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How do I stop my game from skipping screens?

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I used the code from this - http://www.xnadevelo...eofthings.shtml (The second method using enumerations)

I modified it to add a 3rd screen for gameplay and it functioned like the previous screen. The issue is that since the Controller Detect Screen and Title Screen both use the A button to advance. Because of this, it advances through both at the same time, going straight to the gameplay screen. I changed the code (as seen below) so that the Title Screen uses a different button. However, I want to have it so it uses the same button, but not advance at the same time.

Hopefully I explained it correctly.

private void UpdateControllerDetectScreen()
{

//Poll all the gamepads (and the keyboard) to check to see

//which controller will be the player one controller

for (int aPlayer = 0; aPlayer < 4; aPlayer++)
{

if (GamePad.GetState((PlayerIndex)aPlayer).Buttons.A == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.A) == true)
{

mPlayerOne = (PlayerIndex)aPlayer;

mCurrentScreen = ScreenState.Title;

return;

}

}

}

private void UpdateTitleScreen()
{

//Move back to the Controller detect screen if the player moves

//back (using B) from the Title screen (this is typical game behavior

//and is used to switch to a new player one controller)

if (GamePad.GetState(mPlayerOne).Buttons.B == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.B) == true)
{

mCurrentScreen = ScreenState.ControllerDetect;

return;

}

if (GamePad.GetState((PlayerIndex)mPlayerOne).Buttons.A == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.C) == true)
{



mCurrentScreen = ScreenState.GamePlay;

return;

}

}

private void UpdateGamePlayScreen()
{

//Move back to the Controller detect screen if the player moves

//back (using B) from the Title screen (this is typical game behavior

//and is used to switch to a new player one controller)

if (GamePad.GetState(mPlayerOne).Buttons.B == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.B) == true)
{

mCurrentScreen = ScreenState.Title;

return;

}





}

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Just add a bool flag for which screen you are on.

Then add

if(OnTitleScreen == true)
{
// do title stuff
}
else
{
//do other screen.
}

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There's a pretty good sample up on the XNA creators club site for screen switching that supports pause menus etc. May be worth looking into.

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I've seen their Game State Management example, but it looked complicated with little to no information in regards to how things work.

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