Пример #1
0
        private void Reload(KeyPress keypress)
        {
            limbo_State = Limbo_State.fade_In;

            screen_Fade = content.Load<Texture2D>("Fades/White");
            Limbo_Font = content.Load<SpriteFont>("Fonts/Limbo_Font");

            AlphaValue = 0f;
            FadeDelay = 0;

            sub_KeyPress = keypress;
            text_Page = 0;
            Update_Text(keypress);

            reload = false;
        }
Пример #2
0
        public Window_Return_Info Update(GameTime gameTime, KeyPress keyPress)
        {
            Window_Return_Info window_Return_Info;
            window_Return_Info.windowTransition = false;
            window_Return_Info.newState = Game_Window_State.Game_Mode_State;
            Base_Components.Camera.offset = Vector2.Zero;

            if (reload == true)
            {
                Reload(keyPress);
            }

            if (keyPress.key_Esc == 1)
            {
                limbo_State = Limbo_State.fade_Out;
                screen_Fade = content.Load<Texture2D>("Fades/Black");
                text_Page = 420;
            }

            Update_Text(keyPress);

            switch (limbo_State)
            {
                case Limbo_State.fade_In:

                    FadeDelay -= gameTime.ElapsedGameTime.TotalSeconds;

                    if (FadeDelay <= 0)
                    {
                        FadeDelay = fade_Delay;
                        AlphaValue += fadeIncrement;

                        if (AlphaValue >= 1)
                        {
                            AlphaValue = MathHelper.Clamp(AlphaValue, 0, 1);
                            limbo_State = Limbo_State.text;
                            screen_Fade = content.Load<Texture2D>("Fades/Black");
                        }
                    }
                    break;

                case Limbo_State.text:
                    if (keyPress.key_Space == 1)
                    {
                        limbo_State = Limbo_State.fade_Out;
                    }

                    break;

                case Limbo_State.fade_Out:
                    FadeDelay -= gameTime.ElapsedGameTime.TotalSeconds;

                    if (FadeDelay <= 0)
                    {
                        FadeDelay = fade_Delay;
                        AlphaValue -= fadeIncrement;

                        if (AlphaValue <= 0)
                        {
                            AlphaValue = MathHelper.Clamp(AlphaValue, 0, 1);
                            if (text_Page >= 5)
                            {
                                limbo_State = Limbo_State.change_state;
                            }
                            else
                            {
                                limbo_State = Limbo_State.fade_In;
                                text_Page += 1;
                            }
                        }
                    }
                    break;

                case Limbo_State.change_state:
                    Dismiss();
                    window_Return_Info.windowTransition = true;
                    window_Return_Info.newState = Game_Window_State.Game_Mode_State;
                    break;
            }
            return window_Return_Info;
        }