How do I stop my game from skipping screens?

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3 comments, last by Slateboard 11 years, 12 months ago
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.
}
That's been fixed.

Thanks.
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.
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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