public override async void Update(GameTime gameTime) { if (!_loaded && XboxLiveManager.SignedIn) { _loaded = true; _achievementData = await XboxLiveManager.GetAchievementsAsync(); for (int index = 0; index < _achievementData.Count; index++) { AchievementData ad = _achievementData[index]; AchievementDisplay display = new AchievementDisplay(MonsterGame.Instance, ad); display.Size = _achievementSize; if (index % 2 == 0) { display.Position = _offset + new Vector2(((_achievementSize.X + 20) * index / 2), 0); } else { display.Position = _offset + new Vector2(((_achievementSize.X + 20) * (index - 1) / 2), (_achievementSize.Y + 20)); } _achievementDisplay.Add(display); } } if (InputManager.CurrentState.Back || InputManager.CurrentState.Start) { MonsterGame.Instance.SetState(GameState.TitleScreen); } base.Update(gameTime); }
public override async void Update(GameTime gameTime) { if (!_loaded && XboxLiveManager.SignedIn) { _loaded = true; _leaderboardData = await XboxLiveManager.GetLeaderboardAsync("ScoreLeaderboard"); } if (InputManager.CurrentState.Back || InputManager.CurrentState.Start) { MonsterGame.Instance.SetState(GameState.TitleScreen); } base.Update(gameTime); }
/// <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 async void Initialize() { Scaler = new RenderTargetScaler(this, _graphicsDeviceManager, ScreenWidth, ScreenHeight); #if WINDOWS Scaler.IsEnabled = false; #endif SetState(GameState.TitleScreen); XboxLiveManager.Initialize(_graphicsDeviceManager.GraphicsDevice); #if WINDOWS_UAP if (!ApiInformation.IsApiContractPresent("Windows.Phone.PhoneContract", 1)) #endif { await XboxLiveManager.SignInAsync(); } base.Initialize(); }