The background screen sits behind all the other menu screens. It draws a background image that remains fixed in place regardless of whatever transitions the screens on top of it may be doing. More...
Public Member Functions | |
| MontyHallBackgroundScreen () | |
| Constructor. | |
| override void | LoadContent () |
| Loads graphics content for this screen. The background texture is quite big, so we use our own local ContentManager to load it. This allows us to unload before going from the menus into the game itself, wheras if we used the shared ContentManager provided by the Game class, the content would remain loaded forever. | |
| override void | UnloadContent () |
| Unloads graphics content for this screen. | |
| override void | Update (GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) |
| Updates the background screen. Unlike most screens, this should not transition off even if it has been covered by another screen: it is supposed to be covered, after all! This overload forces the coveredByOtherScreen parameter to false in order to stop the base Update method wanting to transition off. | |
| override void | Draw (GameTime gameTime) |
| Draws the background screen. | |
The background screen sits behind all the other menu screens. It draws a background image that remains fixed in place regardless of whatever transitions the screens on top of it may be doing.
Definition at line 21 of file MontyHallBackgroundScreen.cs.
| MontyHallGame.MontyHallBackgroundScreen.MontyHallBackgroundScreen | ( | ) |
Constructor.
Definition at line 36 of file MontyHallBackgroundScreen.cs.
00037 { 00038 TransitionOnTime = TimeSpan.FromSeconds(0.5); 00039 TransitionOffTime = TimeSpan.FromSeconds(0.5); 00040 }
| override void MontyHallGame.MontyHallBackgroundScreen.Draw | ( | GameTime | gameTime | ) | [virtual] |
Draws the background screen.
Reimplemented from NewGamePhysics.StateManager.GameScreen.
Definition at line 92 of file MontyHallBackgroundScreen.cs.
00093 { 00094 SpriteBatch spriteBatch = ScreenManager.SpriteBatch; 00095 Viewport viewport = ScreenManager.GraphicsDevice.Viewport; 00096 Rectangle fullscreen = new Rectangle(0, 0, viewport.Width, viewport.Height); 00097 byte fade = TransitionAlpha; 00098 00099 spriteBatch.Begin(SpriteBlendMode.None); 00100 00101 spriteBatch.Draw(backgroundTexture, fullscreen, 00102 new Color(fade, fade, fade)); 00103 00104 spriteBatch.End(); 00105 }
| override void MontyHallGame.MontyHallBackgroundScreen.LoadContent | ( | ) | [virtual] |
Loads graphics content for this screen. The background texture is quite big, so we use our own local ContentManager to load it. This allows us to unload before going from the menus into the game itself, wheras if we used the shared ContentManager provided by the Game class, the content would remain loaded forever.
Reimplemented from NewGamePhysics.StateManager.GameScreen.
Definition at line 50 of file MontyHallBackgroundScreen.cs.
00051 { 00052 if (content == null) 00053 { 00054 content = new ContentManager(ScreenManager.Game.Services, "Content"); 00055 } 00056 00057 backgroundTexture = content.Load<Texture2D>(@"Sprites\background"); 00058 }
| override void MontyHallGame.MontyHallBackgroundScreen.UnloadContent | ( | ) | [virtual] |
Unloads graphics content for this screen.
Reimplemented from NewGamePhysics.StateManager.GameScreen.
Definition at line 64 of file MontyHallBackgroundScreen.cs.
| override void MontyHallGame.MontyHallBackgroundScreen.Update | ( | GameTime | gameTime, | |
| bool | otherScreenHasFocus, | |||
| bool | coveredByOtherScreen | |||
| ) | [virtual] |
Updates the background screen. Unlike most screens, this should not transition off even if it has been covered by another screen: it is supposed to be covered, after all! This overload forces the coveredByOtherScreen parameter to false in order to stop the base Update method wanting to transition off.
Reimplemented from NewGamePhysics.StateManager.GameScreen.
Definition at line 82 of file MontyHallBackgroundScreen.cs.
1.6.2