/// <summary> /// Constructor, initializes the manager /// </summary> public ScreenManager(Game game) : base(game) { base.Initialize(); //Creates a new InputSystem inputSystem = new InputSystem(); isInitialized = true; }
public override void LoadContent() { this.input = ScreenManager.InputSystem; this.spriteBatch = ScreenManager.SpriteBatch; backgrounds = new Background[3]; backgrounds[0] = new Background(content, "Backgrounds/Background0", 0.2f); backgrounds[1] = new Background(content, "Backgrounds/Background1", 0.5f); backgrounds[2] = new Background(content, "Backgrounds/Background2", 0.8f); //player player = new Player(new Vector2(180.0f, 500.0f), ScreenManager, content); //timeline timeLineTexture = content.Load<Texture2D>("GameAssets/floor"); timeLineBorder = content.Load<Texture2D>("GameAssets/ProgressBar"); //health arrayHealth[0] = content.Load<Texture2D>("Battery/bat1"); arrayHealth[1] = content.Load<Texture2D>("Battery/bat2"); arrayHealth[2] = content.Load<Texture2D>("Battery/bat3"); arrayHealth[3] = content.Load<Texture2D>("Battery/bat4"); arrayHealth[4] = content.Load<Texture2D>("Battery/bat5"); //flag flag = new Flag(content, new Vector2(endPositionX, 240)); //enemyhit jejehit = content.Load<Texture2D>("Sprites/jejehit"); }
public void Update(GameTime gameTime, InputSystem input) { timerpress = true; // clock start and update if (clockIsRunning == false) { //count 10 seconds down start(2); mCurrentState = "Walking"; } else { checkTime(gameTime); } PlayerKeysDown(gameTime, input); HandleCollision(); if (isIdle) { if (sprite.Animation == avoidAnimation) { isAvoid = true; if (sprite.FrameIndex >= avoidAnimation.FrameCount - 1) { currentTime += (float)gameTime.ElapsedGameTime.TotalSeconds; //Time passed since last Update() if (currentTime >= countDuration) { currentTime = 0f; sprite.PlayAnimation(idleAnimation); } } } if (sprite.Animation == attackAnimation) { isDestroy = true; if (sprite.FrameIndex >= attackAnimation.FrameCount - 1) { currentTime += (float)gameTime.ElapsedGameTime.TotalSeconds; //Time passed since last Update() if (currentTime >= countDuration) { currentTime = 0f; sprite.PlayAnimation(idleAnimation); } } } } }
public void PlayerKeysDown(GameTime gameTime, InputSystem input) { if (input.Avoid) { sprite.PlayAnimation(avoidAnimation); isIdle = false; } else if (input.Destroy) { sprite.PlayAnimation(attackAnimation); isIdle = false; } else { isAvoid = false; isDestroy = false; isIdle = true; } }
//Moves to a different selected menu item and accepts an item public override void HandleInput() { //Grab a reference to the InputSystem object this.input = ScreenManager.InputSystem; //If we move up or down, select a different entry if (input.MenuUp) { //ScreenManager.Click.Play(); selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } if (input.MenuDown) { //ScreenManager.Click.Play(); selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } // Increment menu state if (MenuRightSelect()) { //ScreenManager.Click.Play(); menuEntries[selectedEntry].Select(); } // Decrement menu state if (MenuLeftSelect()) { //ScreenManager.Click.Play(); menuEntries[selectedEntry].Select(); } //If we press the select button, call the MenuSelect method if (input.MenuSelect) { //ScreenManager.Click.Play(); menuEntries[selectedEntry].Select(); } //If we press the cancel button, call the MenuCancel method if (input.MenuCancel) { //ScreenManager.Click.Play(); MenuCancel(); } }