// Listen for a pause and do so at this time public void ListenPause() { // Pausing while in a board state: if (km.ActionPressed(KeyboardManager.action.pause, KeyboardManager.playerIndex.one)) { S_Pause pauseMenu = new S_Pause(parentManager, 0, 0, KeyboardManager.playerIndex.one); parentManager.AddStateQueue(pauseMenu); Console.WriteLine("Player 1 paused the game"); } else if (km.ActionPressed(KeyboardManager.action.pause, KeyboardManager.playerIndex.two)) { S_Pause pauseMenu = new S_Pause(parentManager, 0, 0, KeyboardManager.playerIndex.two); parentManager.AddStateQueue(pauseMenu); Console.WriteLine("Player 2 paused the game"); } }
public S_CameraMode(GameStateManager creator, float xPos, float yPos, S_Pause s_Pause) : base(creator, xPos, yPos) { cameraProperties = parentManager.boardGame.cameraProperties; // Pause the pause menu (lol) this.s_Pause = s_Pause; s_Pause.active = false; s_Pause.visible = false; // Hide other states so we see just the gameboard foreach (State s in parentManager.states) { if (!s.GetType().Equals(typeof(B_PirateBay)) && s != this) { s.visible = false; } } // Save where the camera was oldCameraPos = cameraProperties.getPos(); }