/// <summary> /// Konstruktor jest prywatny, bo LoadingScreen powinno być aktywowane tylko /// przez metodę statyczną Load. /// </summary> private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
/// <summary> /// Draw /// </summary> public virtual void Draw(GameScreen screen, bool isSelected, GameTime gameTime) { Color color = isSelected ? Color.OrangeRed : Color.Black; double time = gameTime.TotalGameTime.TotalSeconds; float pulsate = (float)Math.Sin(time * 6) + 1; float scale = 1 + pulsate * 0.05f * selectionFade; color *= screen.TransitionAlpha; 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); }
/// <summary> /// Update /// </summary> public virtual void Update(GameScreen screen, bool isSelected, GameTime gameTime) { float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4; if (isSelected) selectionFade = Math.Min(selectionFade + fadeSpeed, 1); else selectionFade = Math.Max(selectionFade - fadeSpeed, 0); }
/// <summary> /// Usuwanie warstwy z listy. Raczej powinno u¿ywaæ siê /// GameScreen.ExitScreen ¿eby warstwa mia³a czas na uruchomienie /// efektu TransitionOff /// </summary> public void RemoveScreen(GameScreen screen) { if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); }
/// <summary> /// Dodawanie nowej warstwy do listy /// </summary> public void AddScreen(GameScreen screen) { screen.ScreenManager = this; screen.IsExiting = false; if (isInitialized) { screen.LoadContent(); } screens.Add(screen); }