/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here if (m_champions.State == GameControls.Engine.GameState.Title) { spriteBatch.Begin(); m_champions.DrawMenu(spriteBatch); spriteBatch.End(); } if (m_champions.State == GameControls.Engine.GameState.LoadGame) { spriteBatch.Begin(); m_champions.DrawLoadGame(spriteBatch); spriteBatch.End(); } if (m_champions.State == GameControls.Engine.GameState.NewGame) { spriteBatch.Begin(); m_champions.DrawNewGame(spriteBatch); spriteBatch.End(); } if (m_champions.State == GameControls.Engine.GameState.ClassSelect) { spriteBatch.Begin(); m_champions.DrawClassSelect(spriteBatch); spriteBatch.End(); } if (m_champions.State == GameControls.Engine.GameState.Pause) { spriteBatch.Begin(); m_champions.PauseGame(spriteBatch); spriteBatch.End(); } if (m_champions.State == GameControls.Engine.GameState.Playing) { spriteBatch.Begin(); m_champions.DrawGameResources(spriteBatch, gameTime); Chat.DrawChatWindow(spriteBatch); CombatControl.DrawAttacks(spriteBatch); spriteBatch.End(); } if (m_champions.State == GameControls.Engine.GameState.Completion) { spriteBatch.Begin(); m_champions.CompleteGame(spriteBatch); spriteBatch.End(); } if (m_champions.State == GameControls.Engine.GameState.GameOver) { spriteBatch.Begin(); m_champions.GameOver(spriteBatch); spriteBatch.End(); } base.Draw(gameTime); }
/// <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(); } if (m_champions.State == GameControls.Engine.GameState.Quit) { this.Exit(); } // TODO: Add your update logic here if (m_champions.State == GameControls.Engine.GameState.Title) { m_champions.MenuUpdate(gameTime); } if (m_champions.State == GameControls.Engine.GameState.NewGame) { m_champions.NewUpdate(gameTime); } if (m_champions.State == GameControls.Engine.GameState.ClassSelect) { m_champions.UpdateClassSelect(gameTime); } if (m_champions.State == GameControls.Engine.GameState.Playing) { m_champions.GameManager(gameTime); CombatControl.UpdateAttacks(); } if (m_champions.State == GameControls.Engine.GameState.Pause) { m_champions.UpdatePause(gameTime); } if (m_champions.State == GameControls.Engine.GameState.LoadGame) { m_champions.UpdateLoadGame(gameTime); } 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); // TODO: use this.Content to load your game content here //Load the champions menu title MediaPlayer.Play(Content.Load <Song>("Menu\\Titlesong")); m_champions.LoadMenu(Content.Load <Texture2D>("Menu\\Title"), Content.Load <Texture2D>("Menu\\menuOptions"), Content.Load <Texture2D>("Menu\\Selector"), Content.Load <Song>("Menu\\TitleSong")); m_champions.LoadLoadGame(Content.Load <Texture2D>("LoadGame\\FileSelect"), Content.Load <Texture2D>("LoadGame\\Mage"), Content.Load <Texture2D>("LoadGame\\None"), Content.Load <Texture2D>("LoadGame\\SelectorGraphic"), Content.Load <Texture2D>("LoadGame\\Warrior"), Content.Load <SpriteFont>("UI\\Menu")); m_champions.LoadNewGame(Content.Load <Texture2D>("NewGame\\NewScreen"), Content.Load <Texture2D>("NewGame\\NewSelector")); m_champions.LoadClassSelect(Content.Load <Texture2D>("NewGame\\classSelect"), Content.Load <Texture2D>("NewGame\\classWarrior"), Content.Load <Texture2D>("NewGame\\classMage")); m_champions.LoadPlayerResources(Content.Load <Texture2D>("Characters\\Warrior\\Knight_Back_Idle"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Back_Walk_1"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Back_Walk_2"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Back_Walk_3"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Back_Walk_4"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Front_Idle"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Front_Walk_1"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Front_Walk_2"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Front_Walk_3"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Front_Walk_4"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Left_Idle"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Left_Walk_1"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Left_Walk_2"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Left_Walk_3"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Left_Walk_4"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Right_Idle"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Right_Walk_1"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Right_Walk_2"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Right_Walk_3"), Content.Load <Texture2D>("Characters\\Warrior\\Knight_Right_Walk_4"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Front_Idle"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Front_Walk_1"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Front_Walk_2"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Front_Walk_3"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Front_Walk_4"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Front_Walk_5"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Back_Idle"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Back_Walk_1"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Back_Walk_2"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Back_Walk_3"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Back_Walk_4"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Back_Walk_5"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Left_Idle"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Left_Walk_1"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Left_Walk_2"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Left_Walk_3"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Left_Walk_4"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Left_Walk_5"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Right_Idle"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Right_Walk_1"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Right_Walk_2"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Right_Walk_3"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Right_Walk_4"), Content.Load <Texture2D>("Characters\\Wizard\\Wizard_Right_Walk_5"), Content.Load <Texture2D>("UI\\UI_Basic"), Content.Load <SpriteFont>("UI\\LogoCraft"), Content.Load <SpriteFont>("UI\\ExpHealth"), Content.Load <Texture2D>("UI\\UI_Healthbar"), Content.Load <Texture2D>("UI\\UI_ManaBar"), Content.Load <Texture2D>("UI\\UI_Mage_1"), Content.Load <Texture2D>("UI\\UI_Mage_2"), Content.Load <Texture2D>("UI\\UI_Mage_3"), Content.Load <Texture2D>("UI\\UI_Mage_4"), Content.Load <Texture2D>("UI\\UI_Mage_5"), Content.Load <Texture2D>("UI\\UI_Warrior_1"), Content.Load <Texture2D>("UI\\UI_Warrior_2"), Content.Load <Texture2D>("UI\\UI_Warrior_3"), Content.Load <Texture2D>("UI\\UI_Warrior_4"), Content.Load <Texture2D>("UI\\UI_Warrior_5"), Content.Load <Texture2D>("Menu\\Pause"), Content.Load <SpriteFont>("UI\\Menu"), Content.Load <Texture2D>("UI\\Cursor"), Content.Load <Texture2D>("Menu\\AddAttribute"), Content.Load <Texture2D>("Items\\A1"), Content.Load <Texture2D>("Items\\A2"), Content.Load <Texture2D>("Items\\A3"), Content.Load <Texture2D>("Items\\S1"), Content.Load <Texture2D>("Items\\S2"), Content.Load <Texture2D>("Items\\S3"), Content.Load <Texture2D>("Items\\D1"), Content.Load <Texture2D>("Items\\D2"), Content.Load <Texture2D>("Items\\D3"), Content.Load <Texture2D>("Items\\D4"), Content.Load <Texture2D>("Items\\D5"), Content.Load <Texture2D>("Items\\D6")); m_champions.LoadMaps(Content.Load <Texture2D>("MapOne\\Map1"), Content.Load <Texture2D>("MapOne\\Map2"), Content.Load <Texture2D>("Enemies\\Zombie"), Content.Load <SpriteFont>("MapOne\\EnemyName"), Content.Load <Texture2D>("MapOne\\TreeRed"), Content.Load <Texture2D>("MapOne\\TreeGreen"), Content.Load <Texture2D>("MapOne\\TreeYellow"), Content.Load <Texture2D>("MapOne\\Rock"), Content.Load <Texture2D>("MapTwo\\Wall1"), Content.Load <Texture2D>("MapTwo\\Wall2"), Content.Load <Texture2D>("MapTwo\\Statue"), Content.Load <Texture2D>("MapOne\\LevelChanger"), Content.Load <Texture2D>("Enemies\\Dragon"), Content.Load <Texture2D>("Enemies\\Doctor"), Content.Load <Texture2D>("Items\\Loot")); m_champions.LoadMusic(Content.Load <Song>("Music\\0"), Content.Load <Song>("Music\\1"), Content.Load <Song>("Music\\2"), Content.Load <Song>("Music\\3"), Content.Load <Song>("Music\\4"), Content.Load <Song>("Music\\5")); Chat.LoadChatWindow(Content.Load <Texture2D>("Chat\\ChatBox"), Content.Load <SpriteFont>("Chat\\ChatFont")); CombatControl.LoadGraphics(Content.Load <Texture2D>("Attacks\\ArcaneBolt"), Content.Load <Texture2D>("Attacks\\Attack"), Content.Load <Texture2D>("Attacks\\Fireball"), Content.Load <Texture2D>("Attacks\\Hammer"), Content.Load <Texture2D>("Attacks\\Lightning"), Content.Load <Texture2D>("Attacks\\Nuke"), Content.Load <Texture2D>("Attacks\\Viper")); m_champions.LoadCompleteGame(Content.Load <Texture2D>("EndGame")); m_champions.LoadGameOver(Content.Load <Texture2D>("GameOver")); }