public void AddScreen(GameScreen screen, InputManager inputManager) { transition = true; //lets us know we are transitioning fade.IsActive = true; fade.Alpha = 0.0f; //0 is fully transparent fade.ActivateValue = 1.0f; //1 is fully opaque fade.Increase = true; newScreen = screen; //here in case some other function deletes top screen from stack this.inputManager = inputManager; }
public void AddScreen(GameScreen screen, InputManager inputManager, float alpha) { transition = true; //lets us know we are transitioning fade.IsActive = true; fade.ActivateValue = 1.0f; //1 is fully opaque newScreen = screen; //here in case some other function deletes top screen from stack this.inputManager = inputManager; if (alpha != 1.0f) { fade.Alpha = 1.0f - alpha; } else { fade.Alpha = alpha; fade.Increase = true; } }
private void Transition(GameTime gameTime) { fade.Update(gameTime, ref animation); //increase alpha until it equals 1 if (fade.Alpha == 1.0f && fade.Timer.TotalSeconds == 1.0f) //put total seconds in here so we don't run more than once { screenStack.Push(newScreen); currentScreen.UnloadContent(); currentScreen = newScreen; currentScreen.LoadContent(content, this.inputManager); } else if (fade.Alpha == 0.0f) { transition = false; fade.IsActive = false; } }
public void Initialize() { currentScreen = new SplashScreen(); fade = new FadeAnimation(); inputManager = new InputManager(); }