AddScreen() public method

Adds a new screen to the screen manager.
public AddScreen ( GameScreen screen ) : void
screen GameScreen
return void
Esempio n. 1
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            instance = this;

            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);

            //graphics.PreferredBackBufferWidth = 853;
            //graphics.PreferredBackBufferHeight = 480;

            graphics.PreferredBackBufferWidth = 640;
            graphics.PreferredBackBufferHeight = 480;
            //graphics.IsFullScreen = true;

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            contentManager = new ContentManager(screenManager.Game.Services, "Content");

            SoundManager.contentManager = content;
            SoundManager.LoadContent();

            Components.Add(screenManager);

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
        }
Esempio n. 2
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		public CatapultGame ()
		{
			graphics = new GraphicsDeviceManager (this);
			//graphics.SynchronizeWithVerticalRetrace = false;
			Content.RootDirectory = "Content";

			// Frame rate is 30 fps by default for Windows Phone.
			TargetElapsedTime = TimeSpan.FromTicks (333333);

			//Create a new instance of the Screen Manager
			screenManager = new ScreenManager (this);
			
			Components.Add (screenManager);

			Components.Add (new MessageDisplayComponent (this));
			Components.Add (new GamerServicesComponent (this));
			
			//Add two new screens
			screenManager.AddScreen (new BackgroundScreen (), null);
			screenManager.AddScreen (new MainMenuScreen (), null);

			// Listen for invite notification events.
			NetworkSession.InviteAccepted += (sender, e) => NetworkSessionComponent.InviteAccepted (screenManager, e);

			IsMouseVisible = true;
#if !WINDOWS && !XBOX && !MONOMAC && !LINUX
			//Switch to full screen for best game experience
			graphics.IsFullScreen = true;
#else
            graphics.PreferredBackBufferHeight = 480;
            graphics.PreferredBackBufferWidth = 800;
#endif
			AudioManager.Initialize (this);
		}
Esempio n. 3
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        public CatapultGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            //Create a new instance of the Screen Manager
            screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            //Switch to full screen for best game experience
            graphics.IsFullScreen = true;

            //Add two new screens
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);

            //Create Chooser and Launcher
            InitializeChooserAndLauncher();

            AudioManager.Initialize(this);
            InitializePhoneServices();
        }
        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            graphics.IsFullScreen = true;
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            // you can choose whether you want a landscape or portait
            // game by using one of the two helper functions.
            //InitializePortraitGraphics();
             InitializeLandscapeGraphics();

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            Components.Add(screenManager);

            // attempt to deserialize the screen manager from disk. if that
            // fails, we add our default screens.
            if (!screenManager.DeserializeState())
            {
                // Activate the first screens.
                screenManager.AddScreen(new MenuBackgroundScreen("mainMenubackground"), null);
                screenManager.AddScreen(new MainMenuScreen(), null);
            }
        }
Esempio n. 5
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        /// <summary>
        /// Initializes a new instance of the game.
        /// </summary>
        public BlackjackGame()
        {
            graphics = new GraphicsDeviceManager(this);
            
            Content.RootDirectory = "Content";

            screenManager = new ScreenManager(this);

            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);

            Components.Add(screenManager);

#if WINDOWS
            IsMouseVisible = true;
#elif WINDOWS_PHONE
            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);
            graphics.IsFullScreen = true;
#else
            Components.Add(new GamerServicesComponent(this));
#endif

            // Initialize sound system
            AudioManager.Initialize(this);
#if XBOX
            graphics.PreferredBackBufferHeight = graphics.GraphicsDevice.DisplayMode.Height;
            graphics.PreferredBackBufferWidth = graphics.GraphicsDevice.DisplayMode.Width; 
#elif WINDOWS
            graphics.PreferredBackBufferHeight = 480;
            graphics.PreferredBackBufferWidth = 800; 
#endif        
        }
Esempio n. 6
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            graphics.IsFullScreen = true;
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            // you can choose whether you want a landscape or portait
            // game by using one of the two helper functions.
            // This game only supports Landscape view, both left and right
            //InitializePortraitGraphics();
            InitializeLandscapeGraphics();
            graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            // Note make sure to render in correct order
            Components.Add(screenManager);

            // attempt to deserialize the screen manager from disk. if that
            // fails, we add our default screens.
            if (!screenManager.DeserializeState())
            {
                // Activate the first screens.
                screenManager.AddScreen(new BackgroundScreen(), null);
                screenManager.AddScreen(new MainMenuScreen(), null);
            }
        }
Esempio n. 7
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);

            graphics.PreferredBackBufferWidth = 1024;
            graphics.PreferredBackBufferHeight = 768;

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            Components.Add(screenManager);

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen());
            screenManager.AddScreen(new MainMenuScreen());

            m_kInfoBox = new Utils.InfoBox(this, new Vector2(Window.ClientBounds.Width, Window.ClientBounds.Height - 10));
            //Components.Add(m_kInfoBox);

            IsFixedTimeStep = true;
            graphics.SynchronizeWithVerticalRetrace = true;

            // For testing purposes, let's disable fixed time step and vsync.
            //IsFixedTimeStep = false;
            //graphics.SynchronizeWithVerticalRetrace = false;
        }
        /// <summary>
        /// Initializes a new instance of the game.
        /// </summary>
        public BlackjackGame()
        {
            graphics = new GraphicsDeviceManager(this);

            Content.RootDirectory = "Content";

            screenManager = new ScreenManager(this);

            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);

            Components.Add(screenManager);

            #if WINDOWS || MACOS || LINUX
            IsMouseVisible = true;
            #elif WINDOWS_PHONE || IOS || ANDROID
            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);
            graphics.IsFullScreen = true;
            #else
            Components.Add(new GamerServicesComponent(this));
            #endif

            // Initialize sound system
            AudioManager.Initialize(this);
        }
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            /// FIXME
            /// - You actually want to load the menu first, and the menu will instantiate
            /// GameplayScreen with an attached and loaded Scenario object.
            ScreenManager screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);

            base.Initialize();
        }
Esempio n. 10
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        protected override void LoadContent()
        {
            Managers.Content = this.Content;
            Managers.Graphics = this.graphics;
            spriteBatch = new SpriteBatch(GraphicsDevice);

            arial = Content.Load<SpriteFont>("Fonts/Arial");
            comicSans = Content.Load<SpriteFont>("Fonts/ComicSansMS");

            screenManager = new ScreenManager(this);
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
        }
Esempio n. 11
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 853;
            graphics.PreferredBackBufferHeight = 480;

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
        }
Esempio n. 12
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 853; // uncomment for non-fullscreenmode
            graphics.PreferredBackBufferHeight = 480; //uncomment for non-fullscreen mode
            graphics.IsFullScreen = true; //  uncoment this to switch to full screen mode when user testing!
            // Create the screen manager component.
            screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new SlideMenuScreen(), null);
        }
Esempio n. 13
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 public static void Load(ScreenManager screenManager, bool loadingIsSlow, params GameScreen[] screensToLoad)
 {
     foreach (GameScreen screen in screenManager.GetScreens())
         screen.ExitScreen();
     LoadingScreen loadingScreen = new LoadingScreen(screenManager, loadingIsSlow, screensToLoad);
     screenManager.AddScreen(loadingScreen);
 }
Esempio n. 14
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        public SaturnsTurn2Game()
        {
            _graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            Window.Title = "Saturn's Turn 2";

            // add screens etc
            screenManager = new ScreenManager(this);

            Components.Add(screenManager);
            //AudioManager.Initialize(this);

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
        }
Esempio n. 15
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        public SpaceSurvivalGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);

            // Create the screen factory and add it to the Services
            screenFactory = new ScreenFactory();
            Services.AddService(typeof(IScreenFactory), screenFactory);

            // Create the screen manager component.
            screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
        }
Esempio n. 16
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        /// <summary>
        /// Основной конструктор игры
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);

            graphics.PreferredBackBufferWidth = BufferWidth;
            graphics.PreferredBackBufferHeight = BufferHeight;

            // Создаётся screen manager component.
            screenManager = new ScreenManager(this);

            Components.Add(screenManager);

            // Активируются начальные экраны.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
        }
Esempio n. 17
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 1260;
            graphics.PreferredBackBufferHeight = 860;

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            Components.Add(screenManager);
            speakToMe = new Vocal(this);
            mySkeleton = new Mover(this);
            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
        }
Esempio n. 18
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 480;
            graphics.SynchronizeWithVerticalRetrace = false;

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            Components.Add(screenManager);

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
        }
Esempio n. 19
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 public towersmash()
 {
     players = new bool[maxnumplayers];
     for (int i = 0; i < maxnumplayers; i++)
     {
         players[i] = false;
     }
     Content.RootDirectory = "Content";
     graphics = new GraphicsDeviceManager(this);
     screenmanager = new ScreenManager(this);
     graphics.PreferredBackBufferWidth = (int)screen_width;
     graphics.PreferredBackBufferHeight = (int)screen_height;
     Components.Add(screenmanager);
     screenmanager.AddScreen(new BackgroundScreen(), null);
     screenmanager.AddScreen(new MainMenuScreen(), null);
     this.IsMouseVisible = true;
     characters = new playertype[4];            
 }
Esempio n. 20
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 1280;
            graphics.PreferredBackBufferHeight = 800;
            Window.AllowUserResizing = true;

            // Create the screen manager component.
            screenManager = new ScreenManager(this, graphics, Content);

            Components.Add(screenManager);

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
        }
Esempio n. 21
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public Game1()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 1024;
            graphics.PreferredBackBufferHeight = 768;

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            Components.Add(screenManager);

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
            this.IsMouseVisible = true;
        }
Esempio n. 22
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        public static void Load(ScreenManager screenManager, bool loadingIsSlow,
                                PlayerIndex? controllingPlayer,
                                params MainMenuScreen[] screensToLoad)
        {
            foreach (GameScreen screen in screenManager.GetScreens())
                screen.ExitScreen();

            SplashScreenLoading splashScreenLoading = new SplashScreenLoading(screenManager, loadingIsSlow, screensToLoad);

            screenManager.AddScreen(splashScreenLoading, controllingPlayer);
        }
Esempio n. 23
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);

            graphics.PreferredBackBufferWidth = BufferWidth;
            graphics.PreferredBackBufferHeight = BufferHeight;

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            Components.Add(screenManager);

            // Activate the first screens.
            ConvertUnits.SetDisplayUnitToSimUnitRatio(10f);
            //
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
        }
Esempio n. 24
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        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            //set game to fullscreen
            graphics.IsFullScreen = true;

            //set resolution to current screen resolution
            graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
            graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;

            //load screen manager
            screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            //set initial screens
            screenManager.AddScreen(new MenuBackground());
            screenManager.AddScreen(new MainMenu());
        }
Esempio n. 25
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 1200;
            graphics.PreferredBackBufferHeight = 675;

            this.IsMouseVisible = true;

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            Components.Add(screenManager);

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);

            this.Window.Title = "DoodleDefenders";
        }
Esempio n. 26
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        public VampsGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            //graphics.PreferredBackBufferWidth = 853;
               // graphics.PreferredBackBufferHeight = 480;
            graphics.IsFullScreen = false;

            Window.Title = "Vamp's";

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            Components.Add(screenManager);
            AudioManager.Initialize(this);

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
        }
Esempio n. 27
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        /// <summary>
        /// Activates the loading screen.
        /// </summary>
        public static void Load(ScreenManager screenManager, bool loadingIsSlow, params GameScreen[] screensToLoad)
        {
            // Tell all the current screens to transition off.
            foreach (GameScreen screen in screenManager.GetScreens())
                screen.ExitScreen();

            // Create and activate the loading screen.
            LoadingScreen loadingScreen = new LoadingScreen(screenManager,
                                                            loadingIsSlow,
                                                            screensToLoad);

            screenManager.AddScreen(loadingScreen);
        }
Esempio n. 28
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 1280;
            graphics.PreferredBackBufferHeight = 720;

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            Components.Add(screenManager);
            Components.Add(new FrameRateMonitor(this));

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);

            //Add Frame Rate
            //Components.Add(new FrameRateMonitor(this));
            Components.Add(new FrameRateMonitor(this, true));
        }
Esempio n. 29
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        public CurveGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Create the screen manager component.
            screenManager = new ScreenManager(this);
            screenManager.TraceEnabled = true;

            Components.Add(screenManager);

            // Activate the first screen.
            screenManager.AddScreen(new ZGamesScreen());
        }
Esempio n. 30
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        public MarbleMazeGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);
            //Create a new instance of the Screen Manager
            screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            // Switch to full screen for best game experience
            graphics.IsFullScreen = true;

            graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft;

            // Add two new screens
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);

            // Initialize sound system
            AudioManager.Initialize(this);
        }
Esempio n. 31
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 void MenuEntry3Selected(object sender, PlayerIndexEventArgs e)
 {
     Global.currentAnswerPos = 3;
     ScreenManager.AddScreen(new ArtistAnswerModeScreen(), e.PlayerIndex);
 }
 /// <summary>
 /// Event handler for when the Options menu entry is selected
 /// </summary>
 void OptionsMenuEntrySelected(object sender, EventArgs e)
 {
     // Set the current menu to options
     ScreenManager.AddScreen(new OptionsMenuScreen());
 }
Esempio n. 33
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 /// <summary>
 /// Event handler for when the About Game menu entry is selected.
 /// </summary>
 private void AboutGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new AboutGameScreen(), e.PlayerIndex);
 }
Esempio n. 34
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 private void MedalsMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new MedalsMenuScreen(0, MedalsMenuScreen.TRANSITION_ON_TIME),
                             ActivePlayer.PlayerIndex);
 }
Esempio n. 35
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 private void SettingsGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     // Add options screen
     ScreenManager.AddScreen(new OptionsMenuScreen(), ActivePlayer.PlayerIndex);
 }
Esempio n. 36
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        /// <summary>
        ///   Lets the game respond to player input. Unlike the Update method,
        ///   this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            // Mouse handle
            var curMouseState = Mouse.GetState();

            if (curMouseState.LeftButton == ButtonState.Pressed)
            {
                _mousePoint = _chessBoard.GetMatrixPosition(new Point(curMouseState.X, curMouseState.Y), 30);
            }


            // Look up inputs for the active player profile.
            if (ControllingPlayer != null)
            {
                var playerIndex = (int)ControllingPlayer.Value;

                var keyboardState = input.CurrentKeyboardStates[playerIndex];

                // The game pauses either if the user presses the pause button, or if
                // they unplug the active gamepad. This requires us to keep track of
                // whether a gamepad was ever plugged in, because we don't want to pause
                // on PC if they are playing with a keyboard and have no gamepad at all!

                if (input.IsPauseGame(ControllingPlayer))
                {
                    ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
                }
                else
                {
                    // Otherwise move the player position.
                    var movement = Vector2.Zero;

                    if (keyboardState.IsKeyDown(Keys.Left))
                    {
                        movement.X--;
                    }

                    if (keyboardState.IsKeyDown(Keys.Right))
                    {
                        movement.X++;
                    }

                    if (keyboardState.IsKeyDown(Keys.Up))
                    {
                        movement.Y--;
                    }

                    if (keyboardState.IsKeyDown(Keys.Down))
                    {
                        movement.Y++;
                    }

                    if (movement.Length() > 1)
                    {
                        movement.Normalize();
                    }

                    _playerPosition += movement * 2;
                }
                // Mouse
            }
        }
Esempio n. 37
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 /// <summary>
 /// Event handler for when the Options menu entry is selected.
 /// </summary>
 void OptionsMenuEntrySelected(object sender, EventArgs e)
 {
     ScreenManager.AddScreen(new OptionsMenuScreen());
 }
Esempio n. 38
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        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            // Look up inputs for the active player profile.
            int playerIndex = (int)ControllingPlayer.Value;

            KeyboardState keyboardState     = input.CurrentKeyboardStates[playerIndex];
            GamePadState  gamePadState      = input.CurrentGamePadStates[playerIndex];
            KeyboardState lastKeyboardState = input.LastKeyboardStates[playerIndex];
            GamePadState  lastGamePadState  = input.LastGamePadStates[playerIndex];

            // The game pauses either if the user presses the pause button, or if
            // they unplug the active gamepad. This requires us to keep track of
            // whether a gamepad was ever plugged in, because we don't want to pause
            // on PC if they are playing with a keyboard and have no gamepad at all!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];



            if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else
            {
                Vector2 movement = Vector2.Zero;
                //windows 8 gestures monogame
                while (TouchPanel.IsGestureAvailable)
                {
                    GestureSample gesture = TouchPanel.ReadGesture();

                    if (gesture.GestureType == GestureType.FreeDrag)
                    {
                        player.Position3 += gesture.Delta;
                    }
                }
                //mouse

                Vector2 mousePosition = new Vector2(currentMouseState.X, currentMouseState.Y);


                if (currentMouseState.RightButton == ButtonState.Pressed)
                {
                    Vector2 posDelta = mousePosition - player.Position3;
                    posDelta.Normalize();
                    posDelta         = posDelta * playerMoveSpeed;
                    player.Position3 = player.Position3 + posDelta;
                }
                // Otherwise move the player position.

                if (keyboardState.IsKeyDown(Keys.F))
                {
                }
                if (keyboardState.IsKeyDown(Keys.A) || keyboardState.IsKeyDown(Keys.Left))
                {
                    movement.X--;
                    //add for scroll background
                    newBackground.BackgroundOffset -= 1;
                    newBackground.ParallaxOffset   -= 2;
                }



                if (keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right))
                {
                    movement.X++;
                    //add for scroll backgorund
                    newBackground.BackgroundOffset += 1;
                    newBackground.ParallaxOffset   += 2;
                }


                if (keyboardState.IsKeyDown(Keys.W) || keyboardState.IsKeyDown(Keys.Up))
                {
                    movement.Y--;
                }

                if (keyboardState.IsKeyDown(Keys.S) || keyboardState.IsKeyDown(Keys.Down))
                {
                    movement.Y++;
                }

                Vector2 thumbstick = gamePadState.ThumbSticks.Left;

                movement.X += thumbstick.X;
                movement.Y -= thumbstick.Y;
                // Make sure that the player does not go out of bounds
                player.Position3.X = MathHelper.Clamp(player.Position3.X, 0, ScreenManager.GraphicsDevice.Viewport.Width - (player.PlayerAnimation.FrameWidth * player.Scale));
                player.Position3.Y = MathHelper.Clamp(player.Position3.Y, 0, ScreenManager.GraphicsDevice.Viewport.Height - (player.PlayerAnimation.FrameHeight * player.Scale));



                //fire weapon normal

                if (currentMouseState.LeftButton == ButtonState.Pressed && previousMouseState.LeftButton == ButtonState.Released ||
                    keyboardState.IsKeyDown(Keys.Space) && lastKeyboardState.IsKeyUp(Keys.Space))
                {
                    AddProjectile(player.Position3 + new Vector2(player.Width / 2, player.Height / 2));

                    //todo
                    //weaon fire not hitting bottom


                    AudioManager.PlaySound("laserSound");
                }



                if (movement.Length() > 1)
                {
                    movement.Normalize();
                }



                //new player move
                player.Position3 += movement * playerMoveSpeed;
            }
        }
Esempio n. 39
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        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            // Look up inputs for the active player profile.
            int playerIndex = (int)ControllingPlayer.Value;

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];

            // The game pauses either if the user presses the pause button, or if
            // they unplug the active gamepad. This requires us to keep track of
            // whether a gamepad was ever plugged in, because we don't want to pause
            // on PC if they are playing with a keyboard and have no gamepad at all!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else
            {
                // Otherwise move the player position.
                Vector2 movement = Vector2.Zero;

                if (keyboardState.IsKeyDown(Keys.Left))
                {
                    movement.X--;
                }

                if (keyboardState.IsKeyDown(Keys.Right))
                {
                    movement.X++;
                }

                if (keyboardState.IsKeyDown(Keys.Up))
                {
                    movement.Y--;
                }

                if (keyboardState.IsKeyDown(Keys.Down))
                {
                    movement.Y++;
                }

                Vector2 thumbstick = gamePadState.ThumbSticks.Left;

                movement.X += thumbstick.X;
                movement.Y -= thumbstick.Y;

                if (movement.Length() > 1)
                {
                    movement.Normalize();
                }

                playerPosition += movement * 2;
            }
        }
 /// <summary>
 /// Event handler for when the Play Game menu entry is selected.
 /// </summary>
 void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new DifficultyMenuScreen(), e.PlayerIndex);
 }
Esempio n. 41
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 /// <summary>
 /// Event handler for when the Options menu entry is selected.
 /// </summary>
 void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex);
 }
        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // Check if the user's input is null and throw an exception if it is
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            // Look up inputs for the active player profile
            KeyboardState keyboardState = input.CurrentKeyboardStates;

            // Checks to see if the user hit the pause button (esc)
            if (input.IsPauseGame())
            {
                // Add a new screen on top of our current screen to display the pause menu
                ScreenManager.AddScreen(new PauseMenuScreen());
            }

            // Check to see if our menu selection key was hit (Z)
            if (input.IsMenuSelect())
            {
                // Check to see if the player already has the move they are on in the selection screen equipped
                if (PlayerInfo.Moves.Contains(selectedMove))
                {
                    // Get the index of this move and remove it from the player's currently equipped moves
                    int index = Array.IndexOf(PlayerInfo.Moves, selectedMove);
                    PlayerInfo.Moves[index] = -1;
                }
                // Otherwise, if there is an open slot for equipping a new move
                else if (PlayerInfo.Moves.Contains(-1))
                {
                    // Get the index of the open slot and fill it with the new selected index
                    int index = Array.IndexOf(PlayerInfo.Moves, -1);
                    PlayerInfo.Moves[index] = selectedMove;
                }
            }
            // Check to see if the start button (enter) was pressed and if the player has any moves equipped (I.E anything with an index greater than -1)
            if (input.IsStartButton() && Array.Exists(PlayerInfo.Moves, selectedMove => selectedMove > -1))
            {
                // Load the next match
                LoadingScreen.Load(ScreenManager, false, new MatchupInfoScreen());
            }
            // Check to see if the up arrow key was hit
            if (input.IsMenuUp())
            {
                // Decrement the selected move
                selectedMove--;

                // Wrap the selected move around if the user goes beyond the minimum moves
                if (selectedMove < 0)
                {
                    selectedMove = maxMoves - 1;
                }
            }
            // Check to see if the down arrow key was hit
            if (input.IsMenuDown())
            {
                // Increment the selected move
                selectedMove++;

                // Wrap back around if the player goes beyond the maximum amount of moves
                if (selectedMove >= maxMoves)
                {
                    selectedMove = 0;
                }
            }
        }
 /// <summary>
 /// Event handler for when the Highscore menu entry is selected.
 /// </summary>
 void HighscoreMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new HighscoreMenuScreen(), e.PlayerIndex);
 }