public void Starman() { if (state.Equals(soundStates.mainTheme)) { state = soundStates.starman; } }
public Sounds(Game game) { myGame = game; Load(); Loop(); mainTheme.Play(); state = soundStates.mainTheme; }
public void Update() { if (state.Equals(soundStates.mainTheme)) { bonus.Pause(); starman.Stop(); mainTheme.Resume(); } else if (state.Equals(soundStates.starman)) { mainTheme.Pause(); starman.Play(); } else if (state.Equals(soundStates.hurry)) { mainTheme.Stop(); starman.Stop(); hurry.Play(); } else if (state.Equals(soundStates.gameOver)) { mainTheme.Stop(); starman.Stop(); hurry.Stop(); gameOver.Play(); } else if (state.Equals(soundStates.stop)) { Stop(); } else if (state.Equals(soundStates.bonus)) { mainTheme.Pause(); starman.Pause(); hurry.Pause(); gameOver.Pause(); bonus.Play(); } else { Stop(); mainTheme.Play(); state = soundStates.mainTheme; } }
public void Update() { KeyboardState asd = Keyboard.GetState(); if (asd.IsKeyDown(Keys.P) && delay == zero) { delay = 10; myGame.pause = !myGame.pause; if (myGame.pause) { placeHol = myGame.sound.state; myGame.soundEffect.Pause(); } else { myGame.sound.state = placeHol; } } if (delay > zero) { delay--; } }
private void Sound(soundStates _newState) { if (_newState == soundStates.forward) { Fabric.EventManager.Instance.PostEvent("PlayerMovement", Fabric.EventAction.SetSwitch, "playerForward", gameObject); } if (_newState == soundStates.back) { Fabric.EventManager.Instance.PostEvent("PlayerMovement", Fabric.EventAction.SetSwitch, "playerBack", gameObject); } if (_newState == soundStates.idle) { Fabric.EventManager.Instance.PostEvent("PlayerMovement", Fabric.EventAction.SetSwitch, "playerIdle", gameObject); } if (_newState == soundStates.onlyRotation) { Fabric.EventManager.Instance.PostEvent("PlayerMovement", Fabric.EventAction.SetSwitch, "playerRotationOnly", gameObject); } if (_newState == soundStates.rotationLeft) { Fabric.EventManager.Instance.PostEvent("PlayerRotation", Fabric.EventAction.SetSwitch, "playerRotationLeft", gameObject); } if (_newState == soundStates.rotationRight) { Fabric.EventManager.Instance.PostEvent("PlayerRotation", Fabric.EventAction.SetSwitch, "playerRotationRight", gameObject); } if (_newState == soundStates.rotationIdle) { Fabric.EventManager.Instance.PostEvent("PlayerRotation", Fabric.EventAction.SetSwitch, "playerRotationIdle", gameObject); } }
private void Sound(soundStates _newState) { if(_newState == soundStates.forward) Fabric.EventManager.Instance.PostEvent("PlayerMovement", Fabric.EventAction.SetSwitch, "playerForward", gameObject); if(_newState == soundStates.back) Fabric.EventManager.Instance.PostEvent("PlayerMovement", Fabric.EventAction.SetSwitch, "playerBack", gameObject); if(_newState == soundStates.idle) Fabric.EventManager.Instance.PostEvent("PlayerMovement", Fabric.EventAction.SetSwitch, "playerIdle", gameObject); if(_newState == soundStates.onlyRotation) Fabric.EventManager.Instance.PostEvent("PlayerMovement", Fabric.EventAction.SetSwitch, "playerRotationOnly", gameObject); if(_newState == soundStates.rotationLeft) Fabric.EventManager.Instance.PostEvent("PlayerRotation", Fabric.EventAction.SetSwitch, "playerRotationLeft", gameObject); if(_newState == soundStates.rotationRight) Fabric.EventManager.Instance.PostEvent("PlayerRotation", Fabric.EventAction.SetSwitch, "playerRotationRight", gameObject); if(_newState == soundStates.rotationIdle) Fabric.EventManager.Instance.PostEvent("PlayerRotation", Fabric.EventAction.SetSwitch, "playerRotationIdle", gameObject); }