Start() 공개 메소드

public Start ( ) : void
리턴 void
예제 #1
0
        private void Form1_Load(object sender, EventArgs e)
        {
            ActiveControl = label1;
            GetAllControls(this, AllControls);
            AllControls.Reverse();
            List <Timer> tempTimers = new List <Timer>()
            {
                TimeController, AnimationController, DrawController, EngineController
            };

            Finder.SetTimers(tempTimers);
            Finder.SetAllControls(AllControls);

            ScoreInterface.Instance.GetType();

            Games = new List <Game>();
            Games.Add(new LoLGame((MetroPanel)Finder.FindElementWithTag("WoWPanel1")));
            Games.Add(new LoLGame((MetroPanel)Finder.FindElementWithTag("WoWPanel2")));
            Games.Add(new JumperGame((MetroPanel)Finder.FindElementWithTag("JumperPanel1")));
            Games.Add(new JumperGame((MetroPanel)Finder.FindElementWithTag("JumperPanel2")));

            GameManager.Instance.SetGames(Games);

            AnimationController.Start();
            DrawController.Start();

            foreach (Control c in AllControls)
            {
                if (c is MetroTile)
                {
                    c.Click += ChangeFocus;
                }
            }


            metroToggle1.Checked         = true;
            metroComboBox1.SelectedIndex = 0;
        }
예제 #2
0
        public override void Update(GameTime gameTime)
        {
            // <UP> key --> Select previous easing function.
            if (InputService.IsPressed(Keys.Up, true))
            {
                _selectedEasingFunctionIndex--;

                if (_selectedEasingFunctionIndex < 0)
                {
                    _selectedEasingFunctionIndex = _easingFunctions.Length - 1;
                }
            }

            // <DOWN> key --> Select next easing function.
            if (InputService.IsPressed(Keys.Down, true))
            {
                _selectedEasingFunctionIndex++;
                if (_selectedEasingFunctionIndex >= _easingFunctions.Length)
                {
                    _selectedEasingFunctionIndex = 0;
                }
            }

            // <1>, <2>, <3> --> Select easing mode.
            if (InputService.IsPressed(Keys.D1, false))
            {
                _selectedEasingMode = EasingMode.EaseIn;
            }
            else if (InputService.IsPressed(Keys.D2, false))
            {
                _selectedEasingMode = EasingMode.EaseOut;
            }
            else if (InputService.IsPressed(Keys.D3, false))
            {
                _selectedEasingMode = EasingMode.EaseInOut;
            }

            if (_animationController.State == AnimationState.Filling)
            {
                // The current animation has finished - it is now holding the last animation
                // value because the fill behavior is set to 'Hold' by default.
                // (_fromToAnimation.FillBehavior == FillBehavior.Hold).

                // Stop the animation.
                _animationController.Stop();

                // Switch the From and To values of the horizontal animation to move the sprite back
                // to the other screen side.
                Rectangle bounds = GraphicsService.GraphicsDevice.Viewport.TitleSafeArea;
                if (_animatableFloat.Value < bounds.Center.X)
                {
                    _fromToAnimation.From = bounds.Left + 200;
                    _fromToAnimation.To   = bounds.Right - 200;
                }
                else
                {
                    _fromToAnimation.From = bounds.Right - 200;
                    _fromToAnimation.To   = bounds.Left + 200;
                }

                // Set easing function.
                _fromToAnimation.EasingFunction = _easingFunctions[_selectedEasingFunctionIndex];

                // Set easing mode.
                EasingFunction currentEasingFunction = _fromToAnimation.EasingFunction as EasingFunction;
                if (currentEasingFunction != null)
                {
                    currentEasingFunction.Mode = _selectedEasingMode;
                }

                // Start the new animation.
                _animationController.Start();
            }

            base.Update(gameTime);
        }