/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // if (Keyboard.GetState().IsKeyDown(Keys.Z)) // this.TargetElapsedTime = TimeSpan.FromSeconds(0.3f); // else // this.TargetElapsedTime = TimeSpan.FromSeconds(0.016f); // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { if (!escapePressed) { escapePressed = true; currentScreen = currentScreen == null ? null : currentScreen.Exit(); } } else { escapePressed = false; } currentScreen = currentScreen == null ? null : currentScreen.Update(gameTime); if (currentScreen == null) { this.Exit(); } base.Update(gameTime); }
public void ShowGameOver(Screens.GameScreen currentScreen) { this.GameOverInstance.Visible = true; //this.GameOverInstance.CurrentVisualsAlphaState = GameOverRuntime.VisualsAlpha.Transparent; this.GameOverInstance.PopupAppearAnimation.Play(); this.GameOverInstance.PopupAppearAnimation.EndReached += () => { GameOverInstance.FadeToBlackAnimation.PlayAfter(3); GameOverInstance.FadeToBlackAnimation.EndReached += () => { currentScreen.RestartScreen(false); }; }; }
/// <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); fnt_basicFont = Content.Load <SpriteFont>("fonts/basicFont"); tex_box = Content.Load <Texture2D>("textures/box"); tex_bullet = Content.Load <Texture2D>("textures/weapons/boolit"); tex_gun = Content.Load <Texture2D>("textures/weapons/temp gun"); tex_head = Content.Load <Texture2D>("textures/stick figure/head"); tex_limb = Content.Load <Texture2D>("textures/stick figure/limb"); tex_torso = Content.Load <Texture2D>("textures/stick figure/torso"); currentScreen = new Screens.MainMenu(); }
/// <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); fnt_basicFont = Content.Load<SpriteFont>("fonts/basicFont"); tex_box = Content.Load<Texture2D>("textures/box"); tex_bullet = Content.Load<Texture2D>("textures/weapons/boolit"); tex_gun = Content.Load<Texture2D>("textures/weapons/temp gun"); tex_head = Content.Load<Texture2D>("textures/stick figure/head"); tex_limb = Content.Load<Texture2D>("textures/stick figure/limb"); tex_torso = Content.Load<Texture2D>("textures/stick figure/torso"); currentScreen = new Screens.MainMenu(); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // if (Keyboard.GetState().IsKeyDown(Keys.Z)) // this.TargetElapsedTime = TimeSpan.FromSeconds(0.3f); // else // this.TargetElapsedTime = TimeSpan.FromSeconds(0.016f); // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { if (!escapePressed) { escapePressed = true; currentScreen = currentScreen == null ? null : currentScreen.Exit(); } } else escapePressed = false; currentScreen = currentScreen == null ? null : currentScreen.Update(gameTime); if (currentScreen == null) this.Exit(); base.Update(gameTime); }
public TutorialScript(Screens.GameScreen screen) { _gameScreen = screen; ExecutionMode = ExecutionModes.Linear; }