Exemple #1
0
        /// <summary>
        /// Construct a state, giving it its scale, UI colors, and background colors.
        /// </summary>
        /// <param name="_draw">The color to draw the UI.</param>
        /// <param name="_bg">The color to draw the background.</param>
        /// <param name="_scale">The scale to draw the items in this state.</param>
        public State(StateType type, Color _draw, Color _bg, float _scale = 1.0f)
        {
            this.stateInfo = StateInfo.GetStateInfo(type);
            this.colorset  = new ColorSet(_draw, null, null, null, _bg);
            this.entities  = new List <Entity>();
            this.buttons   = new List <Button>();
            this.scheme    = new ControlScheme();
            this._debug    = false;

            SetScale(_scale);
            BindKeys();
        }
Exemple #2
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        /// <summary>
        /// Construct a state, giving it its scale, UI colors, and background colors.
        /// </summary>
        /// <param name="set">The colors to to use for this state.</param>
        /// <param name="_scale">The scale to draw the items in this state.</param>
        public State(StateType type, ColorSet set, float _scale = 1.0f)
        {
            this.stateInfo = StateInfo.GetStateInfo(type);
            this.colorset  = new ColorSet();
            this.colorset.AssignColors(set, ColorType.Draw, ColorType.Other); // Only get these colors from the pre-existing colorset.
            this.entities = new List <Entity>();
            this.buttons  = new List <Button>();
            this.scheme   = new ControlScheme();
            this._debug   = false;

            SetScale(_scale);
            BindKeys();
        }
Exemple #3
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        /// <summary>
        /// Using a control scheme and a command, this checks to see if any of the given keys associated with the command has just been released.
        /// </summary>
        /// <param name="schema">Schema to get information from.</param>
        /// <param name="command">Command to get key association for.</param>
        /// <returns>Returns true if any key has just been released.</returns>
        public static bool IsKeyReleased(ControlScheme schema, Commands command)
        {
            List <Keys> keys;

            if (schema.GetCommandKeys(command, out keys))
            {
                foreach (Keys key in keys)
                {
                    if (IsKeyReleased(key))
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
Exemple #4
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        /// <summary>
        /// Initialization method. The GraphicsDeviceManager is private in the main game object, so this is passed in through the initialization method.
        /// </summary>
        /// <param name="_main">The main instance of the game.</param>
        /// <param name="_graphics">The current instance of the GraphicsDeviceManager for the game.</param>
        public static void Initialize(Game1 _main, GraphicsDeviceManager _graphics)
        {
            Main     = _main;
            Graphics = _graphics;
            Content  = _main.Content;
            UpdateScreen(800, 600);

            fonts    = new Dictionary <FontIDs, SpriteFont>();
            textures = new Dictionary <TextureIDs, Texture2D>();

            StateManager.Initialize();
            InputManager.Initialize();

            keyListener = new ControlScheme();
            scale       = 1.0f;

            _initialized = true;
        }