コード例 #1
0
ファイル: MenuEntry.cs プロジェクト: LaudableBauble/Bedlam
        /// <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 * 6) + 1;

            float scale = 1 + 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, position, color, 0, origin, scale, SpriteEffects.None, 0);
        }
コード例 #2
0
ファイル: MenuEntry.cs プロジェクト: LaudableBauble/Bedlam
 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return screen.ScreenManager.Font.LineSpacing;
 }
コード例 #3
0
ファイル: MenuEntry.cs プロジェクト: LaudableBauble/Bedlam
        /// <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); }
        }
コード例 #4
0
ファイル: Game1.cs プロジェクト: HATtrick-games/ICT309
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            screenManager = new StateMachine();
            menuScreen = new MenuScreen();

            screenManager.States.Add(menuScreen);

            screenManager.States.InitialState = menuScreen;

            base.Initialize();
        }