public override void Update(GameTime gameTime, bool covered) { InputManager input = ScreenManager.InputSystem; elapsedTime += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (elapsedTime > 1000.0f) { fps = totalFrames; totalFrames = 0; elapsedTime = 0; } //Exit Key KeyboardState keyboard = Keyboard.GetState(); if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) || keyboard.IsKeyDown(Keys.Escape)) { Remove(); ScreenManager.AddScreen(new MainMenu()); } //Camera rotations >.< cx = px + (float)Math.Sin(pt) * 5.0f; cy = py + (float)Math.Cos(pt) * 5.0f; #region Mouse //Mouse values/Center KeyboardState keyState = Keyboard.GetState(); MouseState mouseState = Mouse.GetState(); centerX = ScreenManager.Game.Window.ClientBounds.Width / 2; centerY = ScreenManager.Game.Window.ClientBounds.Height / 2; Mouse.SetPosition(centerX, centerY); //Mouse functions if (mouseState.X < centerX) { pt += 0.07f; } if (mouseState.X > centerX) { pt -= 0.07f; } if (mouseState.Y < centerY) { cz += 0.1f; } if (mouseState.Y > centerY) { cz -= 0.1f; } #endregion #region Keyboard //Keyboard movements if (keyState.IsKeyDown(Keys.Add)) { ay -= 0.1f; ap -= 0.1f; cz -= 0.1f; } if (keyState.IsKeyDown(Keys.Subtract)) { ay += 0.1f; ap += 0.1f; cz += 0.1f; } if (keyState.IsKeyDown(Keys.W)) { px += (float)Math.Sin(pt) * 0.3f; py += (float)Math.Cos(pt) * 0.3f; } if (keyState.IsKeyDown(Keys.S)) { px += (float)Math.Sin(pt) * -0.3f; py += (float)Math.Cos(pt) * -0.3f; } if (keyState.IsKeyDown(Keys.Space) && ScreenManager.GraphicsDevice.RasterizerState == RasterizerState.CullClockwise) { ScreenManager.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; raster = ScreenManager.GraphicsDevice.RasterizerState.ToString(); } else if (keyState.IsKeyDown(Keys.Space) && ScreenManager.GraphicsDevice.RasterizerState == RasterizerState.CullCounterClockwise) { ScreenManager.GraphicsDevice.RasterizerState = RasterizerState.CullClockwise; raster = ScreenManager.GraphicsDevice.RasterizerState.ToString(); } #endregion // Only Update the game when the game is UNPAUSED base.Update(gameTime, covered); //Pause Key if (TotalElapsedTime >= KeyPressCheckDelay) { if (input.MenuCancel) { GameState = GameStates.Paused; } } else { //***********************LOGIC FOR Pause HERE************************ //UnPause if (TotalElapsedTime >= KeyPressCheckDelay) { // UnPause the current game if (input.MenuCancel || input.MenuSelect) { } } } }
public override void Remove() { // After the ScreenTime variable counts to 0, loads the next screen then removes current from stack. ScreenManager.AddScreen(new UniversitySplash()); base.Remove(); }
public override void Remove() { // After the ScreenTime variable counts to 0, loads the next screen then removes current from stack. ScreenManager.AddScreen(new ControllerSelectScreen()); base.Remove(); }