/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0); TransitionOffTime = TimeSpan.FromSeconds(0); }
public TextOnBlackScreen(string title, string text, GameScreen[] nextScreens, bool playAlternateMusic = false, int maxTime = 3000, int titleOffset = 0, bool handleInput = true) { _title = title; _text = text; _nextScreens = nextScreens; playMusic = playAlternateMusic; this.maxTime = maxTime; this.titleOffset = titleOffset; this.handleInput = handleInput; TransitionOnTime = TimeSpan.FromSeconds(3); TransitionOffTime = TimeSpan.FromSeconds(3); }
/// <summary> /// Draws the menu entry. This can be overridden to customize the appearance. /// </summary> public virtual void Draw(GameScreen 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 = 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> /// Queries how wide the entry is, used for centering on the screen. /// </summary> public virtual int GetWidth(GameScreen screen) { return (int)screen.ScreenManager.Font.MeasureString(Text).X; }
/// <summary> /// Queries how much space this menu entry requires. /// </summary> public virtual int GetHeight(GameScreen screen) { return screen.ScreenManager.Font.LineSpacing; }