Ejemplo n.º 1
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)
        {
            // GameTime updated in frameinfo
            this.frameInfo.GameTime = gameTime;

            // InputHandler updated to handle input
            this.inputHandler.Update();

            // Used to change between gamestates
            if (this.nextState != null)
            {
                this.activeGameState = this.nextState;
                this.nextState = null;
            }

            // Update method called in the activegamestate
            this.activeGameState.Update();

            base.Update(gameTime);
        }
Ejemplo n.º 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.
            this.SpriteBatch = new SpriteBatch(GraphicsDevice);

            // GameStates added
            this.gameStates.Add(new Splash());
            this.gameStates.Add(new Menu());
            this.gameStates.Add(new Credits());
            this.gameStates.Add(new PauseMenu());
            this.gameStates.Add(new GameOver());
            this.gameStates.Add(new Instructions());
            this.gameStates.Add(new LeaderBoard());
            this.gameStates.Add(new InGame());

            // Splashscreen state set as activegamestate at startup
            this.activeGameState = this.gameStates[GameState.Splash];
        }