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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Audio;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.GamerServices;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Media;
- using Microsoft.Xna.Framework.Net;
- using Microsoft.Xna.Framework.Storage;
- namespace cutscene_tester2
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- Rectangle textBox;
- Texture2D rose;
- SpriteFont font;
- String text, typedText;
- Double typedTextLength;
- int delayInMilliseconds;
- bool isDoneDrawing;
- public Game1()
- {
- graphics = new GraphicsDeviceManager(this);
- Content.RootDirectory = "Content";
- }
- /// <summary>
- /// Allows the game to perform any initialization it needs to before starting to run.
- /// This is where it can query for any required services and load any non-graphic
- /// related content. Calling base.Initialize will enumerate through any components
- /// and initialize them as well.
- /// </summary>
- protected override void Initialize()
- {
- // TODO: Add your initialization logic here
- textBox = new Rectangle(600, 0, 200, 200);
- base.Initialize();
- }
- /// <summary>
- /// LoadContent will be called once per game and is the place to load
- /// all of your content.
- /// </summary>
- protected override void LoadContent()
- {
- // Create a new SpriteBatch, which can be used to draw textures.
- spriteBatch = new SpriteBatch(GraphicsDevice);
- rose = Content.Load<Texture2D>("paper");
- font = Content.Load<SpriteFont>("SpriteFont1");
- text = "Yo wazzup";
- delayInMilliseconds = 100;
- isDoneDrawing = false;
- // TODO: use this.Content to load your game content here
- }
- /// <summary>
- /// UnloadContent will be called once per game and is the place to unload
- /// all content.
- /// </summary>
- protected override void UnloadContent()
- {
- // TODO: Unload any non ContentManager content here
- }
- /// <summary>
- /// checks to see if isDoneDrawing is set to true.
- /// If false, it then checks to see if the delay is at 0, dispalying all the text at once.
- /// otherwise, we check to see if ttl is less then the text length, meaning it wasn't fully pritned
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- protected override void Update(GameTime gameTime)
- {
- // Allows the game to exit
- if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
- this.Exit();
- KeyboardState keyboardstate = Keyboard.GetState();
- if (!isDoneDrawing)
- {
- if (delayInMilliseconds == 0)
- {
- typedText = text;
- isDoneDrawing = true;
- }
- else if (typedTextLength < text.Length)
- {
- typedTextLength = typedTextLength + gameTime.ElapsedGameTime.TotalMilliseconds / delayInMilliseconds;
- if (typedTextLength >= text.Length)
- {
- typedTextLength = text.Length;
- isDoneDrawing = true;
- }
- typedText = text.Substring(0, (int)typedTextLength);
- }
- }
- if (isDoneDrawing)
- {
- if (keyboardstate.IsKeyDown(Keys.A))
- {
- text = "How you doin?";
- isDoneDrawing = false;
- }
- }
- // TODO: Add your update logic here
- base.Update(gameTime);
- }
- /// <summary>
- /// This is called when the game should draw itself.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- protected override void Draw(GameTime gameTime)
- {
- GraphicsDevice.Clear(Color.CornflowerBlue);
- spriteBatch.Begin();
- spriteBatch.Draw(rose, textBox, Color.White);
- spriteBatch.DrawString(font, typedText, new Vector2(textBox.X, textBox.Y), Color.White);
- spriteBatch.End();
- // TODO: Add your drawing code here
- base.Draw(gameTime);
- }
- }
- }
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