protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.CheckExit(); TouchCollection collection = TouchPanel.GetState(); // M! Just place the accelerometer update here since the game runs at 1 / 60 hertz Vector3 v = this.accelSensor.CurrentValue.Acceleration; // D! Since landscape left is the orientation, interchange the Y axis and the X axis. acceleration.X = -v.Y; acceleration.Y = -v.X; acceleration.Z = v.Z; if (currentScreen == mainMenuScreen) { loadScreenCounter += gameTime.ElapsedGameTime.Milliseconds; if (loadScreenCounter >= 1500) { currentScreen = gameScreen; } } currentScreen.Update(gameTime, collection, acceleration); base.Update(gameTime); }
private void InitalizeScreens() { gameScreen = new GameScreen(); gameScreen.Initialize(this, playerReference, sadakoReference, inventoryHandler, locationHandler, eventHandler, roomDatabase, tileDatabase); mainMenuScreen = new MainMenuScreen(); mainMenuScreen.Initialize(this, playerReference, sadakoReference, inventoryHandler, locationHandler, eventHandler, roomDatabase, tileDatabase); pauseScreen = new PauseScreen(); pauseScreen.Initialize(this, playerReference, sadakoReference, inventoryHandler, locationHandler, eventHandler, roomDatabase, tileDatabase); currentScreen = mainMenuScreen; }
public void changeScreen(ScreenType screen) { switch (screen) { case ScreenType.GameScreen: currentScreen = gameScreen; break; case ScreenType.MainMenuScreen: currentScreen = mainMenuScreen; break; case ScreenType.PauseScreen: currentScreen = pauseScreen; break; } }