/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow, Screen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
/// <summary> /// Activates the loading screen. /// </summary> public static void Load(ScreenManager screenManager, bool loadingIsSlow, PlayerIndex? controllingPlayer, params Screen[] screensToLoad) { // Tell all the current screens to transition off. foreach (Screen screen in screenManager.GetScreens()) screen.ExitScreen(); // Create and activate the loading screen. LoadingScreen loadingScreen = new LoadingScreen(screenManager, loadingIsSlow, screensToLoad); screenManager.AddScreen(loadingScreen, controllingPlayer,0); }
public Main() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); screenManager = new ScreenManager(this); gameManager = new GameManager(); diagonsticManager = new DiagnosticManager(this); this.Components.Add(screenManager); this.Components.Add(diagonsticManager); graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(LoadFullResolution); Content.RootDirectory = "Content"; numGenerator = new Random(); bloodStains = new List<Texture2D>(); stars = new List<Texture2D>(); clouds = new List<Texture2D>(); sprites = new Dictionary<string, Texture2D>(); normals = new Dictionary<string, Texture2D>(); speculars = new Dictionary<string, Texture2D>(); animatedSprites = new Dictionary<string, Animation2D>(); killSounds = new List<SoundEffect>(); backgroundSounds = new List<SoundEffect>(); backgroundLoops = new List<SoundEffectInstance>(); }