/// <summary> /// Handles open menu /// </summary> /// <param name="gameTime"></param> private void PopUpRunUpdate(GameTime gameTime) { pauseScreen.Update(gameTime); if ((buttonPressUtility.isPressed(Game1.confirmString) && !KeyboardMouseUtility.AnyButtonsPressed()) || (buttonPressUtility.isMousePressed(Mouse.GetState().LeftButton))) { switch (currentPauseChoice) { case 0: SceneUtility.ChangeScene((int)Game1.Screens.Options); break; case 1: SceneUtility.ChangeScene((int)Game1.Screens.ExitGame); break; } } if (buttonPressUtility.isPressed(Game1.openMenuString) && !KeyboardMouseUtility.AnyButtonsPressed() && bShowPopUp) { bShowPopUp = false; } }
private void SceneSelect(Game1 game) { switch (currentChoice) { case 1: nextChoice = (int)(Game1.Screens.MainGameStart); break; case 2: nextChoice = (int)(Game1.Screens.MainGameContinue); break; case 3: nextChoice = (int)(Game1.Screens.Options); break; case 4: nextChoice = (int)(Game1.Screens.ExitGame); break; } SceneUtility.ChangeScene(nextChoice); }
public override void Update(Microsoft.Xna.Framework.GameTime gameTime, Game1 game) { base.Update(gameTime, game); SceneUtility.ChangeScene((int)(Game1.Screens.OWGame)); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { gameRef = this; if (bExited) { Exit(); } if (bIsDebug && TestEnvironment.bDoTest && false) { TestEnvironment.Test(); } if (Keyboard.GetState().IsKeyDown(Keys.M) && !KeyboardMouseUtility.AnyButtonsPressed()) { ToggleMouse(); } //Console.WriteLine("Hello from Update"); if (Keyboard.GetState().IsKeyDown(Keys.End) && !KeyboardMouseUtility.AnyButtonsPressed()) { Console.WriteLine(Steamworks.SteamAPI.InitSafe()); } SceneUtility.UpdateTransform(); SceneUtility.Update(gameTime); SceneUtility.scenes = scenes; ResolutionUtility.bMouseIsVisible = this.IsMouseVisible; ResolutionUtility.mousePos.X = Mouse.GetState().X; ResolutionUtility.mousePos.Y = Mouse.GetState().Y; ResolutionUtility.KeyHandler(graphics, gameTime); //MouseMustStayWithinGame(); buttonPressUtility.Update(gameTime); if (ResolutionUtility.stdScale != new Vector2(1)) { this.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; } bIsActive = this.IsActive; //if (!bRunEditMode) //{ // MusicBGPlayer.Update(gameTime); //} //CursorUtility.update(gameTime); if (!bRunEditMode && !StartScreen.bIsRunning) { scenes[SceneUtility.currentScene].Update(gameTime, this); } else if (StartScreen.bIsRunning) { startScreen.Update(gameTime); } //else //{ // ScripTestingScene.Update(gameTime, this); //} if (SceneUtility.currentScene != (int)Screens.Editor) { buttonPressUtility.bPressed = true; Console.Out.WriteLine("You called the editor!"); (scenes[(int)Screens.Editor] as Editor).preScreen = SceneUtility.prevScene; SceneUtility.ChangeScene((int)Screens.Editor); // SceneUtility.prevScene = SceneUtility.currentScene; // SceneUtility.currentScene = (int)Screens.Editor; (scenes[(int)Screens.Editor] as Editor).scenes = scenes; (scenes[(int)Screens.Editor] as Editor).Start(this); } KeyboardMouseUtility.Update(this); //if (!bRunEditMode) //{ // if (SceneUtility.prevScene != SceneUtility.currentScene) // { // if (!scenes[SceneUtility.currentScene].bIsInitialized) // { // Console.Out.WriteLine("Called for: " + scenes[SceneUtility.currentScene]); // scenes[SceneUtility.currentScene].Initialize(this); // } // else // { // scenes[SceneUtility.currentScene].Reload(); // } // } // if (SceneUtility.currentScene == (int)(Game1.Screens.ExitGame)) // { // foreach (Scene scene in scenes) // { // scene.UnloadContent(this); // } // Exit(); // } // if (buttonPressUtility.isPressedSub(EditorString) && !buttonPressUtility.bPressed && SceneUtility.currentScene != (int)Screens.Editor) // { // buttonPressUtility.bPressed = true; // Console.Out.WriteLine("You called the editor!"); // (scenes[(int)Screens.Editor] as Editor).preScreen = SceneUtility.prevScene; // SceneUtility.ChangeScene((int)Screens.Editor); // // SceneUtility.prevScene = SceneUtility.currentScene; // // SceneUtility.currentScene = (int)Screens.Editor; // (scenes[(int)Screens.Editor] as Editor).scenes = scenes; // (scenes[(int)Screens.Editor] as Editor).Start(this); // } // else if (buttonPressUtility.isPressedSub(EditorString) && !buttonPressUtility.bPressed && SceneUtility.currentScene == (int)Screens.Editor) // { // buttonPressUtility.bPressed = true; // Console.Out.WriteLine("You left the editor!"); // //TODO set the actual prevscreen before entering the editor // SceneUtility.currentScene = SceneUtility.prevScene; // SceneUtility.prevScene = (scenes[(int)Screens.Editor] as Editor).preScreen; // (scenes[(int)Screens.Editor] as Editor).ResetBackToGame(this); // } //} base.Update(gameTime); }
private void HandleSelection() { SceneUtility.ChangeScene((int)(Game1.Screens.BGame)); }