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)
        {
            // Allows the game to exit
            if (InputWrapper.Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            mUWBLogo.Update(InputWrapper.ThumbSticks.Left, Vector2.Zero);
            mBall.Update();
            mBall.Update(Vector2.Zero, InputWrapper.ThumbSticks.Right);

            // "A" to toggle to full-screen mode
            if (InputWrapper.Buttons.A == ButtonState.Pressed)
            {
                mBall = new SoccerBall(mSoccerPosition, mSoccerBallRadius * 2f);

                if (!Game1.sGraphics.IsFullScreen)
                {
                    Game1.sGraphics.IsFullScreen = true;
                    Game1.sGraphics.ApplyChanges();
                }
            }

            // "B" toggles back to windowed mode
            if (InputWrapper.Buttons.B == ButtonState.Pressed)
            {
                if (Game1.sGraphics.IsFullScreen)
                {
                    Game1.sGraphics.IsFullScreen = false;
                    Game1.sGraphics.ApplyChanges();
                }
            }

            // Button X to select the next object to work with
            if (InputWrapper.Buttons.X == ButtonState.Pressed)
            {
                mCurrentIndex = (mCurrentIndex + 1) % kNumObjects;
            }
            // Update currently working object with thumb sticks.
            mGraphicsObjects[mCurrentIndex].Update(
                InputWrapper.ThumbSticks.Left,
                InputWrapper.ThumbSticks.Right);
            base.Update(gameTime);
            base.Update(gameTime);

            mTheGame.UpdateGame(gameTime);
            if (InputWrapper.Buttons.A == ButtonState.Pressed)
            {
                mTheGame = new MyGame();
            }
        }
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.
            Game1.sSpriteBatch = new SpriteBatch(GraphicsDevice);

            // Define camera window bounds
            Camera.SetCameraWindow(new Vector2(10f, 20f), 100f);

            // Create the primitives.
            mGraphicsObjects    = new TexturedPrimitive[kNumObjects];
            mGraphicsObjects[0] = new TexturedPrimitive(
                "Soccer",               // Image file name
                new Vector2(15f, 25f),  // Position to draw
                new Vector2(10f, 10f)); // Size to draw
            mGraphicsObjects[1] = new TexturedPrimitive(
                "UWB-JPG",
                new Vector2(35f, 60f),
                new Vector2(50f, 50f));
            mGraphicsObjects[2] = new TexturedPrimitive(
                "UWB-PNG",
                new Vector2(105f, 25f),
                new Vector2(10f, 10f));
            mGraphicsObjects[3] = new TexturedPrimitive(
                "UWB-PNG",
                new Vector2(90f, 60f),
                new Vector2(35f, 35f));
            // NOTE: Since the creation of TexturedPrimitive involves loading of textures,
            // the creation should occur in or after LoadContent()


            mUWBLogo = new TexturedPrimitive("UWB-PNG", new Vector2(30, 30), new Vector2(20, 20));
            mBall    = new SoccerBall(mSoccerPosition, mSoccerBallRadius * 2f);

            mTheGame = new MyGame();
            // TODO: use this.Content to load your game content here
        }