// This uses the loading screen to transition from the game back to the main menu screen. private void ConfirmQuitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { MediaPlayer.Stop(); LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(), new MainMenuScreen()); }
private void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new GameplayScreen(), new SplashScreen()); }
// This method checks the GameScreen.IsActive property, so the game will // stop updating when the pause menu is active, or if you tab away to a different application. public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { batSprite.level = 2; // Gradually fade in or out depending on whether we are covered by the pause screen. if (coveredByOtherScreen) { _pauseAlpha = Math.Min(_pauseAlpha + 1f / 32, 1); } else { _pauseAlpha = Math.Max(_pauseAlpha - 1f / 32, 0); } if (IsActive) { // TODO: Add your update logic here batSprite.Update(gameTime); System.Random rand = new System.Random(); foreach (var coin in coins) { if (!coin.Collected && coin.Bounds.CollidesWith(batSprite.Bounds)) { coinsCollected++; coinPickup.Play(); coin.Move(new Vector2((float)rand.NextDouble() * ScreenManager.GraphicsDevice.Viewport.Width, (float)rand.NextDouble() * ScreenManager.GraphicsDevice.Viewport.Height)); } } exitSprite.position = new Vector2(800, 800); if (exit && batSprite.Bounds.CollidesWith(exitSprite.Bounds)) { LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(), new MainMenuScreen()); MediaPlayer.Stop(); } foreach (var coin in coins) { coin.Update(gameTime); if (!coin.Collected && coin.Bounds.Center.X <= 0) { coin.Velocity.X = 100; coin.Acceleration.X = 20; } if (!coin.Collected && coin.Bounds.Center.X >= ScreenManager.GraphicsDevice.Viewport.Width) { coin.Velocity.X = -100; coin.Acceleration.X = -20; } if (!coin.Collected && coin.Bounds.Center.Y <= 0) { coin.Velocity.Y = 100; coin.Acceleration.Y = 20; } if (!coin.Collected && coin.Bounds.Center.Y >= ScreenManager.GraphicsDevice.Viewport.Height) { coin.Velocity.Y = -100; coin.Acceleration.Y = -20; } } } base.Update(gameTime, otherScreenHasFocus, false); }