/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenController screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; // we don't serialize loading screens. if the user exits while the // game is at a loading screen, the game will resume at the screen // before the loading screen. IsSerializable = false; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
/// <summary> /// Activates the loading screen. /// </summary> public static void Load(ScreenController screenManager, bool loadingIsSlow, PlayerIndex? controllingPlayer, params GameScreen[] screensToLoad) { // Tell all the current screens to transition off. foreach (GameScreen screen in screenManager.GetScreens()) screen.ExitScreen(); // Create and activate the loading screen. LoadingScreen loadingScreen = new LoadingScreen(screenManager, loadingIsSlow, screensToLoad); screenManager.AddScreen(loadingScreen, controllingPlayer); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; TargetElapsedTime = TimeSpan.FromTicks(333333); graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 480; #if WINDOWS_PHONE graphics.IsFullScreen = true; #endif #if WINDOWS IsMouseVisible = true; #endif screenController = new ScreenController(this); Components.Add(screenController); screenController.AddScreen(new BackgroundScreen(), null); screenController.AddScreen(new MainMenuScreen(), null); }