/// <summary> /// Draws the menu entry. This can be overridden to customize the appearance. /// </summary> public virtual void Draw(GameplayScreen screen, GameTime gameTime) { // Pulsate the size of the selected menu entry. double time = gameTime.TotalGameTime.TotalSeconds; float pulsate = (float)Math.Sin(time * 6) + 1; float scale = 1 + pulsate * 0.05f * selectionFade; // Draw text, centered on the middle of each line. ScreenManager screenManager = screen.ScreenManager; content = new ContentManager(screenManager.Game.Services, "Content"); buttonTexture = content.Load<Texture2D>("blank"); SpriteBatch spriteBatch = screenManager.SpriteBatch; //SpriteFont font = screenManager.Font; //Vector2 origin = new Vector2(0, font.LineSpacing / 2); //spriteBatch.DrawString(font, "::::::", position, color, 0, // origin, scale, SpriteEffects.None, 0); Rectangle buttonRectangle = new Rectangle((int)position.X, (int)position.Y, 160, 80); spriteBatch.Draw(buttonTexture, buttonRectangle, Color.White); }
/// <summary> /// Updates the menu entry. /// </summary> public virtual void Update(GameplayScreen screen, bool isSelected, GameTime gameTime) { // there is no such thing as a selected item on Windows Phone, so we always // force isSelected to be false #if WINDOWS_PHONE isSelected = false; #endif // When the menu selection changes, entries gradually fade between // their selected and deselected appearance, rather than instantly // popping to the new state. float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4; if (isSelected) selectionFade = Math.Min(selectionFade + fadeSpeed, 1); else selectionFade = Math.Max(selectionFade - fadeSpeed, 0); }