public override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(); // Pause/Unpause and pause/resume music if (state.IsKeyDown(Keys.P) && PState.IsKeyUp(Keys.P)) { IsPaused = !IsPaused; SLocator.AManager.PauseOrResume(); } // Check of we faded an start sound effect play if (IsFaded && !IsSoundOver) { IsSoundOver = true; SLocator.AManager.Play(SongTypes.LAUGH); } if (IsFaded && !IsSongStart && !SLocator.AManager.IsSoundPlaying) { IsSongStart = true; SLocator.AManager.Play(SongTypes.INGAME); } this.PState = state; // If not paused, update world if (!IsPaused) { WCore.Update(gameTime); } //If player is dead start fade out if (!WCore.IsPlayerAlive) { StartFade(); } // switch to dead screen if faded if (!WCore.IsPlayerAlive && IsFaded) { SManager.SwitchScreen(ScreenTypes.DEAD, WCore.PSCore); } }
public override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(); // Start fading out if (state.IsKeyDown(Keys.Space) && PState.IsKeyUp(Keys.Space) && IsFaded) { StartFade(); IsReady = true; } // switch to game screen when pressed if (IsReady && IsFaded) { SManager.SwitchScreen(ScreenTypes.GAME); } else if (IsReady && !IsFaded) { SLocator.AManager.Mute(FadeRatio); } this.PState = state; }