Ejemplo n.º 1
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and attackLoad any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
            GameEnigine.Init();
        }
Ejemplo n.º 2
0
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            ArrayList objects = new ArrayList()
            {
                this, graphics, Content, GraphicsDevice, GraphicsDevice
            };

            GameEnigine.InitGameEngine(objects);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to attackLoad
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);



            GameEnigine.loadContent(spriteBatch);



            // TODO: use this.Content to attackLoad your game content here
        }
Ejemplo n.º 4
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)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);


            // TODO: Add your drawing code here

            GameEnigine.render(gameTime);


            base.Draw(gameTime);
        }
Ejemplo n.º 5
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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            // TODO: Add your update logic here
            GameEnigine.Input();
            GameEnigine.update(gameTime);



            base.Update(gameTime);
        }