public void Update(GameTime gameTime, WeaponManager wManager) { mouseStateCurr = Mouse.GetState(); if (Keyboard.GetState().IsKeyDown(Keys.D1) && wManager.checkReady()) { if (rainbowIcon != rainbowIconSel) { wManager.CurrentWeapon = 0; rainbowIcon = rainbowIconSel; bombIcon = bombIconUnsel; missileIcon = missileIconUnsel; } } else if (Keyboard.GetState().IsKeyDown(Keys.D2) && wManager.checkReady()) { if (bombIcon != bombIconSel) { wManager.CurrentWeapon = 1; rainbowIcon = rainbowIconUnsel; bombIcon = bombIconSel; missileIcon = missileIconUnsel; } } else if (Keyboard.GetState().IsKeyDown(Keys.D3) && wManager.checkReady()) { if (missileIcon != missileIconSel) { //wManager.CurrentWeapon = 2; rainbowIcon = rainbowIconUnsel; bombIcon = bombIconUnsel; missileIcon = missileIconSel; } } }
/// <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() { graphics.PreferredBackBufferWidth = graphics.GraphicsDevice.DisplayMode.Width; graphics.PreferredBackBufferHeight = graphics.GraphicsDevice.DisplayMode.Height; // graphics.PreferredBackBufferWidth = 800; // graphics.PreferredBackBufferHeight = 600; //graphics.ToggleFullScreen(); this.Window.Title = "Too Cute To Live"; graphics.ApplyChanges(); Class1.graph = graphics; mCharacterManager = CharacterManager.GetInstance(Content, graphics); mMenu = new Menu(this); mScoring = new Scoring(); mIntro = new Intro(); mItemManager = new ItemManager(Content); mCam = new Camera(graphics.GraphicsDevice.Viewport); hud = new HUD(); wM = new WeaponManager(Content, graphics); /* Number of seconds the level will run */ timer = 60.0f; temp = rand.Next(0, 10); base.Initialize(); }