Exemple #1
0
        protected override void Update(GameTime gameTime)
        {
            KeyMouseReader.Update();

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            GamePlayManager.MouseRect(gameTime);

            camera.SetPosition(playerPos, gameState);

            UIKeyBinds();

            switch (gameState)
            {
            case GameState.Start:

                break;

            case GameState.Play:

                playerPos = GamePlayManager.map.player.Position;

                GamePlayManager.InventorySlotCheck();

                GamePlayManager.Update(gameTime);

                break;

            case GameState.Inventory:

                GamePlayManager.ItemUse();

                break;

            case GameState.Over:

                break;

            case GameState.Menu:
                if (newGame)
                {
                    menuComponent.ContinueEnable();
                    newGame = false;
                }
                break;
            }
            base.Update(gameTime);
        }
Exemple #2
0
        protected override void LoadContent()
        {
            IsMouseVisible = true;

            spriteBatch = new SpriteBatch(GraphicsDevice);
            camera      = new Camera(GraphicsDevice.Viewport);
            gameStats   = new GameStats();

            newGame = false;

            GamePlayManager.Initializer();

            AssetManager.LoadAssets(Content);

            window.AllowUserResizing = false;

            gameState = GameState.Menu;
        }
Exemple #3
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera.Transform);

            switch (gameState)
            {
            case GameState.Start:

                menuComponent.Draw(spriteBatch);

                break;

            case GameState.Play:
                GamePlayManager.Draw(spriteBatch);

                break;

            case GameState.Inventory:

                GamePlayManager.InventoryDraw(spriteBatch);

                break;

            case GameState.Over:

                break;

            case GameState.Menu:

                menuComponent.Draw(spriteBatch);

                break;
            }

            spriteBatch.End();

            spriteBatch.Begin();
            gameStats.Draw(spriteBatch);
            spriteBatch.End();

            base.Draw(gameTime);
        }