Example #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)
        {
            mouseState    = Mouse.GetState();
            keyboardState = Keyboard.GetState();

            if (keyboardState != oldKeyboardState)
            {
                //import config-data
                if (keyboardState.IsKeyDown(Keys.I))
                {
                    session.LoadGameValues();
                }
                //reload map/game
                else if (keyboardState.IsKeyDown(Keys.R))
                {
                    session = new Classes.Session(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
                }
                else if (keyboardState.IsKeyDown(Keys.OemPlus) || keyboardState.IsKeyDown(Keys.Add))
                {
                    Globals.tile_stretch_factor++;

                    if (Globals.tile_stretch_factor > 5)
                    {
                        Globals.tile_stretch_factor = 5;
                    }
                }
                else if (keyboardState.IsKeyDown(Keys.OemMinus) || keyboardState.IsKeyDown(Keys.Subtract))
                {
                    Globals.tile_stretch_factor--;

                    if (Globals.tile_stretch_factor < 1)
                    {
                        Globals.tile_stretch_factor = 1;
                    }
                }
                else if (keyboardState.IsKeyDown(Keys.P))
                {
                    paused = !paused;
                    session.Pause();
                }
            }

            oldKeyboardState = keyboardState;
            oldMouseState    = mouseState;

            if (!paused)
            {
                session.Update(keyboardState, mouseState, gameTime);
            }

            base.Update(gameTime);
        }
Example #2
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()
        {
            IsMouseVisible = true;

            Globals.GraphicsDevice = GraphicsDevice;

            Globals.primitive = new Texture2D(GraphicsDevice, 1, 1);

            spriteFont             = Content.Load <SpriteFont>("std_font");
            Globals.tileMap        = Content.Load <Texture2D>("basetiles");
            Globals.buttons_medium = Content.Load <Texture2D>("Buttons_Medium_Spritesheet");
            Globals.buttons_small  = Content.Load <Texture2D>("Buttons_Small_Spritesheet");
            borders = Content.Load <Texture2D>("borders");

            session = new Classes.Session(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            session.SerializeBorderTextures(GraphicsDevice, borders);
            base.Initialize();
        }
 public Special(HttpClient client, Classes.Session session)
 {
     this.client  = client;
     this.session = session;
 }