public override void Update(ContentManager content, GameTime gameTime) { if (isLoaded == false) { isLoaded = true; font = content.Load <SpriteFont>("ps2p"); } if (game.AllowInput == true) { if (showControls == false) { if (Keyboard.GetState().IsKeyDown(Keys.Down)) { switch (mc) { case menuCursor._continue: mc = menuCursor._options; break; case menuCursor._options: mc = menuCursor._controls; break; case menuCursor._controls: mc = menuCursor._exit; break; case menuCursor._exit: mc = menuCursor._continue; break; } game.ResetInputTimer(); } if (Keyboard.GetState().IsKeyDown(Keys.Up)) { switch (mc) { case menuCursor._continue: mc = menuCursor._exit; break; case menuCursor._options: mc = menuCursor._continue; break; case menuCursor._controls: mc = menuCursor._options; break; case menuCursor._exit: mc = menuCursor._controls; break; } game.ResetInputTimer(); } if (mc == menuCursor._continue && Keyboard.GetState().IsKeyDown(Keys.Enter)) { game.ResetInputTimer(); AIE.StateManager.PopState(); } if (mc == menuCursor._options && Keyboard.GetState().IsKeyDown(Keys.Enter)) { game.ResetInputTimer(); AIE.StateManager.ChangeState("OptionsState"); } if (mc == menuCursor._exit && Keyboard.GetState().IsKeyDown(Keys.Enter)) { game.Exit(); } } if (mc == menuCursor._controls && Keyboard.GetState().IsKeyDown(Keys.Enter)) { if (showControls == false) { showControls = true; game.ResetInputTimer(); } else { showControls = false; game.ResetInputTimer(); } } } }
public override void Update(ContentManager content, GameTime gameTime) { if (isLoaded == false) { isLoaded = true; ps2p = content.Load <SpriteFont>("ps2p"); font04b = content.Load <SpriteFont>("funsize"); kitty = content.Load <Texture2D>("jett_run_x1000"); grass = content.Load <Texture2D>("grass"); aniTimer = 0; runTimer = 0; rotateTimer = 0; } float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; aniTimer += deltaTime; runTimer += deltaTime * 4; rotateTimer += deltaTime * 1.5f; if (aniTimer > 1) { aniTimer = 0; } if (runTimer > 1) { runTimer = 0; } if (rotateTimer > 360) { rotateTimer = 0; } if (game.AllowInput == true) { if (start == true) { if (Keyboard.GetState().IsKeyDown(Keys.Enter) == true) { AIE.StateManager.ChangeState("IntroCutscene"); game.ResetInputTimer(); CleanUp(); } if ((Keyboard.GetState().IsKeyDown(Keys.Down) || Keyboard.GetState().IsKeyDown(Keys.Up))) { start = false; game.ResetInputTimer(); } } else { if (Keyboard.GetState().IsKeyDown(Keys.Enter) == true) { game.Exit(); } if ((Keyboard.GetState().IsKeyDown(Keys.Down) || Keyboard.GetState().IsKeyDown(Keys.Up))) { start = true; game.ResetInputTimer(); } } } }