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using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Surface;
using Microsoft.Surface.Core;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
namespace ColorMatch.Game.States
{
class Credits : Engine.GameState
{
#region Members
private Texture2D _BackGround;
private float timeLastClicked;
private float timeNow = 0.00f;
public bool didClick;
#endregion Members
public Credits()
{ }
public override void Initialize()
{
base.Initialize();
}
/// <summary>
/// Load content
/// </summary>
/// <param name="theGraphics">GraphicsDevice to Use</param>
/// <param name="content"> ContentManager</param>
public override void LoadContent(GraphicsDevice theGraphics, ContentManager content)
{
_BackGround = Program.TextureFromFile(theGraphics, "Resources\\Credits.jpg");
base.LoadContent(theGraphics, content);
}
/// <summary>
/// Update All logic
/// </summary>
/// <param name="gameTime">Application Time</param>
public override void Update(GameTime gameTime)
{
if (didClick == true)
{
timeLastClicked = gameTime.TotalGameTime.Seconds;
didClick = false;
}
timeNow = gameTime.TotalGameTime.Milliseconds;
base.Update(gameTime);
}
/// <summary>
/// Draw Items to screen
/// </summary>
/// <param name="gameTime"> Application Time</param>
/// <param name="inSpriteBatch">SpriteBatch To draw Sprites</param>
public override void Draw(GameTime gameTime, SpriteBatch inSpriteBatch)
{
//start spriteBatch
inSpriteBatch.Begin();
inSpriteBatch.Draw(_BackGround, Program.ScreenRectangle, Color.White);
//end spriteBatch
inSpriteBatch.End();
base.Draw(gameTime, inSpriteBatch);
}
/// <summary>
/// Delete Everything
/// </summary>
public override void Dispose()
{
_BackGround.Dispose();
this.ison = false;
base.Dispose();
}
/// <summary>
/// Check to see if I can get out
/// </summary>
/// <returns>Whether the game can get out of credits</returns>
public bool canProgress()
{
if ((timeLastClicked + 10> timeNow) == false)
{
timeNow = 0f;
return true;
}
else
return false;
}
}
}