public static void NextLevel() { NextLevelIndex = LevelIndex + 1; NextState = Engine.States[(int)StateType.Game]; EngineRef.Fade (255, 0, 0.75f); EngineRef.music.FadeOut (0.75f); LevelIndex++; (CurrentState as GameState).selectingRobot = true; }
protected override void Initialize() { graphics.PreferredBackBufferWidth = screenWidth; graphics.PreferredBackBufferHeight = screenHeight; graphics.SynchronizeWithVerticalRetrace = false; graphics.IsFullScreen = false; graphics.ApplyChanges(); States.Add(new TitleState()); States.Add(new GameState()); States.Add(new CreditState()); //SetState (StateType.Game); CurrentState = Engine.States[(int)StateType.Title]; base.Initialize(); }
private void UpdateFade(GameTime gameTime) { fadeTimePassed += (float)gameTime.ElapsedGameTime.TotalSeconds; if (fadeTimePassed >= fadeTimeTotal) { fading = false; if (Engine.NextState != null) { if (NextState == States[(int)StateType.Title]) ResetGame (); Engine.NextState.Activate(); Engine.CurrentState = Engine.NextState; Engine.NextState = null; // Go to the next level if (Engine.NextLevelIndex != Engine.LevelIndex) LevelIndex = NextLevelIndex; Fade (0, 255, 0.75f); EngineRef.music.PlayMusic ("Song1"); EngineRef.music.FadeIn (1.5f); } } }
public static void SetState(StateType state) { NextState = Engine.States[(int)state]; EngineRef.Fade (255, 0, 0.75f); EngineRef.music.FadeOut (0.75f); }