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Sega CD / 32x
Nintendo 64
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Мир приставочных игр

Версия 2.00a

Leonis © 2002-2009
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Литература про игры
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{

gameState = CurentGameState.AboutScreen;

}

if(aReleased == true && state == 4)

{

gameState = CurentGameState.BooksScreen;

}

if(aReleased == true && state == 5)

{

this.Exit();

} }

Далее в исходном коде класса Gamel и метода Update() в зависимости от значения структурной переменной gameState происходит обновление состояния игры.

case CurentGameState.HelpScreen:

{

if (currentState.Buttons.B == ButtonState.Pressed) gameState = CurentGameState.MenuScreen;

break;

}

case CurentGameState.AboutScreen:

358 Последние штрихи

{

if (currentState.Buttons.B == ButtonState.Pressed) gameState = CurentGameState.MenuScreen;

break;

}

case CurentGameState.BooksScreen:

{

if (currentState.Buttons.B == ButtonState.Pressed) gameState = CurentGameState.MenuScreen;

break;

}

case CurentGameState.GameScreen:

{

if (currentState.Buttons.Back == ButtonState.Pressed) gameState = CurentGameState.MenuScreen;

MoveBall(); GamePadClick();

break;

}

case CurentGameState.GameOverScreen:

{

// переход по меню вверх и вниз

if (currentState.DPad.Down == ButtonState.Pressed && downReleased == true)

{

stateGameOver += 1;

if (stateGameOver > 3) stateGameOver = 1;

}

if (currentState.DPad.Up == ButtonState.Pressed && upReleased == true)

{

stateGameOver -= 1;

if (stateGameOver < 1) stateGameOver = 3;

}

// Нажимаем кнопку A

if (currentState.Buttons.A == ButtonState.Pressed && aReleased == true && stateGameOver == 1)

{

this.NewGame(level);

gameState = CurentGameState.GameScreen;

}

if (currentState.Buttons.A == ButtonState.Pressed && aReleased == true && stateGameOver == 2)

{

gameState = CurentGameState.MenuScreen;

}

if (currentState.Buttons.A == ButtonState.Pressed && aReleased == true && stateGameOver == 3)

{

Смена игровых состояний в классе Gomel

359

this.Exit();

}

break;

}

case CurentGameState.VictoryScreen:

{

// переход по меню вверх и вниз

if (currentState.DPad.Down == ButtonState.Pressed && downReleased == true)

{

stateVictory += 1;

if (stateVictory > 3) stateVictory = 1;

}

if (currentState.DPad.Up == ButtonState.Pressed && upReleased == true)

{

stateVictory -= 1;

if (stateVictory < 1) stateVictory = 3;

}

// Нажимаем кнопку A

if (currentState.Buttons.A == ButtonState.Pressed && aReleased == true && stateVictory == 1)

{

this.NewGame(level);

gameState = CurentGameState.GameScreen;

}

if (currentState.Buttons.A == ButtonState.Pressed && aReleased == true && stateVictory == 2)


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