Esempio n. 1
0
 protected void HandleGameStateChanges()
 {
     if (gameState == GameState.Menu && uis[currentUInb].IssuedCommand("startGame"))
     {
         gameState = GameState.TransitionM;
     }
     if (gameState == GameState.Tutorial && uis[currentUInb].IssuedCommand("startGame"))
     {
         gameState = GameState.TransitionT;
         easeIn.Reset();
     }
     else if (gameState == GameState.Menu && uis[currentUInb].IssuedCommand("quit"))
     {
         Exit();
     }
     else if (inven.PlayerDead() && gameState == GameState.Game)
     {
         gameState          = GameState.Dead;
         currentUInb        = 3;
         player.isDestroyed = true;
         score = inven.GetScore();
     }
     else if (gameState == GameState.Game && ipp.JustPressed("p"))
     {
         gameState   = GameState.Pause;
         currentUInb = 2;
     }
     else if (gameState == GameState.Pause && ipp.JustPressed("p"))
     {
         gameState   = GameState.Game;
         currentUInb = 1;
     }
     else if (gameState == GameState.Pause && uis[currentUInb].IssuedCommand("returnToMenu"))
     {
         gameState = GameState.TransitionP;
         SoundManager.PlaySong("menusong");
         goingToMenu = true;
     }
     else if (gameState == GameState.Pause && uis[currentUInb].IssuedCommand("retry"))
     {
         gameState   = GameState.TransitionP;
         goingToMenu = false;
         ParticleSystem.Flush();
     }
     else if (gameState == GameState.Dead && uis[currentUInb].IssuedCommand("returnToMenu"))
     {
         gameState = GameState.TransitionD;
         SoundManager.PlaySong("menusong");
         goingToMenu = true;
     }
     else if (gameState == GameState.Dead && uis[currentUInb].IssuedCommand("retry"))
     {
         gameState   = GameState.TransitionD;
         goingToMenu = false;
         ParticleSystem.Flush();
     }
 }
Esempio n. 2
0
 void UpdateTS(float es)
 {
     if (ipp.JustPressed("right"))
     {
         turretIndex++;
         if (turretIndex > availableTurrets.Count - 1)
         {
             turretIndex = 0;
         }
     }
     if (ipp.JustPressed("left"))
     {
         turretIndex--;
         if (turretIndex < 0)
         {
             turretIndex = availableTurrets.Count - 1;
         }
     }
 }