Esempio n. 1
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        /// <summary>
        /// Draws the menu entry. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(MenuScreen screen, Vector2 position,
            bool isSelected, GameTime gameTime)
        {
            // Draw the selected entry in yellow, otherwise white.
            Color color = isSelected ? Color.Yellow : Color.White;

            // Pulsate the size of the selected menu entry.
            double time = gameTime.TotalGameTime.TotalSeconds;

            float pulsate = (float)Math.Sin(time * 60) + 1;

            float scale = 0.8f + 0.5f*selectionFade;// +pulsate * 0.05f * selectionFade;

            // Modify the alpha to fade text out during transitions.
            color = new Color(color.R, color.G, color.B, screen.TransitionAlpha);

            // Draw text, centered on the middle of each line.
            ScreenManager screenManager = screen.ScreenManager;
            SpriteBatch spriteBatch = screenManager.SpriteBatch;
            SpriteFont font = screenManager.Font;

            Vector2 origin = new Vector2(0, font.LineSpacing / 2);
            spriteBatch.DrawString(font, text, new Vector2(position.X + 450 + (float)Math.Sin(time * 10) * selectionFade*5, position.Y + 222), Color.Black, 0, origin, scale, SpriteEffects.None, 0);
            spriteBatch.DrawString(font, text, new Vector2(position.X + 450 + (float)Math.Sin(time * 10) * selectionFade * 5, position.Y + 218), Color.Black, 0, origin, scale, SpriteEffects.None, 0);
            spriteBatch.DrawString(font, text, new Vector2(position.X + 452 + (float)Math.Sin(time * 10) * selectionFade * 5, position.Y + 220), Color.Black, 0, origin, scale, SpriteEffects.None, 0);
            spriteBatch.DrawString(font, text, new Vector2(position.X + 448 + (float)Math.Sin(time * 10) * selectionFade * 5, position.Y + 220), Color.Black, 0, origin, scale, SpriteEffects.None, 0);
            spriteBatch.DrawString(font, text, new Vector2(position.X + 448 + (float)Math.Sin(time * 10) * selectionFade * 5, position.Y + 218), Color.Black, 0, origin, scale, SpriteEffects.None, 0);
            spriteBatch.DrawString(font, text, new Vector2(position.X + 452 + (float)Math.Sin(time * 10) * selectionFade * 5, position.Y + 218), Color.Black, 0, origin, scale, SpriteEffects.None, 0);
            spriteBatch.DrawString(font, text, new Vector2(position.X + 448 + (float)Math.Sin(time * 10) * selectionFade * 5, position.Y + 222), Color.Black, 0, origin, scale, SpriteEffects.None, 0);
            spriteBatch.DrawString(font, text, new Vector2(position.X + 452 + (float)Math.Sin(time * 10) * selectionFade * 5, position.Y + 222), Color.Black, 0, origin, scale, SpriteEffects.None, 0);
            spriteBatch.DrawString(font, text, new Vector2(position.X + 450 + (float)Math.Sin(time * 10) * selectionFade * 5, position.Y + 220), Color.Orange, 0, origin, scale, SpriteEffects.None, 0);
        }
Esempio n. 2
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        /// <summary>
        /// Updates the menu entry.
        /// </summary>
        public virtual void Update(MenuScreen screen, bool isSelected,
            GameTime gameTime)
        {
            // When the menu selection changes, entries gradually fade between
            // their selected and deselected appearance, rather than instantly
            // popping to the new state.
            float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;

            if (isSelected)
                selectionFade = Math.Min(selectionFade + fadeSpeed, 1);
            else
                selectionFade = Math.Max(selectionFade - fadeSpeed, 0);
        }
Esempio n. 3
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 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return screen.ScreenManager.Font.LineSpacing;
 }