public override void Update(GameTime gameTime) { fadeEffect.RunEffect(gameTime); Alpha = fadeEffect.Alpha; level.Alpha = 1f - fadeEffect.Alpha; if (level.Alpha < 0.5f) { level.Alpha = 0.5f; } for (int i = 0; i < texts.Length; i++) { texts[i].Alpha = fadeEffect.Alpha; } if (!fadeEffect.Enabled) { if (PlayerInput.Instance.IsKeyDown(GameKey.A)) { level.Alpha += 0.1f; fadeEffect.IsFocus = false; fadeEffect.Finish += FadeEffect_Finish; } } }
public override void Update(GameTime gameTime) { base.Update(gameTime); float alpha = fadeEffect.Alpha; fadeEffect.RunEffect(gameTime); if (alpha != fadeEffect.Alpha && fadeEffect.Enabled) { Alpha = fadeEffect.Alpha; // Ir diminuindo o som if (!canTransit) { Microsoft.Xna.Framework.Media.MediaPlayer.Volume -= 0.1f; } } if (fadeEffect.Alpha >= 1f && screen.IsLoaded) { // Tempo de Espera timeSleep += gameTime.ElapsedGameTime.Milliseconds; if (!canTransit && timeSleep > 1500) { canTransit = true; fadeEffect.IsFocus = false; } } if (canTransit) { // Se pode transitar, aumenta o alpha da nova tela screen.Alpha = 1f - fadeEffect.Alpha; } else { // Diminuindo o alpha da tela anterior (somente diminuir se o valor for menor do que o alpha dele) float value = 1f - fadeEffect.Alpha; if (previousScreen.Alpha >= value) { previousScreen.Alpha = value; } } if (!fadeEffect.IsFocus && !fadeEffect.Enabled) { Enabled = false; Finished(); } }
public override void Update(GameTime gameTime) { base.Update(gameTime); if (fadeText.IsFocus && !fadeText.Enabled) { time += gameTime.ElapsedGameTime.Milliseconds; if (time >= 800) { time = 0; fadeText.IsFocus = false; } } fadeText.RunEffect(gameTime); fadeBallon.RunEffect(gameTime); UpdatePosition(gameTime); }
public override void Update(GameTime gameTime) { base.Update(gameTime); fadeEffect.RunEffect(gameTime); Alpha = fadeEffect.Alpha; }