示例#1
0
        public EState Update(GameTime gameTime)
        {
            MouseState mouseState = Mouse.GetState();

            cursorPos = new Vector2(mouseState.X, mouseState.Y);

            if (returnToGame.Check(mouseState))
            {
                GameStuff.togglePause();
            }
            options.Check(mouseState);
            if (returnToMain.Check(mouseState))
            {
                GameStuff.Instance.currentState = EState.MainMenu;
            }
            if (exit.Check(mouseState))
            {
                Environment.Exit(0);
            }
            if (retry.Check(mouseState))
            {
                GameStuff.setGameState(EState.PlayState);
            }
            return(EState.Pause);
        }
示例#2
0
 public EState Update(GameTime gameTime)
 {
     MediaPlayer.Stop();
     if (!Keyboard.GetState().IsKeyDown(Keys.Enter) && !Keyboard.GetState().IsKeyDown(Keys.Space))
     {
         return(EState.Death);
     }
     GameStuff.Instance.mainMenu.reset();
     GameStuff.setGameState(EState.MainMenu);
     return(EState.Death);
 }
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            //Debug-Stuff
            //if (Keyboard.GetState().IsKeyDown(Keys.K)) GameStuff.setGameState(EState.Death);


            if (Keyboard.GetState().IsKeyDown(Keys.F11) && releasedFsT)
            {
                //GameStuff.toggleScreen(graphics);
                releasedFsT = false;
                graphics.ToggleFullScreen();
            }
            if (Keyboard.GetState().IsKeyUp(Keys.F11))
            {
                releasedFsT = true;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.Escape) && releasedEsc && ((GameStuff.Instance.currentState == EState.PlayState) || GameStuff.Instance.currentState == EState.Pause))
            {
                GameStuff.togglePause();
                releasedEsc = false;
            }
            if (Keyboard.GetState().IsKeyUp(Keys.Escape))
            {
                releasedEsc = true;
            }

            if (GameStuff.Instance.currentState == EState.PlayState)
            {
                GameStuff.Instance.currentState = GameStuff.Instance.stage.Update(gameTime);
            }
            if (GameStuff.Instance.currentState == EState.MainMenu)
            {
                GameStuff.Instance.mainMenu.Update(gameTime);
            }
            if (GameStuff.Instance.currentState == EState.Death)
            {
                GameStuff.Instance.death.Update(gameTime);
            }
            if (GameStuff.Instance.currentState == EState.Pause)
            {
                GameStuff.Instance.pause.Update(gameTime);
            }


            if (GameStuff.Instance.player != null && GameStuff.Instance.player.getHealth() <= 0)
            {
                GameStuff.setGameState(EState.Death);
                GameStuff.Instance.player.applyDamage(-100);
            }

            base.Update(gameTime);
        }
        public EState Update(GameTime gameTime)
        {
            MouseState mouseState = Mouse.GetState();

            cursorPos = new Vector2(mouseState.X, mouseState.Y);
            if (splash.Check(mouseState))
            {
                changeButtons(0);
            }

            if (play.Check(mouseState))
            {
                changeButtons(1);
            }

            if (stageOne.Check(mouseState))
            {
                GameStuff.setGameState(EState.PlayState);
            }
            stageTwo.Check(mouseState);
            stageThree.Check(mouseState);
            options.Check(mouseState);
            if (about.Check(mouseState))
            {
                changeButtons(3);
                //TODO: Print some Shit
            }
            if (exit.Check(mouseState))
            {
                Environment.Exit(0);
            }

            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                GameStuff.Instance.mainMenu.reset();
            }

            return(EState.MainMenu);
        }