private void SetSelection(ButtonSprite selection)
 {
     if (null != selection &&
         m_timerSelection < DateTime.Now)
     {
         m_timerSelection = DateTime.Now + TimeSpan.FromMilliseconds(DELAY_MS);
         SelectedButton = selection;
     }
 }
Exemplo n.º 2
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 private void SetSelection(ButtonSprite selection)
 {
     if (null != selection &&
         m_timerSelection < DateTime.Now)
     {
         m_timerSelection = DateTime.Now + TimeSpan.FromMilliseconds(DELAY_MS);
         SelectedButton   = selection;
     }
 }
Exemplo n.º 3
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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);

            // TODO: use this.Content to load your game content here
            _font = Content.Load<SpriteFont>("spriteFont1");

            _soundPool = new SoundPool(5, Stream.Music, 0);

            AssetFileDescriptor assetFileDescriptor;

            assetFileDescriptor = Activity.ApplicationContext.Assets.OpenFd("Content/boom.wav");
            _soundBoom = _soundPool.Load(assetFileDescriptor, 1);

            assetFileDescriptor = Activity.ApplicationContext.Assets.OpenFd("Content/ouch.wav");
            _soundOuch = _soundPool.Load(assetFileDescriptor, 1);

            _btnBoom = new ButtonSprite();
            _btnBoom.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnBoom.Position = new Vector2(150, 200);
            _btnBoom.TextureScale = new Vector2(2f, 0.5f);
            _btnBoom.Text = "Boom";
            _btnBoom.TextOffset = new Vector2(40, 20);
            _buttons.Add(_btnBoom);

            _btnOuch = new ButtonSprite();
            _btnOuch.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnOuch.Position = new Vector2(600, 200);
            _btnOuch.TextureScale = new Vector2(2f, 0.5f);
            _btnOuch.Text = "Ouch";
            _btnOuch.TextOffset = new Vector2(40, 20);
            _buttons.Add(_btnOuch);

            _focusManager.SelectedButton = _btnBoom;
            _focusManager.Mappings[_btnBoom] = new FocusManager.ButtonMapping()
            {
                Right = _btnOuch
            };
            _focusManager.Mappings[_btnOuch] = new FocusManager.ButtonMapping()
            {
                Left = _btnBoom,
            };
        }
Exemplo n.º 4
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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);

            // TODO: use this.Content to load your game content here
            _font = Content.Load <SpriteFont>("spriteFont1");

            _soundPool = new SoundPool(5, Stream.Music, 0);

            AssetFileDescriptor assetFileDescriptor;

            assetFileDescriptor = Activity.ApplicationContext.Assets.OpenFd("Content/boom.wav");
            _soundBoom          = _soundPool.Load(assetFileDescriptor, 1);

            assetFileDescriptor = Activity.ApplicationContext.Assets.OpenFd("Content/ouch.wav");
            _soundOuch          = _soundPool.Load(assetFileDescriptor, 1);

            _btnBoom = new ButtonSprite();
            _btnBoom.Initialize(_font,
                                Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnBoom.Position     = new Vector2(150, 200);
            _btnBoom.TextureScale = new Vector2(2f, 0.5f);
            _btnBoom.Text         = "Boom";
            _btnBoom.TextOffset   = new Vector2(40, 20);
            _buttons.Add(_btnBoom);

            _btnOuch = new ButtonSprite();
            _btnOuch.Initialize(_font,
                                Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnOuch.Position     = new Vector2(600, 200);
            _btnOuch.TextureScale = new Vector2(2f, 0.5f);
            _btnOuch.Text         = "Ouch";
            _btnOuch.TextOffset   = new Vector2(40, 20);
            _buttons.Add(_btnOuch);

            _focusManager.SelectedButton     = _btnBoom;
            _focusManager.Mappings[_btnBoom] = new FocusManager.ButtonMapping()
            {
                Right = _btnOuch
            };
            _focusManager.Mappings[_btnOuch] = new FocusManager.ButtonMapping()
            {
                Left = _btnBoom,
            };
        }