/// <summary>
        /// Updates the loading screen.
        /// </summary>
        public override void Update(GameTime gameTime, bool otherScreenHasFocus,
                                    bool coveredByOtherScreen)
        {
            base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);

            // If all the previous screens have finished transitioning
            // off, it is time to actually perform the load.
            if (otherScreensAreGone)
            {
                ScreenManager.Pop(this);

                foreach (Screen screen in screensToLoad)
                {
                    if (screen != null)
                    {
                        ScreenManager.Push(screen);
                    }
                }

                // Once the load has finished, we use ResetElapsedTime to tell
                // the  game timing mechanism that we have just finished a very
                // long frame, and that it should not try to catch up.
                ScreenManager.Game.ResetElapsedTime();
            }
        }
Exemplo n.º 2
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            ScreenManager.LoadContent(this);

            ScreenManager.Push(new BackgroundScreen());
            ScreenManager.Push(new SplashScreen());
        }
Exemplo n.º 3
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        public override void HandleInput()
        {
            if (InputManager.IsActionTriggered(InputManager.Action.Back))
            {
                ExitScreen();
                ScreenManager.Push(new SplashScreen());
                return;
            }

            base.HandleInput();
        }
Exemplo n.º 4
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 public override void HandleInput()
 {
     if (InputManager.IsActionTriggered(InputManager.Action.Select))
     {
         ExitScreen();
         ScreenManager.Push(new MenuScreen());
     }
     else if (InputManager.IsActionTriggered(InputManager.Action.Exit))
     {
         string     message = "Are you sure you want to exit?";
         MessageBox exitBox = new MessageBox(message, true);
         exitBox.Accepted += ConfirmAccepted;
         ScreenManager.Push(exitBox);
     }
 }
 public override void HandleInput()
 {
     if (InputManager.IsActionTriggered(InputManager.Action.Exit))
     {
         // add a confirmation message box
         const string message =
             "Are you sure you want to exit?  All unsaved progress will be lost." +
             "\n\n <Esc>   : cancel " +
             "\n <Enter> : confirm";
         MessageBox exitBox = new MessageBox(message, true);
         exitBox.Accepted += ConfirmExitAccepted;
         ScreenManager.Push(exitBox);
         //return;
     }
 }
        /// <summary>
        /// Activates the loading screen.
        /// </summary>
        public static void Load(/*ScreenManager screenManager, */ bool loadingIsSlow,
                                /*PlayerIndex? controllingPlayer,*/
                                params Screen[] screensToLoad)
        {
            // Tell all the current screens to transition off.
            foreach (Screen screen in ScreenManager.GetScreens())
            {
                screen.ExitScreen();
            }

            // Create and activate the loading screen.
            LoadingScreen loadingScreen = new LoadingScreen(/*screenManager,*/
                loadingIsSlow,
                screensToLoad);

            ScreenManager.Push(loadingScreen);
        }
Exemplo n.º 7
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        public static void HandleInput()
        {
            motion = Vector2.Zero;

            if (InputManager.IsKeyTriggered(Keys.Space))
            {
                // update NPC

                // update chests
                UpdateChests();

                // update switches
                UpdateSwitches();

                // update blocks
                UpdateBlocks();
            }
            else if (InputManager.IsKeyTriggered(Keys.D))
            {
                const string message =
                    "Hello there! This is a dialog box. Wheee!";
                DialogBox dialog = new DialogBox(message, null);
                dialog.Accepted += DialogAccepted;
                ScreenManager.Push(dialog);
            }

            if (InputManager.IsKeyPressed(Keys.Up))
            {
                motion.Y--;
            }
            if (InputManager.IsKeyPressed(Keys.Down))
            {
                motion.Y++;
            }
            if (InputManager.IsKeyPressed(Keys.Left))
            {
                motion.X--;
            }
            if (InputManager.IsKeyPressed(Keys.Right))
            {
                motion.X++;
            }
        }
Exemplo n.º 8
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        protected override void OnCancel()
        {
            string message = String.Empty;

            if (this.IsActive)
            {
                message = "Are you sure you want to exit?" +
                          "All unsaved progress will be lost.";
            }
            else
            {
                message = "Are you sure you want to exit?";
            }


            MessageBox confirmExitBox = new MessageBox(message, true);

            confirmExitBox.Accepted += ConfirmAccepted;
            ScreenManager.Push(confirmExitBox);
        }