public override void Initialize() { playerInput = new PlayerInput(PlayerIndex.One); this.Game.Components.Add(playerInput); playerInput.BindAction("Quit", Keys.Escape); playerInput.BindAction("Up", Keys.Up); playerInput.BindAction("Down", Keys.Down); playerInput.BindAction("Left", Keys.Left); playerInput.BindAction("Right", Keys.Right); playerInput.BindAction("Swap", Keys.Space); playerInput.BindAction("Explode", Keys.Z); playerInput.BindAction("ExplodeAll", Keys.X); playerInput.BindAction("Reset", Keys.Enter); playerInput.BindAction("Up", Buttons.DPadUp); playerInput.BindAction("Down", Buttons.DPadDown); playerInput.BindAction("Left", Buttons.DPadLeft); playerInput.BindAction("Right", Buttons.DPadRight); blockGrid = new BlockGrid(48, 48, 12, 10); blockGrid.X = 48; blockGrid.Y = 64; BlockGroup bg = new BlockGroup(3, 3, blockGrid); bg.Add(new Block(BlockType.White), 0, 1); bg.Add(new Block(BlockType.White), 1, 1); bg.Add(new Block(BlockType.White), 2, 1); bg.Add(new Block(BlockType.White), 2, 2); //blockGrid.Drop(bg, 2); blockGrid.Drop(bg, 4); InputLimiter = new Limiter[2]{new Limiter(InputLimiterInterval),new Limiter(InputLimiterInterval)}; dropLimiter = new Limiter(0.15); burstEffect = new ParticleEffect_B(); this.Game.Components.Add(burstEffect); explodeEffect = new ParticleEffect_C(); this.Game.Components.Add(explodeEffect); blockGrid.BurstEffect = burstEffect; blockGrid.ExplodeEffect = explodeEffect; this.Game.Components.Add(blockGrid); base.Initialize(); this.Enabled = true; }
public override void Initialize() { base.Initialize(); screen3.Initialize(); this.ID = "base screen"; screen1.ID = "screen 1"; screen2.ID = "screen 2"; screen3.ID = "screen 3"; double transitionTime = 0.5; screen1.TransitionOffTime = TimeSpan.FromSeconds(transitionTime); screen1.TransitionOnTime = TimeSpan.FromSeconds(transitionTime); screen2.TransitionOffTime = TimeSpan.FromSeconds(transitionTime); screen2.TransitionOnTime = TimeSpan.FromSeconds(transitionTime); screen3.TransitionOffTime = TimeSpan.FromSeconds(transitionTime); screen3.TransitionOnTime = TimeSpan.FromSeconds(transitionTime); this.Add(screen1); this.Add(screen2); playerInput = new PlayerInput(PlayerIndex.One); this.Game.Components.Add(playerInput); playerInput.BindAction("Pop", Keys.Z ); playerInput.BindAction("Push", Keys.X); playerInput.BindAction("Stay", Keys.C); playerInput.BindAction("Load", Keys.A); for (int i = 0; i < 1; i++) { ParticleTest effect = new ParticleTest(); effect.Initialize(); this.Add(effect); } }
/// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(PlayerInput input) { }