protected override void Update(GameTime gameTime) { base.Update(gameTime); KeyboardState kb = Keyboard.GetState(); if ( (kb.IsKeyDown(Keys.Space) && !kbOld.IsKeyDown(Keys.Space)) || (kb.IsKeyDown(Keys.Right) && !kbOld.IsKeyDown(Keys.Right)) ) { if (channel < channels.Count-1) { channel++; ChannelMgr.ZapTo(channels[channel]); } } else if (kb.IsKeyDown(Keys.Left) && !kbOld.IsKeyDown(Keys.Left)) { if (channel > 0) { channel--; ChannelMgr.ZapTo(channels[channel]); } } else if (kb.IsKeyDown(Keys.Escape) && !kbOld.IsKeyDown(Keys.Escape)) { Exit(); } kbOld = kb; }
protected override void LoadContent() { base.LoadContent(); // Here all the tests are listed DoTest(new TestLinearMotion()); DoTest(new TestRotation()); DoTest(new TestRelativeMotion()); ChannelMgr.ZapTo(channels[0]); }
protected override void Update(GameTime gameTime) { base.Update(gameTime); KeyboardState kb = Keyboard.GetState(); if (kb.IsKeyDown(Keys.Space)) { ChannelMgr.ZapTo(titleChannel); } else { ChannelMgr.ZapTo(gameChannel); } }
protected override void LoadContent() { base.LoadContent(); // game channel gameChannel = ChannelMgr.CreateChannel(); ChannelMgr.ZapTo(gameChannel); gameChannel.Screen.GetComponent <ScreenComp>().BackgroundColor = Color.Black; gameChannel.Screen.GetComponent <ScreenComp>().Zoom = 2.0f; // add framerate counter FrameRateCounter.Create(Color.White); // create level level = new QuestLevel(); Level.SetCurrentLevel(level); level.Init(); }
protected override void LoadContent() { base.LoadContent(); // title channel titleChannel = ChannelMgr.CreateChannel(); ChannelMgr.ZapTo(titleChannel); // TODO function to create on it without seeing it. titleChannel.Screen.GetComponent <ScreenComp>().BackgroundColor = Color.Black; // add framerate counter FrameRateCounter.Create(Color.White); var t = Factory.CreateMovingTextlet(new Vector2(0.5f, 0.5f), "Title Screen"); t.GetComponent <DrawComp>().DrawColor = Color.LightGoldenrodYellow; t.GetComponent <ScaleComp>().Scale = 4; // game channel gameChannel = ChannelMgr.CreateChannel(); ChannelMgr.ZapTo(gameChannel); gameChannel.Screen.GetComponent <ScreenComp>().BackgroundColor = Color.White; // add framerate counter FrameRateCounter.Create(Color.Black); // add several sprites for (float x = 0.1f; x < 1.6f; x += 0.1f) { for (float y = 0.1f; y < 1f; y += 0.1f) { Factory.CreateHyperActiveBall(new Vector2(x, y)); Factory.CreateMovingTextlet(new Vector2(x, y), "This is the\nTTengine test. !@#$1234"); //break; } //break; } }