private void Close() { var transitionScreen = new FadeTransitionScreen(this, _preScreen, FADE_OUT_SPEED); transitionScreen.LoadContent(); GetComponent <ScreenManager>().SetScreen(transitionScreen); }
internal override void Update(GameTime gameTime) { if (_currentFrame < FRAMES_TOTAL - 1) { if (_currentFrame > 80) { _currentFrame += FRAME_SPEED / 1.5f; } else { _currentFrame += FRAME_SPEED; } if (_currentFrame >= FRAMES_TOTAL - 1) { _currentFrame = FRAMES_TOTAL - 1; } } else { _endDelay--; if (_endDelay == 0) { var titleScreen = new TitleScreen(); titleScreen.LoadContent(); var transitionScreen = new FadeTransitionScreen(this, titleScreen, 0.1f); transitionScreen.LoadContent(); GetComponent <ScreenManager>().SetScreen(transitionScreen); } } }
private void NewGame() { var newGameScreen = new NewGameScreen(); newGameScreen.LoadContent(); var transitionScreen = new FadeTransitionScreen(this, newGameScreen, 0.05f); transitionScreen.LoadContent(); GetComponent <ScreenManager>().SetScreen(transitionScreen); }
private void ContinueGame(GameTime gameTime) { var worldScreen = new WorldScreen(); worldScreen.LoadContent(); // update the world screen once to properly load the player entity worldScreen.Update(gameTime); var transitionScreen = new FadeTransitionScreen(this, worldScreen, 0.02f); transitionScreen.LoadContent(); GetComponent <ScreenManager>().SetScreen(transitionScreen); }