/// <summary> /// Draws the menu entry. This can be overridden to customize the appearance. /// </summary> public virtual void Draw(MenuScreen 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 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); }
/// <summary> /// Draws the menu entry. This can be overridden to customize the appearance. /// </summary> public virtual void Draw(MenuScreen screen, GameTime gameTime) { // Draw the selected entry in yellow, otherwise white. Color color = 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 screenManager = screen.ScreenManager; SpriteBatch spriteBatch = screenManager.SpriteBatch; SpriteFont font = screenManager.SpriteFonts.MenuSpriteFont; var origin = new Vector2(0, font.LineSpacing / 2f); spriteBatch.DrawString(font, _text, _position, color, 0, origin, scale, SpriteEffects.None, 0); }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenManager.ScreenManager screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0.5); // If this is going to be a slow load operation, create a background // thread that will update the network session and draw the load screen // animation while the load is taking place. if (loadingIsSlow) { backgroundThread = new Thread(BackgroundWorkerThread); backgroundThreadExit = new ManualResetEvent(false); graphicsDevice = screenManager.GraphicsDevice; // Look up some services that will be used by the background thread. IServiceProvider services = screenManager.Game.Services; messageDisplay = (IMessageDisplay)services.GetService( typeof(IMessageDisplay)); } }
/// <summary> /// Draws the menu entry. This can be overridden to customize the appearance. /// </summary> public virtual void Draw(MenuScreen screen, Vector2 position, bool isSelected, GameTime gameTime) { // Draw the selected entry in Gold, otherwise White. Color color = isSelected ? Color.Gold : 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 = new Color(color.R, color.G, color.B, screen.TransitionAlpha); // Draw text, centered on the middle of each line. ScreenManager.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); }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenManager.ScreenManager screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
/// <summary> /// </summary> /// <param name = "screenManager"></param> public FrameRateCounter(ScreenManager.ScreenManager screenManager) : base(screenManager.Game) { _screenManager = screenManager; _format = new NumberFormatInfo { NumberDecimalSeparator = "." }; _position = new Vector2(30, 25); }
public Goblin(ScreenManager.ScreenManager screenManager) : this(null, 1, "goblin-1") { this.screenManagerController = screenManager; izq = false; this.Velocidad = 2; attackDelayTutorial = 0f; attackDelayMaxTutorial = 500f; }
public GravitySensorManager(World world, DebugViewXNA debugViewXNA, ContentManager content, GraphicsDeviceManager graphics, ScreenManager.ScreenManager screenManager) { this.mWorld = world; this.mDebugViewXNA = debugViewXNA; this.mContentManager = content; this.mGraphicsManager = graphics; this.mScreenManager = screenManager; this.mEffectCollection.Add("one", this.mContentManager.Load<ParticleEffect>(@"Effects\portalOne")); this.mEffectCollection.Add("two", this.mContentManager.Load<ParticleEffect>(@"Effects\portalPurple")); }
public BlackJackGame() { graphics = new GraphicsDeviceManager(this); screenManager = new ScreenManager.ScreenManager(this); Content.RootDirectory = "Content"; screenManager.AddScreen(new Screens.BackGround(), null); screenManager.AddScreen(new Screens.MainMenuScreen(), null); //falta Components.Add(screenManager); #if WINDOWS || MACOS || LINUX IsMouseVisible = true; #endif _21BlackJack.Misc.AudioManager.Initialize(this); }
/// <summary> /// Activates the loading screen. /// </summary> public static void Load(ScreenManager.ScreenManager screenManager, bool loadingIsSlow, PlayerIndex?controllingPlayer, params GameScreen[] screensToLoad) { // Tell all the current screens to transition off. foreach (GameScreen screen in screenManager.GetScreens()) { screen.ExitScreen(); } // Create and activate the loading screen. var loadingScreen = new LoadingScreen(loadingIsSlow, screensToLoad); screenManager.AddScreen(loadingScreen, controllingPlayer); }
public Player(World world, DebugViewXNA debugViewXNA, ContentManager content, GraphicsDeviceManager graphics, ScreenManager.ScreenManager screenManager, PlayerIndex playerIndex, Vector2 position) { this.mWorld = world; this.mDebugViewXNA = debugViewXNA; this.mContent = content; this.mGraphics = graphics; this.mScreenManager = screenManager; this.mPlayerIndex = playerIndex; this.mPaddlePosition = position; }
/// <summary> /// Activates the loading screen. /// </summary> public static void Load(ScreenManager.ScreenManager screenManager, EventHandler <EventArgs> loadNextScreen, bool loadingIsSlow) { // Tell all the current screens to transition off. foreach (GameScreen screen in screenManager.GetScreens()) { screen.ExitScreen(); } // Create and activate the loading screen. LoadingScreen loadingScreen = new LoadingScreen(); loadingScreen.loadingIsSlow = loadingIsSlow; loadingScreen.loadNextScreen = loadNextScreen; screenManager.AddScreen(loadingScreen); }
public PongGame() { mGraphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; mGraphics.PreferredBackBufferWidth = 1280; //1280×720 mGraphics.PreferredBackBufferHeight = 720; Services.AddService(typeof(GraphicsDeviceManager), mGraphics); Services.AddService(typeof(ContentManager), Content); // Create the screen manager component. mScreenManager = new ScreenManager.ScreenManager(this); Components.Add(mScreenManager); // Activate the first screens. mScreenManager.AddScreen(new BackgroundScreen(), null); mScreenManager.AddScreen(new MainMenuScreen(), null); }
public Pinchos(ScreenManager.ScreenManager screenManager) : this(null, "pinchos-1") { this.screenManagerController = screenManager; }
public Sonido(ScreenManager.ScreenManager ScreenManager) { ScreenManagerController = ScreenManager; Creado = true; }