//public override void Transition() //{ // // update SpriteBatchMan() // SpriteBatchMan.SetActive(this.poSpriteBatchMan); //} public override void Entering() { // update SpriteBatchMan() SpriteBatchMan.SetActive(this.poSpriteBatchMan); GameObjectMan.SetActive(this.poGameObjectMan); TimerMan.SetActive(this.poTimerMan); ShipMan.SetActive(this.poShipMan); DelayedObjectMan.SetActive(this.poDelayedObjectMan); // Update timer since last pause float t0 = GlobalTimer.GetTime(); float t1 = this.TimeAtPause; float delta = t0 - t1; TimerMan.PauseUpdate(delta); }
//----------------------------------------------------------------------------- // Game::Update() // Called once per frame, update data, tranformations, etc // Use this function to control process order // Input, AI, Physics, Animation, and Graphics //----------------------------------------------------------------------------- public override void Update() { // Add your update below this line: ---------------------------- // stuff called every update no matter the scene here... // example: like audio update GlobalTimer.Update(this.GetTime()); // Hack to proof of concept... if (Azul.Input.GetKeyState(Azul.AZUL_KEY.KEY_0) == true) { pSceneContext.SetState(SceneContext.Scene.Demo); } if (Azul.Input.GetKeyState(Azul.AZUL_KEY.KEY_3) == true) { pSceneContext.SetState(SceneContext.Scene.Select); } if (Azul.Input.GetKeyState(Azul.AZUL_KEY.KEY_1) == true) { pSceneContext.SetState(SceneContext.Scene.Play); Score.SetCurrentPlayer(1); } if (Azul.Input.GetKeyState(Azul.AZUL_KEY.KEY_2) == true) { pSceneContext.SetState(SceneContext.Scene.Play); Score.SetCurrentPlayer(2); } if (Azul.Input.GetKeyState(Azul.AZUL_KEY.KEY_4) == true) { pSceneContext.SetState(SceneContext.Scene.GameOver); } // Update the scene (pSceneContext.GetState()).Update(this.GetTime()); }
public override void Entering() { // Make sure all of the game settings are inline Lives.ResetLives(); Score.ResetPlayerScores(); Level.Reset(); // update SpriteNodeBatchManager.SetActive(this.poSpriteNodeBatchMan); GameObjectManager.SetActive(this.poGameObjectManager); InputManager.SetActive(this.poInputManager); // Update timer since last pause float t0 = GlobalTimer.GetTime(); float t1 = this.TimeAtPause; float delta = t0 - t1; TimerManager.PauseUpdate(delta); }
public static float GetTime() { GlobalTimer pTimer = GlobalTimer.privGetInstance(); return(pTimer.mCurrTime); }
//---------------------------------------------------------------------- // Static Methods //---------------------------------------------------------------------- public static void Update(float time) { GlobalTimer pTimer = GlobalTimer.privGetInstance(); pTimer.mCurrTime = time; }
public override void Leaving() { // Need a better way to do this this.TimeAtPause = GlobalTimer.GetTime(); }
//----------------------------------------------------------------------------- // Game::Update() // Called once per frame, update data, tranformations, etc // Use this function to control process order // Input, AI, Physics, Animation, and Graphics //----------------------------------------------------------------------------- public override void Update() { GlobalTimer.Update(this.GetTime()); SceneContext.GetState().Update(this.GetTime()); }