void HideAllUIScreens() { completionScreen.Hide(); map.Hide(); pauseScreen.Hide(); optionsScreen.Hide(); }
public void ShowOptions() { mainMenuScreen.Hide(); pauseScreen.Hide(); optionsScreen.Show(); }
private void onGameStateChanged(GameState newState) { switch (newState) { case GameState.StartUp: mainMenuControl.Hide(); highscoreControl.Hide(); creditsControl.Hide(); pauseControl.Hide(); victoryControl.Hide(); gameOverControl.Hide(); hud.Hide(); audioPlayer.PlayEvent("audio/music/menu"); break; case GameState.Menu: mainMenuControl.Show(); highscoreControl.Hide(); creditsControl.Hide(); pauseControl.Hide(); victoryControl.Hide(); gameOverControl.Hide(); hud.Hide(); audioPlayer.PauseCategory("ingame"); audioPlayer.UnpauseCategory("menu"); break; case GameState.Highscore: mainMenuControl.Hide(); highscoreControl.Show(); creditsControl.Hide(); pauseControl.Hide(); victoryControl.Hide(); gameOverControl.Hide(); hud.Hide(); audioPlayer.PauseCategory("ingame"); audioPlayer.UnpauseCategory("menu"); break; case GameState.Credits: mainMenuControl.Hide(); highscoreControl.Hide(); creditsControl.Show(); pauseControl.Hide(); victoryControl.Hide(); gameOverControl.Hide(); hud.Hide(); creditsControl.Start(); audioPlayer.PauseCategory("ingame"); audioPlayer.UnpauseCategory("menu"); break; case GameState.Loading: mainMenuControl.Hide(); highscoreControl.Hide(); creditsControl.Hide(); pauseControl.Hide(); victoryControl.Hide(); gameOverControl.Hide();; hud.Hide(); audioPlayer.PlayEvent("audio/music/ingame"); OnDetach(); break; case GameState.Running: mainMenuControl.Hide(); highscoreControl.Hide(); creditsControl.Hide(); pauseControl.Hide(); victoryControl.Hide(); gameOverControl.Hide(); hud.Show(); audioPlayer.PauseCategory("menu"); audioPlayer.UnpauseCategory("ingame"); break; case GameState.Paused: pauseControl.Show(); victoryControl.Hide(); gameOverControl.Hide(); hud.Hide(); audioPlayer.PauseCategory("ingame"); audioPlayer.PauseCategory("menu"); break; case GameState.Victory: int remainingLifes = 0; if (playerEntity != null) // Happens on a draw { remainingLifes = playerEntity[HealthBehavior.Key_Lifes]; } int totalScore = 100 * remainingLifes + playerEntity[CollectsPointsBehavior.Key_PointsCollected]; victoryControl.CurrentScore = totalScore; mainMenuControl.Hide(); highscoreControl.Hide(); creditsControl.Hide(); pauseControl.Hide(); victoryControl.Show(); gameOverControl.Hide(); hud.Hide(); audioPlayer.StopCategory("ingame"); audioPlayer.PlayEvent("audio/game/win"); break; case GameState.GameOver: mainMenuControl.Hide(); highscoreControl.Hide(); creditsControl.Hide(); pauseControl.Hide(); victoryControl.Hide(); gameOverControl.Show(); hud.Hide(); audioPlayer.StopCategory("ingame"); audioPlayer.PlayEvent("audio/game/lose"); break; case GameState.Quit: audioPlayer.StopCategory("menu"); RenderForm.Close(); break; } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Load the content for the start screen, add it to the components, and hide it. startScreen = new StartScreen(this, spriteBatch, Content.Load<SpriteFont>("menufont"), Content.Load<Texture2D>("Menus/StartScreen")); Components.Add(startScreen); startScreen.Hide(); // Load the content for the loading screen. splashScreen = new SplashScreen(this, spriteBatch, Content.Load<Texture2D>("Menus/SampleSplashScreen")); Components.Add(splashScreen); splashScreen.Hide(); // Load the content for the action screen, where most of the gameplay will occur. actionScreen = new ActionScreen(this, spriteBatch); Components.Add(actionScreen); actionScreen.Hide(); // Load the content for the pause screen. pauseScreen = new PauseScreen(this, spriteBatch, Content.Load<SpriteFont>("menufont"), Content.Load<Texture2D>("Menus/PauseScreen"), actionScreen); Components.Add(pauseScreen); pauseScreen.Hide(); // Load the content for the quit screen. quitScreen = new QuitScreen(this, spriteBatch, Content.Load<SpriteFont>("menufont"), Content.Load<Texture2D>("Menus/QuitScreen"), actionScreen); Components.Add(quitScreen); quitScreen.Hide(); // Load the content for the dialogue screen. dialogueScreen = new DialogueScreen(this, spriteBatch, Content.Load<SpriteFont>("menufont"), Content.Load<Texture2D>("Menus/DialogueScreen"), actionScreen); Components.Add(dialogueScreen); dialogueScreen.Hide(); // When the game starts, the active screen is the start screen. activeScreen = startScreen; activeScreen.Show(); }