void ManagerInput_FireNewInput(object sender, MyEventArgs.NewInputEventArgs e) { if (e.Input == Input.Enter) { ManagerScreen.LoadNewScreen(new ScreenWorld(ManagerScreen)); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); _managerScreen = new ManagerScreen(Content); //_managerScreen.LoadNewScreen(new ScreenWorld(_managerScreen)); _managerScreen.LoadNewScreen(new ScreenStart(_managerScreen)); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. ManagerContent.Initialize(Content); spriteBatch = new SpriteBatch(GraphicsDevice); _managerScreen = new ManagerScreen(Content); _managerWindow = new ManagerWindow(); _managerLists = new ManagerLists(); _managerLists.Initialize(); //_managerScreen.LoadNewScreen(new ScreenWorld(_managerScreen)); _managerScreen.LoadNewScreen(new ScreenStart(_managerScreen), false); // TODO: use this.Content to load your game content here }
void ManagerInput_FireNewInput(object sender, MyEventArgs.NewInputEventArgs e) { var sprite = GetComponent <Sprite>(); if (sprite == null) { return; } var collision = GetComponent <Collision>(); var x = 0f; var y = 0f; var camera = GetComponent <Camera>(); if (camera == null) { return; } var animation = GetComponent <Animation>(); Equipment equipment; if (!camera.CameraInTransition()) { switch (e.Input) { case Input.Up: y = -1.5f; break; case Input.Down: y = 1.5f; break; case Input.Left: x = -1.5f; break; case Input.Right: x = 1.5f; break; case Input.A: if (animation.CurrentState == State.Walking) { animation.StopAnimation(); } equipment = GetComponent <Equipment>(); equipment.FireItem(ItemSlot.A); break; case Input.S: if (animation.CurrentState == State.Walking) { animation.StopAnimation(); } //ManagerEvents.AddEvents(new List<IGameEvent> {new GameEventMessage("I just started a new event with my s button")}); equipment = GetComponent <Equipment>(); equipment.FireItem(ItemSlot.B); break; case Input.Start: if (!ManagerEvents.Active) { _managerScreen.LoadNewScreen( new ScreenMainMenu(_managerScreen, GetComponent <Stats>(), GetComponent <Equipment>())); } break; case Input.Select: camera = GetComponent <Camera>(); if (camera != null) { _managerScreen.LoadNewScreen(new ScreenOverworldMap(_managerScreen, _managerPlayer, camera.CameraTilePositon)); } break; default: return; } } if (collision == null || !collision.CheckCollisionWithTiles(new Rectangle((int)(sprite.Position.X + x), (int)(sprite.Position.Y + y), sprite.Width, sprite.Height)) && !collision.CheckCollisionWithEntities( new Rectangle((int)(sprite.Position.X + x), (int)(sprite.Position.Y + y), sprite.Width, sprite.Height))) { sprite.Move(x, y); } else if (x != 0 || y != 0) { Direction direction; if (x > 0) { direction = Direction.Right; } else if (x < 0) { direction = Direction.Left; } else if (y > 0) { direction = Direction.Down; } else { direction = Direction.Up; } animation.PlayAnimation(State.Pushing, direction); } else { animation.PlayAnimation(State.Standing, animation.CurrentDirection); } Vector2 position; if (!camera.GetPosition(sprite.Position, out position)) { camera.MoveCamera(animation.CurrentDirection); UpdateMap(camera, animation.CurrentDirection); } }