Example #1
0
        /// <summary>
        /// The constructor is private: loading screens should
        /// be activated via the static Load method instead.
        /// </summary>
        private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow,
                              GameScreen[] screensToLoad)
        {
            this.loadingIsSlow = loadingIsSlow;
            this.screensToLoad = screensToLoad;

            TransitionOnTime = TimeSpan.FromSeconds(0);
            TransitionOffTime = TimeSpan.FromSeconds(0);
        }
        public TextOnBlackScreen(string title, string text, GameScreen[] nextScreens, bool playAlternateMusic = false, int maxTime = 3000, int titleOffset = 0, bool handleInput = true)
        {
            _title = title;
            _text = text;
            _nextScreens = nextScreens;

            playMusic = playAlternateMusic;
            this.maxTime = maxTime;
            this.titleOffset = titleOffset;
            this.handleInput = handleInput;
            TransitionOnTime = TimeSpan.FromSeconds(3);
            TransitionOffTime = TimeSpan.FromSeconds(3);
        }
Example #3
0
        /// <summary>
        /// Draws the menu entry. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(GameScreen screen, bool isSelected, GameTime gameTime)
        {
            // there is no such thing as a selected item on Windows Phone, so we always
            // force isSelected to be false
            #if WINDOWS_PHONE
            isSelected = false;
            #endif

            // Draw the selected entry in yellow, otherwise white.
            Color color = isSelected ? Color.Yellow : Color.White;

            // Pulsate the size of the selected menu entry.
            double time = gameTime.TotalGameTime.TotalSeconds;

            float pulsate = (float)Math.Sin(time * 6) + 1;

            float scale = 1 + pulsate * 0.05f * selectionFade;

            // Modify the alpha to fade text out during transitions.
            color *= screen.TransitionAlpha;

            // Draw text, centered on the middle of each line.
            ScreenManager screenManager = screen.ScreenManager;
            SpriteBatch spriteBatch = screenManager.SpriteBatch;
            SpriteFont font = screenManager.Font;

            Vector2 origin = new Vector2(0, font.LineSpacing / 2);

            spriteBatch.DrawString(font, text, position, color, 0,
                                   origin, scale, SpriteEffects.None, 0);
        }
Example #4
0
 /// <summary>
 /// Queries how wide the entry is, used for centering on the screen.
 /// </summary>
 public virtual int GetWidth(GameScreen screen)
 {
     return (int)screen.ScreenManager.Font.MeasureString(Text).X;
 }
Example #5
0
 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(GameScreen screen)
 {
     return screen.ScreenManager.Font.LineSpacing;
 }