public GameMenuLauncher() { SettingsManager.LoadSettings(); Window.Title = "Game Menu for MonoGame"; IsFixedTimeStep = true; Content.RootDirectory = "Content"; //new-up components and add to Game.Components ScreenManager = new ScreenManager(this, SettingsManager.GetResolutionScale(SettingsManager.Settings.Resolution)); Components.Add(ScreenManager); ScreenManager.graphicsInitialize(); FrameRateCounter frameRateCounter = new FrameRateCounter(ScreenManager); frameRateCounter.DrawOrder = 101; Components.Add(frameRateCounter); LogoScreen1Done = false; LogoScreen2Done = false; }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
public FrameRateCounter(ScreenManager screenManager) : base(screenManager.Game) { _screenManager = screenManager; _format = new NumberFormatInfo(); _format.NumberDecimalSeparator = "."; _position = new Vector2(30, 25); }
/// <summary> /// Activates the loading screen. /// </summary> public static void Load(ScreenManager screenManager, bool loadingIsSlow, PlayerIndex? controllingPlayer, params GameScreen[] screensToLoad) { // Tell all the current screens to transition off. foreach (GameScreen screen in screenManager.GetScreens()) screen.ExitScreen(); // Create and activate the loading screen. LoadingScreen loadingScreen = new LoadingScreen(screenManager, loadingIsSlow, screensToLoad); screenManager.AddScreen(loadingScreen, controllingPlayer); }
/// <summary> /// Constructs a new input state. /// </summary> public InputState(ScreenManager vManager) { CurrentKeyboardStates = new KeyboardState[MaxInputs]; CurrentGamePadStates = new GamePadState[MaxInputs]; CurrentMouseStates = new MouseState[MaxInputs]; LastKeyboardStates = new KeyboardState[MaxInputs]; LastGamePadStates = new GamePadState[MaxInputs]; LastMouseStates = new MouseState[MaxInputs]; GamePadWasConnected = new bool[MaxInputs]; _manager = vManager; _handleVirtualStick = false; }