public void Update() { MessageLog.Update(); if (CurrentServer != null) { if (Input.GetKeyDown("f8")) { uLink.Network.Disconnect(); } } // Hide/show options if (Input.GetKeyDown(KeyCode.Escape) && !MessageLog.HasInputOpen) { ShowOptions = !ShowOptions; } if (CurrentServer == null) { TimeUntilRefresh -= Time.deltaTime; if (TimeUntilRefresh <= 0f) { TimeUntilRefresh += TimeBetweenRefreshes; ExternalServerList.Refresh(); } OptionsMenu.ShouldDisplaySpectateButton = false; } // TODO this generates a lot of garbage, probably should be removed down the line... var sb = new StringBuilder(); sb.AppendLine(PlayerScript.UnsafeAllEnabledPlayerScripts.Count + " PlayerScripts"); sb.Append(PlayerPresence.UnsafeAllPlayerPresences.Count + " PlayerPresences"); ScreenSpaceDebug.AddLineOnce(sb.ToString()); for (int i = 0; i < PlayerScript.UnsafeAllEnabledPlayerScripts.Count; i++) { var character = PlayerScript.UnsafeAllEnabledPlayerScripts[i]; var presenceName = character.Possessor == null ? "null" : character.Possessor.Name; ScreenSpaceDebug.AddLineOnce("Character: " + character.name + " possessed by " + presenceName); } for (int i = 0; i < PlayerPresence.UnsafeAllPlayerPresences.Count; i++) { var presence = PlayerPresence.UnsafeAllPlayerPresences[i]; var characterName = presence.Possession == null ? "null" : presence.Possession.name; ScreenSpaceDebug.AddLineOnce("Presence: " + presence.Name + " possessing " + characterName); } OptionsMenu.Update(); //Cursor.visible = !PlayerScript.lockMouse; }
static public void Update(GameTime gameTime, Game1 game) { if (game.gameState == Game1.GameState.running) { menuInGame.update(gameTime); } if (game.gameState == Game1.GameState.Options) { optionsMenu.Update(gameTime, game); } if (game.gameState == Game1.GameState.Menu) { menuPrincipal.update(gameTime, game); } }
static public void Update(GameTime gameTime, Map map, Game1 game, ContentManager content, Camera2D cam, hud Interface) { if (game.gameState == Game1.GameState.Menu) { menuPrincipal.update(gameTime, game); return; } if (game.gameState == Game1.GameState.Paused) { menuInGame.update(gameTime, game, content); return; } if (game.gameState == Game1.GameState.Options) { optionsMenu.Update(gameTime, game); return; } if (game.gameState == Game1.GameState.CharacterChoose) { characterChoose.Update(gameTime, game, content); return; } if (game.gameState == Game1.GameState.MapChoose) { mapChooser.update(gameTime, game, map); return; } if (game.gameState == Game1.GameState.OpeningCutScene) { OpeningCutScene.Update(gameTime, game); return; } if (game.gameState == Game1.GameState.Win) { winMenu.update(gameTime, game, content, cam); return; } if (game.gameState == Game1.GameState.CharacterChangeScene) { characterChanged.update(gameTime, Interface, game); return; } }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// /// Select - Layer5 added by Matthew Baldock /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { //Allows game to exit. if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } //particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(gameTime); //Update the current state switch (currentGameState) { case GameState.Login: login_menu.Update(gameTime); break; case GameState.MainMenu: main_menu.Update(gameTime); break; case GameState.Multiplayer: multiplayer_menu.Update(gameTime); break; case GameState.Options: options_menu.Update(gameTime); break; case GameState.Credits: credits_menu.Update(gameTime); break; case GameState.CreateLobby: create_lobby_menu.Update(gameTime); break; case GameState.LobbyBrowser: lobby_browser_menu.Update(gameTime); break; case GameState.Lobby: lobby_menu.Update(gameTime); break; case GameState.Playing: gameplayScreen.Update(gameTime); break; case GameState.Select: shipselectionScreen.update(); break; case GameState.ControlMenu: control_menu.Update(gameTime); break; default: break; } base.Update(gameTime); }
public void Update(GameTime gt) { if (OptionsMenu.bIsRunning) //copied from gameprocessor { Utilities.Control.Player.PlayerController.Update(gt); OptionsMenu.Update(gt); return; } if (currentScreen == Screens.start) { if (currentStartScreen != StartScreens.loading) { Utilities.Control.Player.PlayerController.Update(gt); } } else { Utilities.Control.Player.PlayerController.Update(gt); } switch (currentScreen) { case Screens.start: #region switch (currentStartScreen) { case StartScreens.main: UpdateMain(gt); break; case StartScreens.load: break; case StartScreens.loading: UpdateLoading(gt); break; default: break; } #endregion break; case Screens.load: #region if (lgs != null) { lgs.Update(gt); } if (loadGameDataTimer != null) { loadGameDataTimer.Tick(gt); if (!loadGameDataTimer.IsActive()) { loadGameDataTimer = null; } } #endregion break; default: break; } }
protected override void Update(GameTime gameTime) { #if !DEBUG if (!IsActive) { return; } #endif if (_wantsToQuit) { Exit(); } SteamAPI.RunCallbacks(); GameTime = gameTime; GameUpdateCalled?.Invoke(); InputSystem.Update(); _frameRateTimer += gameTime.ElapsedGameTime.TotalMilliseconds; if (_frameRateTimer > 1000f) { FPS = _totalFrames; _totalFrames = 0; _frameRateTimer = 0; } IsMouseVisible = false; Cursor.Update(); SoundtrackManager.Update(); MessageBox.Update(); if (MessageBox.IsActive) { return; } TextInputBox.Update(); if (TextInputBox.IsActive) { return; } GameDebug.Update(); if (GameDebug.IsTyping) { return; } PauseMenu.Update(); OptionsMenu.Update(); if (OptionsMenu.IsActive) { return; } if (PauseMenu.IsActive) { return; } Dialog.Update(); Overlay.Update(); KeyPopUp.Update(); Player player = GameWorld.GetPlayers()[0]; Session.Update(); //Update the game based on what GameState it is switch (CurrentGameState) { case GameState.MainMenu: MainMenu.Update(); if (GameWorld.TileArray != null && GameWorld.TileArray.Length != 0) { goto case GameState.GameWorld; } break; case GameState.LoadingScreen: LoadingScreen.Update(); if (!IsLoadingContent) { CurrentGameState = _desiredGameState; } break; case GameState.GameWorld: if (IsLoadingContent) { return; } if (GameWorld.IsOnDebug) { break; } GameWorld.TotalUpdateTimer.Start(); if (!TimeFreeze.IsTimeFrozen()) { GameWorld.UpdateWorld(); } GameWorld.UpdateVisual(); GameWorld.TotalUpdateTimer.Measure(); if (StoryTracker.IsInStoryMode) { StoryTracker.Update(); } break; } base.Update(gameTime); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // Update all input Input.Update(); switch (StateManager.GameState) { case StateManager.EGameState.MainMenu: m_mainMenu.Update(); m_mainMenu.Hover(); break; case StateManager.EGameState.Game: World.Update(); break; case StateManager.EGameState.HowTo: m_howToMenu.Update(); m_howToMenu.Hover(); break; case StateManager.EGameState.Options: m_optionsMenu.Update(); m_optionsMenu.Hover(); m_optionsMenu.VolumeBar.Update(); break; case StateManager.EGameState.Pause: m_pauseMenu.Update(); m_pauseMenu.Hover(); break; case StateManager.EGameState.LevelUp: m_levelUpMenu.Update(); m_levelUpMenu.Hover(); break; case StateManager.EGameState.RedLevelUp: Dungeon.MainPlayer.LevelUp("red"); StateManager.SetState(StateManager.EGameState.Game); break; case StateManager.EGameState.GreenLevelUp: Dungeon.MainPlayer.LevelUp("green"); StateManager.SetState(StateManager.EGameState.Game); break; case StateManager.EGameState.BlueLevelUp: Dungeon.MainPlayer.LevelUp("blue"); StateManager.SetState(StateManager.EGameState.Game); break; case StateManager.EGameState.GameOver: m_gameOverMenu.Update(); m_gameOverMenu.Hover(); break; case StateManager.EGameState.Exit: Exit(); break; } base.Update(gameTime); }
public void UpdateOnStart() { logo.Update(); switch (state) { case StarMenu.MenuItemId.Start_Menu: textMenu.Update(); if (ButtonManager.GetDown(ButtonManager.ButtonID.X, this)) { StarMenu.MenuItemId nextState = (StarMenu.MenuItemId)(textMenu.menuIndex.Get()); if (!hasSelectedSave) { nextState++; } if (!hasSomeSave) { if (nextState >= StarMenu.MenuItemId.Load_Game) { nextState++; } } switch (nextState) { case StarMenu.MenuItemId.New_Game: gameManager.NewGame(); break; case StarMenu.MenuItemId.Continue: gameManager.LoadGame(); break; case StarMenu.MenuItemId.Exit: Application.Quit(); break; default: ChangeState(nextState); break; } } break; case StarMenu.MenuItemId.Options: options.Update(); if (ButtonManager.GetDown(ButtonManager.ButtonID.X, this)) { for (int i = 0; i < gameManager.menuJson.optionsMenu.Length; i++) { for (int j = 0; j < gameManager.menuJson.optionsMenu[i].items.Length; j++) { switch (gameManager.menuJson.optionsMenu[i].items[j].type) { case MenuJson.OptionMenuTab.OptionsMenuItem.Type.Special: switch (gameManager.menuJson.optionsMenu[i].items[j].special) { case MenuJson.OptionMenuTab.OptionsMenuItem.SpecialType.Language: break; case MenuJson.OptionMenuTab.OptionsMenuItem.SpecialType.TitleFont: gameManager.saveJson.config.titleFontIndex = gameManager.menuJson.optionsMenu[i].items[j].comboSelected.Get(); break; case MenuJson.OptionMenuTab.OptionsMenuItem.SpecialType.TextFont: gameManager.saveJson.config.textFontIndex = gameManager.menuJson.optionsMenu[i].items[j].comboSelected.Get(); break; case MenuJson.OptionMenuTab.OptionsMenuItem.SpecialType.ComboTexture: ButtonManager.SetControllerTexture((ButtonManager.Controll)gameManager.menuJson.optionsMenu[i].items[j].comboSelected.Get()); break; } break; } } } gameManager.ChangeLanguage(gameManager.languagues[gameManager.menuJson.optionsMenu[0].items[0].comboSelected.Get()].name); ChangeState(StarMenu.MenuItemId.Start_Menu); } break; case StarMenu.MenuItemId.Load_Game: loadZone.Update(); load.Update(); if (ButtonManager.GetDown(ButtonManager.ButtonID.TRIANGLE, this)) { gameManager.RemoveGame(load.menuIndex.Get()); if (gameManager.saveJson.saves.Length == 0) { ChangeState(StarMenu.MenuItemId.Start_Menu); } load.Init(); } else if (ButtonManager.GetDown(ButtonManager.ButtonID.X, this)) { gameManager.LoadGame(load.menuIndex.Get()); } break; default: ChangeState(StarMenu.MenuItemId.Start_Menu); break; } if (ButtonManager.GetDown(ButtonManager.ButtonID.CIRCLE, this)) { ChangeState(StarMenu.MenuItemId.Start_Menu); } }