public override void Draw(MenuScreen screen, Microsoft.Xna.Framework.Vector2 position, bool isSelected, Microsoft.Xna.Framework.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 = globalScale + 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 = screen.ScreenManager;
            SpriteBatch spriteBatch = screenManager.SpriteBatch;
            SpriteFont font = screenManager.Font;
            Vector2 fontSize =font.MeasureString(Text);
            Offset = new Vector2(fontSize.X, font.LineSpacing / 2);

            spriteBatch.DrawString(font, Text, position, color, 0,
                                   Offset, scale, SpriteEffects.None, 0);

            Frame = new Rectangle((int)(position.X - (Offset.X * globalScale)),(int)position.Y,
                                  (int)(fontSize.X * globalScale),(int)(fontSize.Y * globalScale));

            slider.DrawMe(new Rectangle((int)(position.X),(int)position.Y,150,10));
        }
 public override int GetHeight(MenuScreen screen)
 {
     return base.GetHeight (screen);
 }
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        /// <summary>
        /// Updates the menu entry.
        /// </summary>
        public virtual void Update(MenuScreen screen, bool isSelected,
            GameTime gameTime)
        {
            // When the menu selection changes, entries gradually fade between
            // their selected and deselected appearance, rather than instantly
            // popping to the new state.
            float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;

            if (isSelected)
                selectionFade = Math.Min(selectionFade + fadeSpeed, 1);
            else
                selectionFade = Math.Max(selectionFade - fadeSpeed, 0);
        }
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 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return  (int)(screen.ScreenManager.Font.LineSpacing * globalScale);
 }