/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { MDraw.LoadContent(); quickTest.LoadContent(); var grass = Content.Load <Texture2D>("Images/Tiles/grass"); var dirt = Content.Load <Texture2D>("Images/Tiles/dirt"); var deepDirt = Content.Load <Texture2D>("Images/Tiles/deep_dirt"); var temple = Content.Load <Texture2D>("Images/Tiles/temple"); var player = Content.Load <Texture2D>("Images/Tiles/player"); /* * new DebugTestPhysics(CurrentScene); * //*/ //* //new TestActor(CurrentScene, new Vector2(0, 0), temple); //new TestSolid(CurrentScene, grass, new Vector2(2, 0), new Vector2(1, 1)); //new TestSolidDrift(CurrentScene, grass, new Vector2(5, 0), new Vector2(2, 2)); for (int x = -9; x <= 9; x++) { new TestSolidStatic(CurrentScene, deepDirt, new Vector2(x, 5), new Vector2(1, 1)); } new TestSolidStatic(CurrentScene, deepDirt, new Vector2(6, 3), new Vector2(1, 1)); new TestSolidStatic(CurrentScene, deepDirt, new Vector2(6, 2), new Vector2(1, 1)); new TestSolidStatic(CurrentScene, deepDirt, new Vector2(6, 1), new Vector2(1, 1)); //new TestSolid(CurrentScene, grass, new Vector2(1, 2), new Vector2(1, 1)); //new TestSolid(CurrentScene, grass, new Vector2(2, 1), new Vector2(1, 1)); //new TestSolid(CurrentScene, grass, new Vector2(2, 0), new Vector2(1, 1)); //new TestSolid(CurrentScene, grass, new Vector2(4, 2), new Vector2(1, 1)); //new TestSolid(CurrentScene, grass, new Vector2(4, 1), new Vector2(1, 1)); //new TestSolid(CurrentScene, grass, new Vector2(4, 0), new Vector2(1, 1)); for (int x = 0; x < 3; x++) { for (int y = 0; y < 3; y++) { //new TestSolid(CurrentScene, grass, new Vector2(-5 + x, 0 + y), new Vector2(1, 1)); } } //*/ CurrentScene.Init(); Time.Init(); }
public void Update(GameTime gameTime) { Performance.Push("Game loop"); InputManager.UpdateInput(gameTime); lock (lockObj) { if (NextScene != null) { if (CurrentScene != null) { CurrentScene.Close(); } CurrentScene = NextScene; if (CurrentScene != null) { CurrentScene.Init(this); } NextScene = null; } if (CurrentScene != null) { if (CurrentScene.MouseCursor != null) { CurrentScene.MouseCursor.Position = InputManager.MousePosition; } CurrentScene.Update(gameTime); } } Performance.Pop(); }
/// <summary> /// 指定したシーンに遷移する /// </summary> /// <param name="sceneName">AddSceneで指定したシーンの名前</param> public static void ChangeScene(SceneName sceneName) { CurrentScene = Scenes[sceneName]; CurrentScene.Init(Data); }