/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public static void LoadStaticAssets(Game1 parent) { Assets = new Dictionary<Asset, Texture2D>(); Assets.Add(Asset.SplashScreen, parent.Content.Load<Texture2D>("splash")); Assets.Add(Asset.OpenGraveTile, parent.Content.Load<Texture2D>("OpenGraves")); Assets.Add(Asset.ClosedGraveTile, parent.Content.Load<Texture2D>("ClosedGraves")); Assets.Add(Asset.Mask, parent.Content.Load<Texture2D>("mask")); Assets.Add(Asset.UpLadderTile, parent.Content.Load<Texture2D>("UpLadder")); Assets.Add(Asset.DownLadderTile, parent.Content.Load<Texture2D>("DownLadder")); Assets.Add(Asset.NullCaveTile, parent.Content.Load<Texture2D>("Null")); Assets.Add(Asset.EmptyCaveTile, parent.Content.Load<Texture2D>("Empty")); Assets.Add(Asset.CaveEntrance, parent.Content.Load<Texture2D>("Entrance")); Assets.Add(Asset.CaveExit, parent.Content.Load<Texture2D>("Exit")); Assets.Add(Asset.UpLadderExitTile, parent.Content.Load<Texture2D>("UpLadderExit")); Assets.Add(Asset.UpLadderEntrance, parent.Content.Load<Texture2D>("UpLadderEntrance")); Assets.Add(Asset.CaveShaft, parent.Content.Load<Texture2D>("Shaft")); Assets.Add(Asset.Robot, parent.Content.Load<Texture2D>("Robot")); Assets.Add(Asset.UpDownLadder, parent.Content.Load<Texture2D>("UpDownLadder")); Assets.Add(Asset.ThoughtBubble, parent.Content.Load<Texture2D>("ThoughtBubble")); Songs = new Dictionary<AssetSong, Song>(); Songs.Add(AssetSong.Intro, parent.Content.Load<Song>("Intro")); Songs.Add(AssetSong.Surface, parent.Content.Load<Song>("Surface")); Songs.Add(AssetSong.Cave, parent.Content.Load<Song>("Cave")); Fonts = new Dictionary<AssetFont, SpriteFont>(); Fonts.Add(AssetFont.Default, parent.Content.Load<SpriteFont>("Default")); Fonts.Add(AssetFont.Twitter, parent.Content.Load<SpriteFont>("Twitter")); }
public override void Update(Game1 parent, KeyboardState prevKeys) { this.parent = parent; }
public override void Render(Game1 parent, SpriteBatch sb) { }
public abstract void Update(Game1 parent, KeyboardState prevState);
public abstract void Render(Game1 parent, SpriteBatch sb);