/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here StaveRec = new Rectangle(10, 10, 1000, 200); PauseButtonRec = new Rectangle(500, 300, 70, 45); Metronome = new Rectangle(500, 400, 70, 45); UpArrowRec = new Rectangle(1, 1, 30, 20); DownArrowRec = new Rectangle(1, 25, 30, 20); Index = 0; Counter = 0; PressedNotes = ""; _OctaveVariation = Note.TOctaveIndex.Octave_3; IsGameActive = true; }
public void OctaveToggle() { bool OctavesUp = _CurrentKey.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Up) && _PriorKey.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.Up); bool OctavesDown = _CurrentKey.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Down) && _PriorKey.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.Down); bool OctaveClick = CurrentButton.LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed && PriorButton.LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Released; _OctaveVariation = (Note.TOctaveIndex)((int)_OctaveVariation % 9); if (OctavesUp || (OctaveClick && UpArrowRec.Contains(CurrentButton.X, CurrentButton.Y))) { _OctaveVariation++; } if (OctavesDown || (OctaveClick && DownArrowRec.Contains(CurrentButton.X, CurrentButton.Y))) { if (_OctaveVariation == 0) { _OctaveVariation = Note.TOctaveIndex.Octave_8; } else { _OctaveVariation--; } } }