public override void HandleEvents(StateManager game, float dT) { //movement of player if (Keyboard.GetState ().IsKeyDown (Keys.D)) { //player.CheckCollision } if (Keyboard.GetState ().IsKeyDown (Keys.P)) { } //press left bumper on the controller to go back to the splash screen //if(GamePad.GetState(PlayerIndex.One).Buttons.LeftShoulder == ButtonState.Pressed) //{ // ChangeState(game, SplashState.GetInstance()); //} //press space to change to SplashState if(InputHandler.confirmPressed && (!StateManager.spaceIsDown)) { StateManager.spaceIsDown = true; //ChangeState(game, MenuState.GetInstance()); } if (InputHandler.btnLeftShoulder) ChangeState(game, SplashState.GetInstance()); if(!InputHandler.confirmPressed && StateManager.spaceIsDown) { StateManager.spaceIsDown = false; } //TODO: handle events here }
public override void HandleEvents(StateManager game, float dT) { //press space to change to PlayState if(InputHandler.confirmPressed && (!StateManager.spaceIsDown)) { AudioManager.PlaySound ("Audio\\select.wav"); StateManager.spaceIsDown = true; if(btnNewGame.isSelected) { ChangeState(game, PlayState.GetInstance()); } if(btnHow.isSelected) { ChangeState(game, HowState.GetInstance()); } if (btnCredits.isSelected) { ChangeState(game, CreditsState.GetInstance()); } if(btnQuit.isSelected) { Program.game.Quit(); } } if(!InputHandler.confirmPressed && StateManager.spaceIsDown) { StateManager.spaceIsDown = false; } //change menu buttons if(InputHandler.downPressed && !changed) { AudioManager.PlaySound("Audio\\bip.wav"); buttons[currentlySelectedButton++].Deselect(); if(currentlySelectedButton >= buttons.Count) { currentlySelectedButton = 0; } buttons[currentlySelectedButton].Select(); changed = true; } if(InputHandler.upPressed && !changed) { AudioManager.PlaySound("Audio\\bip.wav"); buttons[currentlySelectedButton--].Deselect(); if (currentlySelectedButton < 0) { currentlySelectedButton = buttons.Count - 1; } buttons[currentlySelectedButton].Select(); changed = true; } if(!InputHandler.downPressed && !InputHandler.upPressed) { changed = false; } //TODO: handle events here }
public override void Draw(StateManager game, float dT) { //draw stuff to the screen menuBG.Draw(); foreach(Button btn in buttons) { btn.Draw(); } }
public override void Draw(StateManager game, float dT) { //draw stuff to the screen CurrentLevel.Draw(); //playBG.Draw(); //so draw your objects etc //CurrentLevel.Draw (); player.Draw(); }
public override void HandleEvents(StateManager game, float dT) { //press space to change to PlayState if(InputHandler.confirmPressed && (!StateManager.spaceIsDown)) { AudioManager.PlaySound("Audio\\select.wav"); StateManager.spaceIsDown = true; ChangeState(game, MenuState.GetInstance()); } if(!InputHandler.confirmPressed && StateManager.spaceIsDown) { StateManager.spaceIsDown = false; } }
public override void HandleEvents(StateManager game, float dT) { //press space to change to MenuState if(InputHandler.confirmPressed && (!StateManager.spaceIsDown)) { StateManager.spaceIsDown = true; ChangeState(game, MenuState.GetInstance()); } if(!InputHandler.confirmPressed && StateManager.spaceIsDown) { StateManager.spaceIsDown = false; } //TODO: handle events here }
public override void Draw(StateManager game, float dT) { //draw stuff to the screen splashBG.Draw(); CoinFall.Draw(); }
public override void Update(StateManager game, float dT) { splashBG.Update(dT); CoinFall.Update(dT); }
public override void Update(StateManager game, float dT) { winBG.Update(dT); }
public override void Draw(StateManager game, float dT) { //draw stuff to the screen winBG.Draw(); }
public abstract void Update(StateManager game, float dT);
public abstract void HandleEvents(StateManager game, float dT);
public abstract void Draw(StateManager game, float dT);
public void ChangeState(StateManager game, AbstractState state) { game.ChangeState(state); }
public override void Update(StateManager game, float dT) { CurrentLevel.Update(dT); player.Update(dT); playBG.Update(dT); }
public abstract void LoadContent(StateManager game);
public override void LoadContent(StateManager game) { //load the content for the splashstate }
public override void Update(StateManager game, float dT) { creditsBG.Update(dT); }