Example #1
0
        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            switch (GameElements.currentState)
            {
            case GameElements.State.World:
                GameElements.DrawWorld(spriteBatch);
                break;

            case GameElements.State.Combat:
                GameElements.DrawCombat(spriteBatch);
                break;

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

            default:
                GameElements.DrawMenu(spriteBatch);
                break;
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
Example #2
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)
        {
            // For Mobile devices, this logic will close the Game when the Back button is pressed
            // Exit() is obsolete on iOS
#if !__IOS__
            if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                 Keyboard.GetState().IsKeyDown(Keys.Escape)) && GameElements.currentState != GameElements.State.Combat)
            {
                GameElements.currentState = GameElements.State.Menu;
            }
#endif

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

            case GameElements.State.Combat:
                GameElements.currentState = GameElements.UpdateCombat(Content, Window, gameTime);
                break;

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

            default:
                GameElements.currentState = GameElements.UpdateMenu(gameTime);
                break;
            }

            /*if (GameElements.combat) {
             *                  GameElements.currentState = GameElements.State.Combat;
             *          }
             *          else {
             *                  GameElements.currentState = GameElements.State.World;
             *          }*/

            base.Update(gameTime);
        }
Example #3
0
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     spriteBatch = new SpriteBatch(GraphicsDevice);
     GameElements.LoadContent(Content, Window);
 }
Example #4
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()
 {
     GameElements.Initialize();
     base.Initialize();
 }