public void TrackSelectorScreenEvent(object obj, EventArgs e) { if (((TrackSelectorScreen)currentScreen).selectedIcon == 0) currentScreen = new TrackScreen(track1Back, new Vector2(250, 380), Content, new EventHandler(TrackScreenEvent)); else if (((TrackSelectorScreen)currentScreen).selectedIcon == 1) currentScreen = new TrackScreen(track2Back, new Vector2(350, 110), Content, new EventHandler(TrackScreenEvent)); else if (((TrackSelectorScreen)currentScreen).selectedIcon == 2) currentScreen = new TrackScreen(track3Back, new Vector2(480, 350), Content, new EventHandler(TrackScreenEvent)); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (Keyboard.GetState().IsKeyDown(Keys.Escape)) currentScreen = trackSelectorScreen; currentScreen.Update(gameTime); base.Update(gameTime); }
public void TrackScreenEvent(object obj, EventArgs e) { currentScreen = trackSelectorScreen; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); trackSelectorScreen = new TrackSelectorScreen(Content, new EventHandler(TrackSelectorScreenEvent)); track1Back = new Background(Content.Load<Texture2D>("Tracks//track1")); track2Back = new Background(Content.Load<Texture2D>("Tracks//track2")); track3Back = new Background(Content.Load<Texture2D>("Tracks//track3")); currentScreen = trackSelectorScreen; }