public override void Update(GameTime gameTime) { menuComponent.Update(gameTime); if (Xin.CheckKeyReleased(Keys.Space) || Xin.CheckKeyReleased(Keys.Enter) || (menuComponent.MouseOver && Xin.CheckMouseReleased(MouseButtons.Left))) { if (menuComponent.SelectedIndex == 0) { Xin.FlushInput(); GameRef.GamePlayState.SetUpNewGame(); GameRef.GamePlayState.StartGame(); manager.PushState((GamePlayState)GameRef.GamePlayState, PlayerIndexInControl); } else if (menuComponent.SelectedIndex == 1) { Xin.FlushInput(); GameRef.GamePlayState.LoadExistingGame(); GameRef.GamePlayState.StartGame(); manager.PushState((GamePlayState)GameRef.GamePlayState, PlayerIndexInControl); } else if (menuComponent.SelectedIndex == 2) { Xin.FlushInput(); } else if (menuComponent.SelectedIndex == 3) { Game.Exit(); } } base.Update(gameTime); }
public override void Update(GameTime gameTime) { PlayerIndex index = PlayerIndex.One; // TODO elapsed += gameTime.ElapsedGameTime; menuComponent.Update(gameTime, index); this.player1pad = GamePad.GetState(PlayerIndex.One); if (Xin.CheckKeyReleased(Keys.Space) || Xin.CheckKeyReleased(Keys.Enter) || (menuComponent.MouseOver && Xin.CheckMouseReleased(MouseButtons.Left)) || this.player1pad.IsButtonDown(Buttons.A)) { buttonSelect.Play(); if (menuComponent.SelectedIndex == 0) // new single player game { Xin.FlushInput(); this.gameOptions.GameType = GameType.SinglePlayer; GameRef.GamePlayState.SetUpNewGame(this.gameOptions); GameRef.GamePlayState.StartGame(); manager.PushState((GamePlayState)GameRef.GamePlayState, PlayerIndexInControl); } else if (menuComponent.SelectedIndex == 1) // new 2 player cooperative game { Xin.FlushInput(); this.gameOptions.GameType = GameType.TwoPlayerCooperative; GameRef.GamePlayState.SetUpNewGame(this.gameOptions); GameRef.GamePlayState.StartGame(); manager.PushState((GamePlayState)GameRef.GamePlayState, PlayerIndexInControl); } else if (menuComponent.SelectedIndex == 2) // new 2 player deathmatch game { Xin.FlushInput(); this.gameOptions.GameType = GameType.TwoPlayerDeathmatch; GameRef.GamePlayState.SetUpNewGame(this.gameOptions); GameRef.GamePlayState.StartGame(); manager.PushState((GamePlayState)GameRef.GamePlayState, PlayerIndexInControl); } else if (menuComponent.SelectedIndex == 3) { Game.Exit(); } } base.Update(gameTime); }
public override void Update(GameTime gameTime) { switch (connectionState) { case ConnectionState.SERVER_SELECT: serverSelectionMenuComponent.Update(gameTime); if (Xin.CheckKeyReleased(Keys.Space) || Xin.CheckKeyReleased(Keys.Enter) || (serverSelectionMenuComponent.MouseOver && Xin.CheckMouseReleased(MouseButtons.Left))) { if (serverSelectionMenuComponent.SelectedIndex == 0) { Xin.FlushInput(); ConnectToServer(new IPEndPoint(IPAddress.Parse("127.0.0.1"), 2013)); //GameRef.GamePlayState.SetUpNewGame(); //GameRef.GamePlayState.StartGame(); //manager.PushState((GamePlayState)GameRef.GamePlayState, PlayerIndexInControl); } else if (serverSelectionMenuComponent.SelectedIndex == 1) { Xin.FlushInput(); GameRef.SetWindowResolution(400, 300); //ConnectToServer(new IPEndPoint(IPAddress.Parse("127.0.0.1"), 2014)); //GameRef.GamePlayState.LoadExistingGame(); //GameRef.GamePlayState.StartGame(); //manager.PushState((GamePlayState)GameRef.GamePlayState, PlayerIndexInControl); } else if (serverSelectionMenuComponent.SelectedIndex == 2) { Game.Exit(); } } break; case ConnectionState.LOGIN: loginComponent.Update(gameTime); break; } base.Update(gameTime); }
public override void Update(GameTime gameTime) { _menuComponent.Update(gameTime); if (Xin.CheckKeyReleased(Keys.Space) || Xin.CheckKeyReleased(Keys.Enter) || (_menuComponent.MouseOver && Xin.CheckMouseReleased(MouseButtons.Left))) { switch (_menuComponent.SelectedIndex) { case 0: Xin.FlushInput(); GameRef.GamePlayState.SetUpNewGame(); GameRef.GamePlayState.StartGame(); Manager.PushState(GameRef.GamePlayState, PlayerIndexInControl); break; case 1: Xin.FlushInput(); GameRef.GamePlayState.LoadExistingGame(); GameRef.GamePlayState.StartGame(); Manager.PushState(GameRef.GamePlayState, PlayerIndexInControl); break; case 2: Xin.FlushInput(); break; case 3: Game.Exit(); break; } } base.Update(gameTime); }