コード例 #1
0
        /// <summary>
        /// The constructor is private: loading screens should
        /// be activated via the static Load method instead.
        /// </summary>
        private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow,
                              GameScreen[] screensToLoad)
        {
            this.loadingIsSlow = loadingIsSlow;
            this.screensToLoad = screensToLoad;

            TransitionOnTime = TimeSpan.FromSeconds(0.5);
        }
コード例 #2
0
        public Game1()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferHeight = 720;
            graphics.PreferredBackBufferWidth = 1280;
            graphics.IsFullScreen = false;

            screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            screenManager.AddScreen(new BackgroundScreen(), null);
        }
コード例 #3
0
        /// <summary>
        /// Activates the loading screen.
        /// </summary>
        public static void Load(ScreenManager screenManager, bool loadingIsSlow,
                                PlayerIndex? controllingPlayer,
                                params GameScreen[] screensToLoad)
        {
            // Tell all the current screens to transition off.
            for (int i = 0; i < screenManager.GetScreens().Length; i++)
                screenManager.GetScreens()[i].ExitScreen();

            // Create and activate the loading screen.
            LoadingScreen loadingScreen = new LoadingScreen(screenManager,
                                                            loadingIsSlow,
                                                            screensToLoad);

            screenManager.AddScreen(loadingScreen, controllingPlayer);
        }
コード例 #4
0
        /// <summary>
        /// Draws the gameplay screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            // This game has a red background. Why? Because BLOOD LOL
            ScreenManager.GraphicsDevice.Clear(ClearOptions.Target, Color.Red, 0, 0);
            currentLevel.Draw();
            Game1.getGraphicsDevice().SetRenderTarget(null);

            // If the game is transitioning on or off, fade it out to black.
            if (TransitionPosition > 0 || pauseAlpha > 0)
            {
                float alpha = MathHelper.Lerp(1f - TransitionAlpha, 1f, pauseAlpha / 2);
                ScreenManager.FadeBackBufferToBlack(alpha);
            }

            if (player.controls.Locked && !oldPlayerLocked) //fade out
            {
                //Debug.WriteLine("fade out!");
                fadeOut = true;
                fadeIn  = false;
                iAlpha  = 255;
            }
            else if (!player.controls.Locked && oldPlayerLocked) //fade in
            {
                //Debug.WriteLine("fade in!");
                fadeIn  = true;
                fadeOut = false;
                iAlpha  = 0;
            }
            else
            {
                if (fadeIn)
                {
                    iAlpha += 1;
                    //Debug.WriteLine("alpha="+iAlpha);
                    if (iAlpha == 255)
                    {
                        fadeIn = false;
                    }
                    //Debug.WriteLine("fadein=" + fadeIn);
                }
                if (fadeOut)
                {
                    iAlpha -= 1;
                    //Debug.WriteLine("alpha=" + iAlpha);
                    if (iAlpha == 0)
                    {
                        fadeOut = false;
                    }
                    //Debug.WriteLine("fadeout=" + fadeOut);
                }
            }

            DrawUI();

            oldPlayerLocked = player.controls.Locked;

            ScreenManager.GraphicsDevice.RasterizerState   = RasterizerState.CullNone;
            ScreenManager.GraphicsDevice.BlendState        = BlendState.Opaque;
            ScreenManager.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            ScreenManager.GraphicsDevice.SamplerStates[0]  = SamplerState.LinearWrap;
        }