Beispiel #1
0
        /// <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)
        {
            switch (state)
            {
            case GameState.Game:
                GraphicsDevice.Clear(Color.CornflowerBlue);
                // TODO: Add your drawing code here
                spriteBatch.Begin();
                chess.draw(ref spriteBatch);
                Player.checkColor(ref spriteBatch, ref graphics, ref chess);
                player1.selectionUpdate(ref spriteBatch, ref graphics, ref chess);
                player2.selectionUpdate(ref spriteBatch, ref graphics, ref chess);
                //Player.showAttackedTiles(ref spriteBatch, ref graphics, ref chess);
                chess.drawPieces(ref spriteBatch);
                chess.drawTurnInformation(ref spriteBatch);
                spriteBatch.End();
                break;

            case GameState.StartMenu:
                GraphicsDevice.Clear(Color.White);
                spriteBatch.Begin();
                StartMenu.drawStartMenu(ref spriteBatch, ref graphics);
                spriteBatch.End();
                break;
            }
            base.Draw(gameTime);
        }
Beispiel #2
0
 /// <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);
     // TODO: use this.Content to load your game content here
     chess.loadTexture(Content);
     chess.setPieces(Content);
     StartMenu.loadStartMenu();
     chess.loadTurnInformation();
 }
Beispiel #3
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            switch (state)
            {
            case GameState.StartMenu:
                StartMenu.clickOnStartGame(Mouse.GetState());
                StartMenu.clickOnExitGame(Mouse.GetState());
                break;

            case GameState.Game:
                player1.attemptsToMove(Mouse.GetState(), ref chess);
                player2.attemptsToMove(Mouse.GetState(), ref chess);
                player1.clicksOnPiece(Mouse.GetState(), ref chess);
                player2.clicksOnPiece(Mouse.GetState(), ref chess);
                if (player1.Checkmate)
                {
                    delayTime += gameTime.ElapsedGameTime.TotalSeconds;
                    if (delayTime >= 0.5)
                    {
                        System.Windows.Forms.MessageBox.Show("Black player wins by checkmate");
                        this.Exit();
                    }
                }
                else if (player2.Checkmate)
                {
                    delayTime += gameTime.ElapsedGameTime.TotalSeconds;
                    if (delayTime >= 0.5)
                    {
                        System.Windows.Forms.MessageBox.Show("White player wins by checkmate");
                        this.Exit();
                    }
                }
                break;
            }
            // TODO: Add your update logic here
            base.Update(gameTime);
        }