public QuestionScreen(string msg, GameplayScreen caller) { parent = caller; string question = RandomGenerator.RandomQuestion( parent.CurrentScore, out correctAnswer, out answers); lifeSpan = 240; questionMessage = msg + "\n " + question; answerMessage = "\n\n " + answers[0].ToString().PadLeft(8) + "\n " + answers[1] + answers[2].ToString().PadLeft(12) + "\n " + answers[3].ToString().PadLeft(8); timeMessage = "\n\nTime Left: " + lifeSpan; message = questionMessage + answerMessage + timeMessage + usageText; IsPopup = true; TransitionOnTime = TimeSpan.FromSeconds(0.1); TransitionOffTime = TimeSpan.FromSeconds(0.1); }
public static void CheckInput(GameTime gameTime, Player player1, List<Bullet> dBulletList, List<Texture2D> bulletTexList, TimeSpan previousFireTime, TimeSpan dFireRate, Vector2 wSize, GameplayScreen caller, SoundEffect gunSound) { // BoostButton pressing GamePadState newGamePadState = GamePad.GetState(PlayerIndex.One); KeyboardState newKeyboardState = Keyboard.GetState(); if (newGamePadState.IsButtonDown(Buttons.LeftTrigger) || newKeyboardState.IsKeyDown(Keys.RightShift)) { player1.StartBoost = true; } else { player1.StartBoost = false; } // endof BoostButton pressing // Bullet Generation bool gunSoundInstance = false; if (gameTime.TotalGameTime - previousFireTime > dFireRate) { if (newGamePadState.Triggers.Right > .2f || newKeyboardState.IsKeyDown(Keys.Space)) { gunSoundInstance = gunSound.Play(); Vector2 bSize = new Vector2(bulletTexList[0].Width, bulletTexList[0].Height); Vector2 bPos = new Vector2(player1.PlayerPosition.X + player1.CharacterSize.X / 2, player1.PlayerPosition.Y); dBulletList.Add(new Bullet(bulletTexList[0], bPos, new Vector2(bSize.X / 2, bSize.Y), wSize, Vector2.Zero, 10, 20)); caller.PreviousFireTime = gameTime.TotalGameTime; } } // endof Bullet Generation }