Example #1
0
        public void Update(GameLoop game, MainMenu mainMenu)
        {
            //Gets the current state of the mouse
            MouseState newMState = Mouse.GetState();
            KeyboardState newKState = Keyboard.GetState();
            kArray = oldKState.GetPressedKeys();
            Keys pressedKey = Keys.A;
            if (kArray.Length > 0)
            {
                pressedKey = kArray[kArray.Length - 1];
            }

            //Checks if the mouse has just been clicked by comparing the current state with the previous state
            if (newMState.LeftButton == ButtonState.Pressed && oldMState.LeftButton == ButtonState.Released)
            {
                //Logs click coordinates
                int x = newMState.X;
                int y = newMState.Y;
                mainMenu.CheckClick(x, y, game);
            }

            //Resets old mouse state
            oldMState = newMState;

            //Checks if keys have been pressed to end the game
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                game.Exit();
            }

            if ((newKState.IsKeyUp(Keys.Left) && oldKState.IsKeyDown(Keys.Left)) || (newKState.IsKeyUp(Keys.Right) && oldKState.IsKeyDown(Keys.Right)) || (newKState.IsKeyUp(Keys.Down) && oldKState.IsKeyDown(Keys.Down)) || (newKState.IsKeyUp(Keys.Up) && oldKState.IsKeyDown(Keys.Up)))
            {
                
            }

            oldKState = newKState;
        }
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.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            mainMenu    = new MainMenu(Content, screenWidth, screenHeight);
            // Instantiates class using window size
            board       = new Board(Content, spriteBatch, screenWidth, screenHeight);
        }