Пример #1
0
 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return((int)Math.Floor(texture.Height * 0.8f));
 }
Пример #2
0
		/// <summary>
		/// Draws the menu entry. This can be overridden to customize the appearance.
		/// </summary>
		public virtual void Draw( MenuScreen screen, Vector2 position,
								 bool isSelected, GameTime gameTime ) {
			// Pulsate the size of the selected menu entry.
			double time = gameTime.TotalGameTime.TotalSeconds;

			float pulsate = (float)Math.Sin( time * 6 ) + 1;

			float scale = 0.7f + pulsate * 0.05f * selectionFade;

			// Draw texture, centered on the screen
			ScreenManager screenManager = screen.ScreenManager;
			SpriteBatch spriteBatch = screenManager.SpriteBatch;

			if( texture != null ) {
				spriteBatch.Draw( texture, position, null, Color.White, 0f, origin,
					scale, SpriteEffects.None, 0 );
			}
		}
Пример #3
0
		/// <summary>
		/// Queries how much space this menu entry requires.
		/// </summary>
		public virtual int GetHeight( MenuScreen screen ) {
			return (int)Math.Floor( texture.Height * 0.8f );
		}
Пример #4
0
		/// <summary>
		/// Updates the menu entry.
		/// </summary>
		public virtual void Update( MenuScreen screen, bool isSelected,
													  GameTime gameTime ) {
			// When the menu selection changes, entries gradually fade between
			// their selected and deselected appearance, rather than instantly
			// popping to the new state.
			float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;

			if( isSelected )
				selectionFade = Math.Min( selectionFade + fadeSpeed, 1 );
			else
				selectionFade = Math.Max( selectionFade - fadeSpeed, 0 );
		}