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)
        {
            // Allows the game to exit

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                Exit();
            }
            switch (GameElements.currentState)
            {
            case GameElements.State.Run:
            {
                GameElements.currentState = GameElements.RunUpdate(Content, Window, gameTime);
                break;
            }

            case GameElements.State.Quit:
            {
                Exit();
                break;
            }
            }

            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.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            GameElements.LoadContent(Content, Window);
            player = Content.Load <Texture2D>("Sprites/Player/Player");
            wall   = Content.Load <Texture2D>("Sprites/Wall/Wall1");

            // TODO: use this.Content to load your game content here
        }
Ejemplo n.º 3
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 load 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

            graphics.IsFullScreen              = false;
            graphics.PreferredBackBufferWidth  = 1024;
            graphics.PreferredBackBufferHeight = 512;
            graphics.ApplyChanges();
            GameElements.Initialize();
            base.Initialize();
        }
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

            spriteBatch.Begin();

            switch (GameElements.currentState)
            {
            case GameElements.State.Run:
                GameElements.RunDraw(spriteBatch);
                break;
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }