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Offline Cr3dos  
#1 Posted : Saturday, February 9, 2013 4:16:49 PM(UTC)
Cr3dos

Joined: 8/22/2011(UTC)
Posts: 61
Location: Switzerland

Was thanked: 4 time(s) in 4 post(s)
Hi

Unfortunately every sample has only one Screen and I have not really an idea how to do a game with several screens.

I have the baseClass GameScreen, does this class need to inherit Renderable or another class?
Then how does the screen show the sprites which he has?

I hope you can help me.

kind regards,
Dominik

Edited by user Saturday, February 9, 2013 9:30:42 PM(UTC)  | Reason: Not specified

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Offline Cr3dos  
#2 Posted : Saturday, February 9, 2013 9:25:04 PM(UTC)
Cr3dos

Joined: 8/22/2011(UTC)
Posts: 61
Location: Switzerland

Was thanked: 4 time(s) in 4 post(s)
I manage to implement this. I forgot to add the sprites to the renderer.
But how do I remove the input which I added like this:

Quote:
Input.Add(DeltaEngine.Input.Devices.MouseButton.Left, DeltaEngine.Input.State.Pressed, mousePressed);


Because the method gets still called on the next screen

Edited by user Saturday, February 9, 2013 9:31:43 PM(UTC)  | Reason: Not specified

Offline Benjamin  
#3 Posted : Tuesday, February 12, 2013 11:46:48 PM(UTC)
Benjamin

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Joined: 8/20/2011(UTC)
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Currently there is no method to remove all commands at once, but you can simply add it (1 line of code: commands.Clear())

Another way is to use Add(Command) and then later use Remove(Command) to get rid of it again (later this will be done automatically for Scenes).

And you can also build a trigger from triggers, which you can also freely add and remove from commands to deactivate triggers while keeping the commands alive.
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