public override void Update(GameTime gameTime, GameScreenManager screenManager, MainGame game) { //unpause menu.Update (prevKeyboardState); prevKeyboardState = Keyboard.GetState (); }
public override void Update(GameTime gameTime, GameScreenManager screenManager, MainGame game) { world.Update (gameTime); cameraFollow (); camera.Update (); if (Keyboard.GetState ().IsKeyDown (Keys.P) && prevKeyboardState.IsKeyUp(Keys.P)) screenManager.PushGameScreen (new PauseMenuScreen (screenManager, game)); prevKeyboardState = Keyboard.GetState (); }
public PauseMenuScreen(GameScreenManager _screenManager, MainGame game) { screenManager = _screenManager; prevKeyboardState = Keyboard.GetState (); menu = new Menu ((new Vector2(MainGame.WindowWidth*0.5f, MainGame.WindowHeight*0.5f)), "Arial", 20); MenuItem menuItem1 = new MenuItem ("Resume"); menuItem1.Activated += new MenuItem.ActivatedHandler (Option1); MenuItem menuItem2 = new MenuItem ("Quit"); menuItem1.Activated += new MenuItem.ActivatedHandler (Option2); menu.AddItem (menuItem1); menu.AddItem (menuItem2); }
/// <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 GameScreenManager (new MainGameScreen()); base.Initialize (); }
public abstract void Update(GameTime gameTime, GameScreenManager screenManager, MainGame game);
public override void Update(GameTime gameTime, GameScreenManager screenManager, MainGame game) { throw new NotImplementedException (); }