public override void Remove() { ScreenManager.AddScreen(new MainMenu()); base.Remove(); }
public override void Remove() { // After the ScreenTime variable counts to 0, loads the next screen then removes current from stack. ScreenManager.AddScreen(new UniversitySplash()); base.Remove(); }
public override void Remove() { // After the ScreenTime variable counts to 0, loads the next screen then removes current from stack. ScreenManager.AddScreen(new ControllerSelectScreen()); base.Remove(); }
public override void Remove() { base.Remove(); ScreenManager.AddScreen(new JoshDemoLoad()); }
public override void Update(GameTime gameTime, bool covered) { InputManager input = ScreenManager.InputSystem; float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; // game time TotalElapsedTime += elapsed; //Quit key KeyboardState keyboard = Keyboard.GetState(); if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) || keyboard.IsKeyDown(Keys.F1)) { Remove(); sprites.Sprites.Clear(); cleanUp(); ScreenManager.AddScreen(new MainMenu()); } if (input.EnableEditUI == true) { currentInput = "Player Action 01"; } if (GameState == GameStates.Normal) { // Enables and Disables the edit mode if (uiedit == false) { if (input.EnableEditUI) { uiedit = true; } } if (uiedit == true) { if (input.DisableEditUI) { uiedit = false; } } // Checks to see if there is mouse interaction above an object // If there is and edit mode == true, allow the object to be moved UpdateMouse(); // // /* Put all of your demostration stuff around here to allow it to run while the game * is not paused. Let me know if you have issues working out how this works and I * will get back to you ASAP - Shaun */ // // // Only Update the game when the game is UNPAUSED base.Update(gameTime, covered); if (TotalElapsedTime >= KeyPressCheckDelay) { if (input.MenuCancel) // if escape is pressed { GameState = GameStates.Paused; // pause game TotalElapsedTime = 0.0f; //ScreenManager.AddScreen(new DemoMenuOptions()); // display ingame menu } } } else { if (TotalElapsedTime >= KeyPressCheckDelay) { // UnPause the current game if (input.MenuCancel || input.MenuSelect) // if escape or enter is pressed { GameState = GameStates.Normal; // resume game TotalElapsedTime = 0.0f; } } } }