Пример #1
0
 public MenuCredits(ContentManager contentMngr)
 {
     mainMenuBG = contentMngr.Load<Texture2D>(@"Textures\Menu\dunebuggy");
     menuHeader = contentMngr.Load<Texture2D>(@"Textures\Menu\MenuHeader");
     BoldFont = contentMngr.Load<SpriteFont>("Bold Courier New");
     RegularFont = contentMngr.Load<SpriteFont>("Courier New");
     _PreviousInputState = GameInput.GetState();
 }
Пример #2
0
 public MenuOptions(ContentManager contentMngr)
 {
     mainMenuBG = contentMngr.Load<Texture2D>(@"Textures\Menu\dunebuggy");
     menuHeader = contentMngr.Load<Texture2D>(@"Textures\Menu\MenuHeader");
     optionsSoundsOff = contentMngr.Load<Texture2D>(@"Textures\Menu\SoundsOff");
     optionsSoundsOn = contentMngr.Load<Texture2D>(@"Textures\Menu\SoundsOn");
     _PreviousInputState = GameInput.GetState();
 }
Пример #3
0
 public static GameInput GetState(PlayerIndex playerIndex)
 {
     GameInput i = new GameInput();
     i._PlayerIndex = playerIndex;
     i._GamePadState = GamePad.GetState(playerIndex);
     i._KeyboardState = Keyboard.GetState(playerIndex);
     return i;
 }
Пример #4
0
        public Menu(ContentManager contentMngr)
        {
            mainMenuBG = contentMngr.Load<Texture2D>(@"Textures\Menu\dunebuggy");
            menuCredits = contentMngr.Load<Texture2D>(@"Textures\Menu\MenuCredits");
            menuExit = contentMngr.Load<Texture2D>(@"Textures\Menu\MenuExit");
            menuOptions = contentMngr.Load<Texture2D>(@"Textures\Menu\MenuOptions");
            menuPlay = contentMngr.Load<Texture2D>(@"Textures\Menu\MenuPlay");
            menuHeader = contentMngr.Load<Texture2D>(@"Textures\Menu\MenuHeader");
            //optionsSoundsOff = contentMngr.Load<Texture2D>(@"Textures\Menu\SoundsOff");
            //optionsSoundsOn = contentMngr.Load<Texture2D>(@"Textures\Menu\SoundsOn");

            _PreviousInputState = GameInput.GetState();
        }//Menu
Пример #5
0
        public GameMode UpdateOptions(Game1 game)
        {
            GameInput currentInputState = GameInput.GetState();

            if (currentInputState.DownButton == ButtonState.Pressed && _PreviousInputState.DownButton == ButtonState.Released)
            {
                Sound.Play(Sound.Sounds.MenuMove);
                if (_SelectedOptionItem == _TotalOptionItems)
                    _SelectedOptionItem = 0;
                else
                    _SelectedOptionItem++;
            }
            else if (currentInputState.UpButton == ButtonState.Pressed && _PreviousInputState.UpButton == ButtonState.Released)
            {
                Sound.Play(Sound.Sounds.MenuMove);
                if (_SelectedOptionItem == 0)
                    _SelectedOptionItem = _TotalOptionItems;
                else
                    _SelectedOptionItem--;
            }
            if (currentInputState.SelectButton == ButtonState.Pressed && _PreviousInputState.SelectButton == ButtonState.Released)
            {
                Sound.Play(Sound.Sounds.MenuSelect);
                switch (_SelectedOptionItem)
                {
                    case 0://Off
                        Sound.StartMusic();
                        break;
                    case 1://On
                        Sound.StopMusic();
                        break;
                }
            }
            else if (currentInputState.ExitButton == ButtonState.Pressed && _PreviousInputState.ExitButton == ButtonState.Released)
                return GameMode.Menu;
            
            // Set the previous state to the current input state at
            // the end so that the next time this method is called,
            // the state can be compared
            _PreviousInputState = currentInputState;
            return GameMode.Options;
        }
Пример #6
0
        /// <summary>
        /// Default Constructor
        /// </summary>
        /// <param name="contentMngr">Content Manager that this game is using</param>
        public HUD(ContentManager contentMngr)
        {
            gaugePosition = new Vector2(720, 520);
            speed = 0;
            throttle = 1f;
            afterburner = 1f;

            //I made a SpriteFont from a texture using.  You could easily replace this with an XML-defined SpriteFont.
            SpriteFont = contentMngr.Load<SpriteFont>(@"Textures\HUD\dungeon28");

            //Load the Sprites.
            GaugeSprite = contentMngr.Load<Texture2D>(@"Textures\HUD\gauge");
            NeedleSprite = contentMngr.Load<Texture2D>(@"Textures\HUD\needle");
            MeterFillSprite = contentMngr.Load<Texture2D>(@"Textures\HUD\meterfill");
            lapTimes = contentMngr.Load<Texture2D>(@"Textures\HUD\laptimes");
            position = contentMngr.Load<Texture2D>(@"Textures\HUD\position");


            //Load the Effect used to render the Meters on top and bottom.
            FillEffect = contentMngr.Load<Effect>(@"Textures\HUD\MeterEffect");

            _PreviousInputState = GameInput.GetState();
        }
Пример #7
0
        /// <summary>
        /// Updates the HUD
        /// </summary>
        /// <param name="game">Game Object that this game is using</param>
        public void Update(Game1 game)
        {
            GameInput currentInputState = GameInput.GetState();

            if (currentInputState.UpButton == ButtonState.Pressed)
            {
                if (speed <= 150)
                {
                    speed += 1f;
                }
                else if (speed > 150)
                {
                    speed += .5f;
                }
            }
            else
            {
                speed -= 1;
            }

            speed    = (int)(MathHelper.Clamp((speed), 0f, 200));
            rotation = MathHelper.ToRadians(680) / 500 * speed - MathHelper.ToRadians(135);
        }
Пример #8
0
        /// <summary>
        /// Default Constructor
        /// </summary>
        /// <param name="contentMngr">Content Manager that this game is using</param>
        public HUD(ContentManager contentMngr)
        {
            gaugePosition = new Vector2(720, 520);
            speed         = 0;
            throttle      = 1f;
            afterburner   = 1f;

            //I made a SpriteFont from a texture using.  You could easily replace this with an XML-defined SpriteFont.
            SpriteFont = contentMngr.Load <SpriteFont>(@"Textures\HUD\dungeon28");

            //Load the Sprites.
            GaugeSprite     = contentMngr.Load <Texture2D>(@"Textures\HUD\gauge");
            NeedleSprite    = contentMngr.Load <Texture2D>(@"Textures\HUD\needle");
            MeterFillSprite = contentMngr.Load <Texture2D>(@"Textures\HUD\meterfill");
            lapTimes        = contentMngr.Load <Texture2D>(@"Textures\HUD\laptimes");
            position        = contentMngr.Load <Texture2D>(@"Textures\HUD\position");


            //Load the Effect used to render the Meters on top and bottom.
            FillEffect = contentMngr.Load <Effect>(@"Textures\HUD\MeterEffect");

            _PreviousInputState = GameInput.GetState();
        }
Пример #9
0
        public GameMode Update(Game1 game)
        {
            GameInput currentInputState = GameInput.GetState();

            // This should cause the selected menu item to "scroll" up or down
            // depending on what D-Pad button is pressed.
            if (currentInputState.DownButton == ButtonState.Pressed && _PreviousInputState.DownButton == ButtonState.Released)
            {
                Sound.Play(Sound.Sounds.MenuMove);
                if (_SelectedMenuItem == _TotalMenuItems)
                    _SelectedMenuItem = 0;
                else
                    _SelectedMenuItem++;
            }
            else if (currentInputState.UpButton == ButtonState.Pressed && _PreviousInputState.UpButton == ButtonState.Released)
            {
                Sound.Play(Sound.Sounds.MenuMove);
                if (_SelectedMenuItem == 0)
                    _SelectedMenuItem = _TotalMenuItems;
                else
                    _SelectedMenuItem--;
            }
            if (currentInputState.SelectButton == ButtonState.Pressed && _PreviousInputState.SelectButton == ButtonState.Released)
            {
                Sound.Play(Sound.Sounds.MenuSelect);
                switch (_SelectedMenuItem)
                {
                    case 0://Play
                        return GameMode.Play;
                    case 1://Options
                        return GameMode.Options;
                    case 2://Credits
                        return GameMode.Credits;
                    case 3://Exit
                        game.Exit();
                        break;
                }
            }
        
            // Set the previous state to the current input state at
            // the end so that the next time this method is called,
            // the state can be compared
            _PreviousInputState = currentInputState;
            return GameMode.Menu;
        }//Update()
Пример #10
0
 public Play(ContentManager contentMngr)
 {
     myModel             = contentMngr.Load <Model>(@"Models\Mars");
     _PreviousInputState = GameInput.GetState();
     hud = new HUD(contentMngr);
 }