private bool LoadSubtexture()
        {
            if (subTexturetoLoad != null)
            {
                Texture2D subtitleTexture = content.Load<Texture2D>(subTexturetoLoad);
                subTitleX = ScreenManager.GraphicsDevice.Viewport.Width - subtitleTexture.Width - 10.0f;
                subtitleText = new CursorText(subtitleTexture, 1.5f, 5.0f, content);
                return true;
            }

            else
            {
                subtitleText = new CursorText(null, 0, 0, content);
                return false;
            }
        }
示例#2
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        /// <summary>
        /// Draws the loading screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            // If we are the only active screen, that means all the previous screens
            // must have finished transitioning off. We check for this in the Draw
            // method, rather than in Update, because it isn't enough just for the
            // screens to be gone: in order for the transition to look good we must
            // have actually drawn a frame without them before we perform the load.
            if ((ScreenState == ScreenState.Active) &&
                (ScreenManager.GetScreens().Length == 1))
            {
                otherScreensAreGone = true;
            }

            // The gameplay screen takes a while to load, so we display a loading
            // message while that is going on, but the menus load very quickly, and
            // it would look silly if we flashed this up for just a fraction of a
            // second while returning from the game to the menus. This parameter
            // tells us how long the loading is going to take, so we know whether
            // to bother drawing the message.
            if (loadingIsSlow)
            {

                if (loadingScreenContentLoaded == false)
                {
                                //assume we have Content manager?
                    ContentManager content = ScreenManager.Game.Content;
                    generatingMapTexture = content.Load<Texture2D>("Sprites\\Titles\\GeneratingMap");
                    generatingMapText = new CursorText(generatingMapTexture, 2.5f, 0.0f, content);
                    loadingScreenContentLoaded = true;
                }

                SpriteBatch sb = ScreenManager.SpriteBatch;

                // Center the text in the viewport.
                Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
                Vector2 viewportSize = new Vector2(viewport.Width, viewport.Height);
                Vector2 textPosition = (viewportSize - new Vector2(generatingMapTexture.Width, generatingMapTexture.Height)) / 2;

                Color color = Color.White * TransitionAlpha;

                sb.Begin();
                // Draw the text.
                generatingMapText.DrawSelf(sb, textPosition, color);
                sb.End();
            }
        }
        public override void LoadContent()
        {
            if (content == null)
                content = new ContentManager(ScreenManager.Game.Services, "Content");

            backgroundTexture = content.Load<Texture2D>("sprites\\Background");
            levelWinTexture = content.Load<Texture2D>(levelWinTexturePath);
            taptoContinueTexture = content.Load<Texture2D>(taptoContinueTexturePath);

            levelwinText = new CursorText(levelWinTexture, 1.5f, 1.0f, content);
            levelWinTextDrawLocation = new Vector2(ScreenManager.GraphicsDevice.Viewport.Width / 2 - levelWinTexture.Width / 2,
                ScreenManager.GraphicsDevice.Viewport.Height / 2 - levelWinTexture.Height / 2);
            originalLevelWinTextDrawLocation = levelWinTextDrawLocation;

            tapToContinueLocation = new Vector2(ScreenManager.GraphicsDevice.Viewport.Width / 2 - taptoContinueTexture.Width / 2,
                ScreenManager.GraphicsDevice.Viewport.Height - 100);

            levelWinTextRaiseLocation = new Vector2(levelWinTextDrawLocation.X, 60);

            splashSound = content.Load<SoundEffect>(soundPath);
            raiseSound = content.Load<SoundEffect>("Sounds\\Thump");

            AddAccountingControl();
        }