Exemple #1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            debugFont = Content.Load <SpriteFont>("Fonts/debug");

            // Launch the first screen.
            currentScreen = new ScreenElements.SettingsScreen(this, null);
            currentScreen = new ScreenElements.WorldViewScreen(this, null);
        }
        /// <summary>
        /// Constructor with default state setup
        /// </summary>
        public InteractiveScreenElement(ScreenElement previousScreenElement,
                                        GraphicsDevice graphicsDevice, PlayerIndex playerIndex = PlayerIndex.One) :
            base(previousScreenElement, graphicsDevice)
        {
            activePlayer = playerIndex;
            inputState   = new InputState();
            //kbDispatcher = new KeyboardDispatcher(window);
            console = new GUI.ConsoleManager();

            // Set default last states for first frame
            inputState.lastKeyboardState = Keyboard.GetState();
            inputState.lastMouseState    = Mouse.GetState();
            inputState.lastGamePadState  = GamePad.GetState(activePlayer);
        }
        /// <summary>
        /// Creates the ScreenElement
        /// </summary>
        public DrawableScreenElement(ScreenElement previousScreenElement, GraphicsDevice graphicsDevice) :
            base(previousScreenElement)
        {
            // Add graphics systems
            this.graphicsDevice = graphicsDevice;
            this.viewport = graphicsDevice.Viewport;

            // Create a SpriteBatch and ModelBatch
            spriteBatch = new SpriteBatch(graphicsDevice);
            modelBatch = new ModelBatch(graphicsDevice);

            // Create resource managers
            voxelContent = new VoxelMeshManager(graphicsDevice);

            // Handle device reset
            graphicsDevice.DeviceReset += OnDeviceReset;
        }
Exemple #4
0
        /// <summary>
        /// All screens must check and update their transition state.
        /// </summary>
        private ScreenElement UpdateState(TimeSpan frameStepTime)
        {
            // Should only happen upon the first frame.
            if (screenStatus == ScreenStatus.Waiting)
            {
                screenStatus = ScreenStatus.TransitionOn;
            }

            if (screenStatus == ScreenStatus.TransitionOn)
            {
                // The screen should transition on and become active.
                if (transition.Updating(frameStepTime, transition.onTime, -1))
                {
                    // Still busy transitioning.
                    screenStatus = ScreenStatus.TransitionOn;
                }
                else
                {
                    // Transition finished.
                    screenStatus = ScreenStatus.Active;
                }
            }

            if (screenStatus == ScreenStatus.TransitionOff)
            {
                // Exiting screens should transition off.
                if (!transition.Updating(frameStepTime, transition.offTime, 1))
                {
                    // When the transition finishes, unload and return to the previous screen
                    UnloadContent();
                    return(previous);
                }
            }

            // If a next screen is loaded, unload this screen and return it
            if (nextScreen != null)
            {
                ScreenElement screen = nextScreen;
                nextScreen = null;
                return(screen);
            }

            return(this);
        }
Exemple #5
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            // Start drawing the ScreenElements
            base.Draw(gameTime);

            // Draw the current screen
            currentScreen.Draw(gameTime.ElapsedGameTime);

            SpriteBatch.Begin();
            debugString.Append("Elapsed update time: ").Concat(stopWatch.ElapsedMilliseconds, 0);
            SpriteBatch.DrawString(debugFont, debugString,
                                   new Vector2(GraphicsDevice.Viewport.Width - 160f, 0), Color.White);
            debugString.Clear();
            SpriteBatch.End();

            // Swap screen for the next frame
            if (nextScreen != currentScreen)
            {
                currentScreen = nextScreen;
            }

            stopWatch.Stop();
        }
Exemple #6
0
 /// <summary>
 /// Constructor with default transition
 /// </summary>
 public ScreenElement(ScreenElement previousScreenElement)
 {
     previous   = previousScreenElement;
     transition = new ScreenTransition(TimeSpan.Zero);
     children   = new List <ScreenElement>();
 }