/// <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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); var keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.F1)) skeleton = skeleton1; if (keyboardState.IsKeyDown(Keys.F2)) skeleton = skeleton2; // TODO: Add your update logic here base.Update(gameTime); }
/// <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); model = Content.Load<Model>("Fiend\\FIEND.MESH"); skeleton1 = Content.Load<Skeleton>("Fiend\\FIEND.SKELETON"); skeleton1.CopyModelBindpose(model); skeleton2 = Content.Load<Skeleton>("Fiend\\IDLE.SKELETON"); skeleton2.CopyModelBindpose(model); //model = Content.Load<Model>("HUM_M.MESH"); //skeleton1 = Content.Load<Skeleton>("IDLE.SKELETON"); //skeleton1.CopyModelBindpose(model); //skeleton2 = Content.Load<Skeleton>("RUN.SKELETON"); //skeleton2.CopyModelBindpose(model); //model = Content.Load<Model>("robot.mesh"); //skeleton1 = Content.Load<Skeleton>("robot.skeleton"); //skeleton1.CopyModelBindpose(model); //skeleton2 = Content.Load<Skeleton>("robot.skeleton"); //skeleton2.CopyModelBindpose(model); skeleton = skeleton1; }