private void UpdateFade(GameTime gameTime) { fadeTimePassed += (float)gameTime.ElapsedGameTime.TotalSeconds; if (fadeTimePassed >= fadeTimeTotal) { fading = false; if (Engine.NextState != null) { //if (NextState == States[(int)StateType.Title]) //ResetGame (); // Go to the next level if (Engine.NextLevelIndex != Engine.Project.levelIndex) Engine.Project.levelIndex = Engine.NextLevelIndex; Engine.NextState.Activate(); Engine.Project.CurrentState = Engine.NextState; Engine.NextState = null; Fade (0, 255, 0.75f); //EngineRef.music.PlayMusic ("Song1"); //EngineRef.music.FadeIn (1.5f); } if (fadeAction != null) fadeAction(); // Super hack if (displayTeam) { fading = true; } } }
public void SetState(string name) { this.CurrentState = states[name]; this.CurrentState.Activate(); }
protected override void LoadContent() { Engine.Batch = spriteBatch = new SpriteBatch(GraphicsDevice); levels = new BaseLevel[] { new LevelIntro(), new LevelOne(), new LevelTwo(), new LevelThree(), new LevelOutro(), }; levelIndex = 0; states = new Dictionary<string, BaseState> { {"MenuState", new MenuState()}, {"GameState", new GameState()} }; foreach (BaseState state in states.Values) state.Load(); team = Content.Load<Texture2D> ("Team"); teamLocation = new Vector2((ScreenWidth / 2) - (team.Width / 2), (ScreenHeight/ 2) - (team.Height / 2)); black = new Texture2D (graphics.GraphicsDevice, 1, 1); black.SetData (new [] { Color.Black}); BlankTexture = new Texture2D (graphics.GraphicsDevice, 1, 1); BlankTexture.SetData (new [] { Color.White});; this.CurrentState = states["MenuState"]; this.CurrentState.Activate(); Fade (0f, 255f, 0.50f); }
public void NextLevel() { NextLevelIndex = levelIndex + 1; NextState = states["GameState"]; Fade (255, 0, 0.75f); //music.FadeOut (0.75f); }