in ScreenManager.GetScreens())
            {
                if (!(screen is GameplayScreen))
                {
                    screen.ExitScreen();
                }
            }
        }
        /// <summary>
        /// Respond to "Play" Item Selection
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        void StartGameMenuEntrySelected(object sender, EventArgs e)
        {
            foreach (GameScreen screen in ScreenManager.GetScreens())
            {
                screen.ExitScreen();
            }

            ScreenManager.AddScreen(new BackgroundScreen("Instructions"), null);
            ScreenManager.AddScreen(new LoadingAndInstructionScreen(), null);



            AudioManager.StopSound("MenuMusic_Loop");
        }
Beispiel #8
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        /// <summary>
        /// Starts new level or exit to High Score
        /// </summary>
        /// <param name="input"></param>
        private void StartNewLevelOrExit(InputState input)
        {
            // If there is no next level - go to high score screen
            if (!difficultyMode.HasValue)
            {
                // If is in high score, gets is name
                if (GameplayScreen.FinalScore != 0 && HighScoreScreen.IsInHighscores(GameplayScreen.FinalScore))
                {
                    Guide.BeginShowKeyboardInput(PlayerIndex.One,
                                                 "Player Name", "What is your name (max 15 characters)?", "Player",
                                                 AfterPlayerEnterName, null);
                }
                else
                {
                    foreach (GameScreen screen in ScreenManager.GetScreens())
                    {
                        screen.ExitScreen();
                    }

                    ScreenManager.AddScreen(new BackgroundScreen("highScoreScreen"), null);
                    ScreenManager.AddScreen(new HighScoreScreen(), null);
                }
            }
            // If not already loading
            else if (!isLoading)
            {
#if MONOMAC
                // Start loading the resources on main thread
                // If not then all sorts of errors happen for
                // AutoReleasPools and OpenGL does not handle
                // multiple thread to well when using Thread
                MonoMac.AppKit.NSApplication.SharedApplication.BeginInvokeOnMainThread(delegate {
                    gameplayScreen.LoadAssets();
                    isLoading    = false;
                    assetsLoaded = true;
                });
#else
                // Start loading the resources in an additional thread
                thread = new Thread(new ThreadStart(gameplayScreen.LoadAssets));

                isLoading = true;
                thread.Start();
#endif
            }
        }
        /// <summary>
        /// Respond to "Play" Item Selection
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        void StartGameMenuEntrySelected(object sender, EventArgs e)
        {
            foreach (GameScreen screen in ScreenManager.GetScreens())
            {
                screen.ExitScreen();
            }

#if WINDOWS_PHONE
            ScreenManager.AddScreen(new BackgroundScreen("Instructions"), null);
#elif XBOX
            ScreenManager.AddScreen(new BackgroundScreen("InstructionsXbox"), null);
#else
            ScreenManager.AddScreen(new BackgroundScreen("InstructionsPC"), null);
#endif

            ScreenManager.AddScreen(new LoadingAndInstructionScreen(), null);

            AudioManager.StopSound("MenuMusic_Loop");
        }
Beispiel #10
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        /// <summary>
        /// Update the screen
        /// </summary>
        /// <param name="gameTime">Game time information.</param>
        /// <param name="otherScreenHasFocus">Whether another screen has the focus.</param>
        /// <param name="coveredByOtherScreen">Whether this screen is covered by another.</param>
        public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
        {
            // If null don't do anything
            if (null != thread)
            {
                // If we finishedloading the assets, add the game play screen
                if (thread.ThreadState == ThreadState.Stopped)
                {
                    // Exit all the screen
                    foreach (GameScreen screen in ScreenManager.GetScreens())
                    {
                        screen.ExitScreen();
                    }

                    // Add the gameplay screen
                    if (difficultyMode.HasValue)
                    {
                        ScreenManager.AddScreen(gameplayScreen, null);
                    }
                }
            }
            else if (assetsLoaded)
            {
                // Screen is not exiting
                if (!IsExiting)
                {
                    // Move on to the game play screen once highscore data is loaded
                    foreach (GameScreen screen in ScreenManager.GetScreens())
                    {
                        screen.ExitScreen();
                    }

                    // Add the gameplay screen
                    if (difficultyMode.HasValue)
                    {
                        ScreenManager.AddScreen(gameplayScreen, null);
                    }
                }
            }
            base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
        }
Beispiel #11
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        /// <summary>
        /// Screen update logic
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="otherScreenHasFocus"></param>
        /// <param name="coveredByOtherScreen"></param>
        public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
        {
            // If additional thread is running, do nothing
            if (null != thread)
            {
                // If additional thread finished loading and the screen is not
                // exiting
                if (thread.ThreadState == ThreadState.Stopped && !IsExiting)
                {
                    // Move on to the game play screen
                    foreach (GameScreen screen in ScreenManager.GetScreens())
                    {
                        screen.ExitScreen();
                    }

                    ScreenManager.AddScreen(gameplayScreen, null);
                }
            }

            base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
        }