public void AddUIElement(Texture2D tex, float lifetimeSeconds, Vector2 offsetFromParent_Start, Vector2 offsetFromParent_End, Color color_Start, Color color_End, float scale_Start, float scale_End, float delay) { WorldSpaceUIElement element = new WorldSpaceUIElement(tex, lifetimeSeconds, offsetFromParent_Start, offsetFromParent_End, color_Start, color_End, scale_Start, scale_End, delay); agentUISprites.Add(element); }
/// <summary> /// Updates the background screen. Unlike most screens, this should not /// transition off even if it has been covered by another screen: it is /// supposed to be covered, after all! This overload forces the /// coveredByOtherScreen parameter to false in order to stop the base /// Update method wanting to transition off. /// </summary> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { subtitleText.Update(gameTime); nextBGText -= (float)gameTime.ElapsedGameTime.TotalSeconds; nextBGClear -= (float)gameTime.ElapsedGameTime.TotalSeconds; if (nextBGClear <= 0.0f) { nextBGClear = nextBGClearMax; bgText.ClearAllUpcoming(); for (int i = 0; i < bgText.GetMaxLines(); i++) { bgText.AddItem(new HackGameBoard_BackgroundTextItem(new StringBuilder(" "), 0, bgText.defaultStartColor, bgText.defaultEndColor, bgText.defaultColorFadeTime)); } nextBGText = nextBGTextMax; } if (nextBGText <= 0.0f) { //throw a bg text line nextBGText = MathHelper.Lerp(nextBGTextMin, nextBGTextMax, (float)r.NextDouble()); HackGameBoard_BackgroundTextItem bgnext = bgTextStrings[r.Next(0, bgTextStrings.Count)]; bgText.AddItem(bgnext); } bgText.UpdateSelf(gameTime); base.Update(gameTime, otherScreenHasFocus, false); ping_Delay -= (float)gameTime.ElapsedGameTime.TotalSeconds; if (ping_Delay <= 0.0f) { ping_Delay = ping_Delay_Max; Vector2 location = new Vector2(MathHelper.Lerp(0, ScreenManager.GraphicsDevice.Viewport.Width, (float)r.NextDouble()), MathHelper.Lerp(0, ScreenManager.GraphicsDevice.Viewport.Height, (float)r.NextDouble())); ping_Element = new WorldSpaceUIElement(ping_Texture, 2.0f, location,location, new Color(0.0f, 1.0f, 0, 0.0f), new Color(0.0f, 0, 0, 0), 0.2f, 10.0f, 3.0f); } if (ping_Element != null) { ping_Element.UpdateState(gameTime, null); } }
public void AddUIElement(Texture2D tex, float lifetimeSeconds, Vector2 offsetFromParent, float delay) { WorldSpaceUIElement element = new WorldSpaceUIElement(tex, lifetimeSeconds, offsetFromParent, delay); agentUISprites.Add(element); }