Exemple #1
0
        private void UpdateGameState()
        {
            if (GameState == 2)
            {
                Map.MapChanges();
                Map.SortObjectToDraw();

                if (Scorebar.CheckWin())
                {
                    GameState++;
                }
            }
            else if (GameState == 0)
            {
                GameState = StartMenu.CheckKeysPressed(MouseState, OldMouseState, GameState);
            }
            else if (GameState == 1)
            {
                GameState = SelectCharactersMenu.CheckKeysPressed(MouseState, OldMouseState, GameState);
            }
            else if (GameState == 3)
            {
                GameState = EndGameMenu.CheckKeysPressed(MouseState, OldMouseState, GameState);
            }
        }
Exemple #2
0
 private void PrepareGame()
 {
     if (GameState == 2 && OldGameState == 1)
     {
         Map.SetCharacterType(SelectCharactersMenu.GetCharacterPlay());
         Scorebar.SetCharacter(SelectCharactersMenu.GetCharacterPlay());
     }
 }
Exemple #3
0
        private void LoadTexturesToScoreBar()
        {
            Texture2D[] characterHead = new Texture2D[4];
            for (int i = 1; i <= 4; i++)
            {
                string name = "Sprites\\headScore" + i;
                characterHead[i - 1] = Content.Load <Texture2D>(name);
            }

            Scorebar.LoadScoreboardTextures(characterHead, Content.Load <Texture2D>("Sprites\\chest"), Content.Load <Texture2D>("Sprites\\chestBack"), new Texture2D(GraphicsDevice, 1, 1));
        }
Exemple #4
0
        protected override void Draw(GameTime gameTime) //draw
        {
            GraphicsDevice.Clear(Color.BurlyWood);

            SpriteBatch.Begin();
            // draw here

            switch (GameState)
            {
            case 0:
            {
                StartMenu.DrawMenu(SpriteBatch);
                break;
            }

            case 1:
            {
                SelectCharactersMenu.DrawMenu(SpriteBatch);
                break;
            }

            case 2:
            {
                Scorebar.DrawScorebar(SpriteBatch);
                Map.DrawMap(SpriteBatch);
                break;
            }

            case 3:
            {
                EndGameMenu.DrawMenu(SpriteBatch);
                break;
            }
            }

            DrawSoundButton();

            SpriteBatch.End();

            base.Draw(gameTime);

            Map.ApocalypseCondition(60);//if map time so long put random bomb in map every 20 frames
            Map.DelayScreen();
        }