/// <summary> /// Handles all menu updates when the GameState isn't running /// and pause requests when it is /// </summary> /// <param name="time">Snapshot fo the curretn gameTime</param> public static void Update(GameTime time) { HandlePauseRequest(); float nexTime = (float)time.ElapsedGameTime.Milliseconds / 1000.0f; titleTimer += nexTime; if (doReset) { colorIndex2++; if (colorIndex2 == titleColors2.Length) { colorIndex2 = 0; } ShaderWrapper.ClearBG(titleColors2[colorIndex2]); doReset = false; } if (LevelManager.State != GameState.Running) { pauseMenu.Update(time); startMenu.Update(time); restartMenu.Update(time); instructionMenu.Update(time); bonusMenu.Update(time); } }
public static void ShowStartMenu() { startMenu.Show = true; ShaderWrapper.DestroySaveTex(); if (LevelManager.State != GameState.OtherMenu) { LevelManager.ResetGame(); LevelManager.State = GameState.MainMenu; ShaderWrapper.ClearBG(Color.White); } }
protected override void LoadContent() { LevelManager.Assemble(); CollisionGrid.Assemble(); spriteBatch = new SpriteBatch(GraphicsDevice); rand = new Random(); player = new Player(this); eManager = new EnemyManager(this); uILayer = new UILayer(this, spriteBatch); shaderWrapper = new ShaderWrapper(this); counter = new ForceCounter(this); ShaderWrapper.ClearBG(Color.SteelBlue); }