public SettingsMenu(Weather weather, ScreenManager screenManager) { this.weather = weather; this.screenManager = screenManager; btnBack = new Button("Buttons", new Vector2(600, 400), new Rectangle(0, 120 * 6, 250, 120), false, false); btnChangeWeather = new Button("Buttons", new Vector2(200, 200), new Rectangle(250, 120 * 1, 250, 120), false, false); btnChangePlayer = new Button("Buttons", new Vector2(200, 400), new Rectangle(250, 120 * 0, 250, 120), false, false); LoadContent(); }
public WeatherMenu(ScreenManager screenManager, Weather weather) { this.screenManager = screenManager; this.weather = weather; btnBack = new Button("Buttons", new Vector2(600, 400), new Rectangle(0, 120 * 6, 250, 120), false, false); btnSunny = new Button("Buttons", new Vector2(200, 100), new Rectangle(250, 120 * 2, 250, 120), false, false); btnCloudy = new Button("Buttons", new Vector2(500, 100), new Rectangle(250, 120 * 3, 250, 120), false, false); btnRainy = new Button("Buttons", new Vector2(200, 300), new Rectangle(250, 120 * 4, 250, 120), false, false); }
public void Update(GameTime gameTime, ScreenManager screenManager) { this.screenManager = screenManager; Input.Update(); btnBack.Update((float)gameTime.ElapsedGameTime.TotalSeconds); btnChangeWeather.Update((float)gameTime.ElapsedGameTime.TotalSeconds); btnChangePlayer.Update((float)gameTime.ElapsedGameTime.TotalSeconds); Controls(); }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void Update(GameTime gameTime, ScreenManager screenManager) { this.screenManager = screenManager; Input.Update(); btnBack.Update((float)gameTime.ElapsedGameTime.TotalSeconds); btnResume.Update((float)gameTime.ElapsedGameTime.TotalSeconds); Controls(); base.Update(gameTime); }
public DeadScreen(ScreenManager screenManager) { this.screenManager = screenManager; btnSendScore = new Button("Buttons", new Vector2(200, 400), new Rectangle(0, 120 * 12, 250, 120), false, false); btnRestart = new Button("Buttons", new Vector2(600, 400), new Rectangle(0, 120 * 10, 250, 120), false, false); btnChangePlayer = new Button("Buttons", new Vector2(200, 280), new Rectangle(250, 120 * 0, 250, 120), false, false); btnExit = new Button("Buttons", new Vector2(600, 280), new Rectangle(0, 120 * 7, 250, 120), false, false); this.fontColor = Color.White; transparentBackground = new Sprite("pixel"); transparentBackground.Source = new Rectangle(0, 0, Stuff.Resolution.X, Stuff.Resolution.Y); transparentBackground.iColor.SetColor(0, 0, 0, 100); transparentBackground.Origin = Vector2.Zero; LoadContent(); }
public void Update(GameTime gameTime, ScreenManager screenManager) { DrawRect = new Rectangle((int)player.Position.X - graphics.PreferredBackBufferWidth - 250, (int)player.Position.Y - (graphics.PreferredBackBufferHeight) - 250, (graphics.PreferredBackBufferWidth *2) + 500, (graphics.PreferredBackBufferHeight * 2) + 500); WorldGen.Update(DrawRect, player.Position, ref player.coin); elaps = (float)gameTime.ElapsedGameTime.TotalSeconds; totaltPlayTime += elaps; Input.Update(); onScreenMessages.Update(elaps); int c = characters.Count; for (int i = 0; i < c; i++) { characters[i].Update(elaps); } if (player.Position.X > 2000) bird.Update(player, elaps); player.Update(elaps, yaccel, screenManager); //playerOnGround = player.IsOnGround; }
public void Update(float elaps, float yaccel, ScreenManager screenManager) { ph.Update(elaps); if (!adjustPlayer) { position = WorldGen.StartPos; adjustPlayer = true; } collisionRect = new Rectangle( (int)position.X - (int)(sprite.Origin.X * sprite.Scale), (int)position.Y - (int)(sprite.Origin.Y * sprite.Scale), (int)(sprite.Texture.Width * sprite.Scale), (int)(sprite.Texture.Height * sprite.Scale)); this.screenManager = screenManager; btnRight.Update(elaps); btnLeft.Update(elaps); btnJump.Update(elaps); btnPause.Update(elaps); btnDebug.Update(elaps); Point matrixPos = WorldGen.GetMatrixPos(new Vector2(position.X, position.Y)); if (life == 0) { screenManager.playerDead(); } else { Controls(matrixPos, elaps); } ay = yaccel; base.Update(elaps); //AdjustSpriteY(); Camera2d.Position = position + (Stuff.AngleToVector(sprite.Rotation + (float)Math.PI) * 30); }
public void Update(GameTime gameTime, ScreenManager screenManager) { float elaps = (float)gameTime.ElapsedGameTime.TotalSeconds; this.screenManager = screenManager; Input.Update(); int c = buttons.Count; for (int i = 0; i < c; i++) { buttons[i].Update(elaps); } Controls(); menuEgg.Update(elaps); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); screenManager = new ScreenManager(Content, graphics); }