Example #1
0
 /// <summary>
 /// The main entry point for the application.
 /// </summary>
 static void Main(string[] args)
 {
     using (Game1 game = new Game1())
     {
         game.Run();
     }
 }
Example #2
0
        public GameMode UpdateCredits(Game1 game)
        {
            GameInput currentInputState = GameInput.GetState();

            if (currentInputState.ExitButton == ButtonState.Pressed && _PreviousInputState.ExitButton == ButtonState.Released)
                return GameMode.Menu;
            return GameMode.Credits;
        }
Example #3
0
        public GameMode Update(GameTime gameTime, Game1 game)
        {
            ProcessKeyboard(gameTime);
            float moveSpeed = gameTime.ElapsedGameTime.Milliseconds / 500.0f * gameSpeed;
            moveSpeed *= (MaxSpeed * curAcc);
            MoveForward(ref buggyPosition, buggyRotation, moveSpeed);
            hud.Update(game);

            buggySpeed = moveSpeed;

            UpdateCamera();

            return GameMode.Play;
        }
Example #4
0
        public GameMode Update(Game1 game)
        {
            GameInput currentInputState = GameInput.GetState();

            // This should cause the selected menu item to "scroll" up or down
            // depending on what D-Pad button is pressed.
            if (currentInputState.DownButton == ButtonState.Pressed && _PreviousInputState.DownButton == ButtonState.Released)
            {
                Sound.Play(Sound.Sounds.MenuMove);
                if (_SelectedMenuItem == _TotalMenuItems)
                    _SelectedMenuItem = 0;
                else
                    _SelectedMenuItem++;
            }
            else if (currentInputState.UpButton == ButtonState.Pressed && _PreviousInputState.UpButton == ButtonState.Released)
            {
                Sound.Play(Sound.Sounds.MenuMove);
                if (_SelectedMenuItem == 0)
                    _SelectedMenuItem = _TotalMenuItems;
                else
                    _SelectedMenuItem--;
            }
            if (currentInputState.SelectButton == ButtonState.Pressed && _PreviousInputState.SelectButton == ButtonState.Released)
            {
                Sound.Play(Sound.Sounds.MenuSelect);
                switch (_SelectedMenuItem)
                {
                    case 0://Play
                        return GameMode.Play;
                    case 1://Options
                        return GameMode.Options;
                    case 2://Credits
                        return GameMode.Credits;
                    case 3://Exit
                        game.Exit();
                        break;
                }
            }
        
            // Set the previous state to the current input state at
            // the end so that the next time this method is called,
            // the state can be compared
            _PreviousInputState = currentInputState;
            return GameMode.Menu;
        }//Update()
Example #5
0
        public GameMode UpdateOptions(Game1 game)
        {
            GameInput currentInputState = GameInput.GetState();

            if (currentInputState.DownButton == ButtonState.Pressed && _PreviousInputState.DownButton == ButtonState.Released)
            {
                Sound.Play(Sound.Sounds.MenuMove);
                if (_SelectedOptionItem == _TotalOptionItems)
                    _SelectedOptionItem = 0;
                else
                    _SelectedOptionItem++;
            }
            else if (currentInputState.UpButton == ButtonState.Pressed && _PreviousInputState.UpButton == ButtonState.Released)
            {
                Sound.Play(Sound.Sounds.MenuMove);
                if (_SelectedOptionItem == 0)
                    _SelectedOptionItem = _TotalOptionItems;
                else
                    _SelectedOptionItem--;
            }
            if (currentInputState.SelectButton == ButtonState.Pressed && _PreviousInputState.SelectButton == ButtonState.Released)
            {
                Sound.Play(Sound.Sounds.MenuSelect);
                switch (_SelectedOptionItem)
                {
                    case 0://Off
                        Sound.StartMusic();
                        break;
                    case 1://On
                        Sound.StopMusic();
                        break;
                }
            }
            else if (currentInputState.ExitButton == ButtonState.Pressed && _PreviousInputState.ExitButton == ButtonState.Released)
                return GameMode.Menu;
            
            // Set the previous state to the current input state at
            // the end so that the next time this method is called,
            // the state can be compared
            _PreviousInputState = currentInputState;
            return GameMode.Options;
        }
Example #6
0
 public Graphics(Game1 game)
 {
     graphics = new GraphicsDeviceManager(game);
 }
Example #7
0
        /// <summary>
        /// Updates the HUD
        /// </summary>
        /// <param name="game">Game Object that this game is using</param>
        public void Update(Game1 game)
        {
            GameInput currentInputState = GameInput.GetState();

            if (currentInputState.UpButton == ButtonState.Pressed)
            {
                
                if (speed <= 150)
                    speed += 1f;
                else if (speed > 150)
                    speed += .5f;
            }
            else
                speed -= 1;

            speed = (int)(MathHelper.Clamp((speed), 0f, 200));
            rotation = MathHelper.ToRadians(680) /500 * speed - MathHelper.ToRadians(135);
        }