Example #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 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

            GameElements.currentState = GameElements.State.Menu;
            GameElements.Initialize();
            base.Initialize();
        }
Example #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);
            myFont      = Content.Load <SpriteFont>("myFont");
            highscore   = new HighScore(10, myFont);
            highscore.LoadFromFile("highscore.txt");
            GameElements.LoadContent(Content, Window);

            // TODO: use this.Content to load your game content here
        }
Example #3
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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            // TODO: Add your update logic here

            switch (GameElements.currentState)
            {
            case GameElements.State.Run:
                GameElements.currentState = GameElements.RunUpdate(Content, Window, gameTime);
                break;

            case GameElements.State.AddHS:
                GameElements.currentState = GameElements.AddHSUpdate(gameTime, Window, Content);
                break;

            case GameElements.State.HighScore:
                GameElements.currentState = GameElements.HighScoreUpdate();

                /*//TL
                 * switch (currentState)
                 * {
                 *  case State.EnterHighScore:
                 * //TL Den här if-satsen finns redan i GameElements.AddHSUpdate()      if (highscore.EnterUpdate(gameTime, player.points))
                 *          currentState = State.PrintHighScore;
                 *      break;
                 *  default:
                 *      KeyboardState keyboardState = Keyboard.GetState();
                 *      if (keyboardState.IsKeyDown(Keys.E))
                 *          currentState = State.EnterHighScore;
                 *      break;
                 * }*/
                break;

            case GameElements.State.Quit:
                this.Exit();
                break;

            default:
                GameElements.currentState = GameElements.MenuUpdate(gameTime);
                break;
            }
            base.Update(gameTime);
        }
Example #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);
            spriteBatch.Begin();
            switch (GameElements.currentState)
            {
            case GameElements.State.Run:
                GameElements.RunDraw(spriteBatch);

                break;

            case GameElements.State.AddHS:
                GameElements.AddHSDraw(spriteBatch);
                break;

            case GameElements.State.HighScore:
                GameElements.HighScoreDraw(spriteBatch);
                switch (currentState)
                {
                case State.EnterHighScore:
                    highscore.EnterDraw(spriteBatch);
                    break;
                }
                break;

            case GameElements.State.Quit:
                this.Exit();
                break;

            default: GameElements.MenuDraw(spriteBatch);
                break;
            }
            spriteBatch.End();
            // TODO: Add your drawing code here
            base.Draw(gameTime);
        }