public SlideShowState() { this.skippable = true; this.timePerSlide = 300; Timer slideTimer = new Timer(timePerSlide); slideTimer.Elapsed += OnTimedEvent; config = Utils.loadConfig(); }
public SlideShowState(Queue<Texture2D> s, Boolean skip, int duration) { this.slides = s; this.skippable = skip; this.timePerSlide = duration; if(duration > 0) { Timer slideTimer = new Timer(timePerSlide); slideTimer.Elapsed += OnTimedEvent; } config = Utils.loadConfig(); }
/// <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); //Load content. //Push initial loading screen state onto game state stack. SlideShowState loadSeq = new SlideShowState(new Queue<Texture2D>(), false, -1); loadSeq.addSlide(this.Content.Load<Texture2D>("Screens/other")); stateManager.push(loadSeq); config = Utils.loadConfig(); this.IsFixedTimeStep = true; this.graphics.SynchronizeWithVerticalRetrace = true; this.TargetElapsedTime = new System.TimeSpan(0, 0, 0, 0, 1000 / config.fps); switch (config.resolutionLevel) { case 1: graphics.PreferredBackBufferWidth = 1600; // set this value to the desired width of your window graphics.PreferredBackBufferHeight = 1200; // set this value to the desired height of your window break; case 2: graphics.PreferredBackBufferWidth = 1024; // set this value to the desired width of your window graphics.PreferredBackBufferHeight = 768; // set this value to the desired height of your window break; default: graphics.PreferredBackBufferWidth = 800; // set this value to the desired width of your window graphics.PreferredBackBufferHeight = 600; // set this value to the desired height of your window break; } graphics.ApplyChanges(); this.Window.Position = new Point((System.Windows.Forms.Screen.PrimaryScreen.Bounds.Width - graphics.PreferredBackBufferWidth) / 2, 0); font = Content.Load<SpriteFont>("Fonts/Orator"); //After loading content, push Title Screen State. //stateManager.pop(); //stateManager.push(new TitleState()); }