Exemple #1
0
        protected override void Initialize()
        {
            // Initialise the application
            // ================

            // Load settings
            Settings.LoadSettings();

            // Set up window
            h_graphicsDeviceHandler.IsFullScreen              = Settings.m_fullscreen;
            h_graphicsDeviceHandler.PreferredBackBufferWidth  = Settings.m_screenWidth;
            h_graphicsDeviceHandler.PreferredBackBufferHeight = Settings.m_screenHeight;

            h_graphicsDeviceHandler.ApplyChanges();

            GraphicsHandler.Initialise(GraphicsDevice, Content);



            // Initialise states
            m_menuState    = new MenuState();
            m_inGameState  = new InGameState();
            m_victoryState = new VictoryState();

            // Set initial state
            switch (Settings.m_startState)
            {
            case GameState.MAIN_MENU:
                m_currentState = m_menuState;
                break;

            case GameState.IN_GAME:
                m_currentState = m_inGameState;
                break;

            case GameState.VICTORY_SCREEN:
                m_currentState = m_victoryState;
                break;
            }

            base.Initialize();
        }
Exemple #2
0
        protected override void Update(GameTime gameTime)
        {
            // Get user input and update the game
            // ================

            // Activate debug screen
            if (Keyboard.GetState().IsKeyDown(Keys.F1))
            {
                Settings.m_debug = true;
            }

            // Deactivate debug screen
            if (Keyboard.GetState().IsKeyDown(Keys.F2))
            {
                Settings.m_debug = false;
            }

            // Close window - TEMP
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Settings.SaveSettings();
                Exit();
            }

            if (Settings.m_exit == true)
            {
                Settings.SaveSettings();
                Exit();
            }

            // Reset state - TEMP
            if (Keyboard.GetState().IsKeyDown(Keys.F5))
            {
                m_currentState.SetExecutionState(ExecutionState.INITIALISING);
            }

            // Set fullscreen mode
            if (Keyboard.GetState().IsKeyDown(Keys.F11) && !Settings.m_fullscreen)
            {
                Settings.m_fullscreen = true;
                h_graphicsDeviceHandler.IsFullScreen = Settings.m_fullscreen;
                h_graphicsDeviceHandler.ApplyChanges();
            }

            // Set windowed mode
            if (Keyboard.GetState().IsKeyDown(Keys.F12) && Settings.m_fullscreen)
            {
                Settings.m_fullscreen = false;
                h_graphicsDeviceHandler.IsFullScreen = Settings.m_fullscreen;
                h_graphicsDeviceHandler.ApplyChanges();
            }

            // Update current state based on its execution state
            switch (m_currentState.GetExecutionState())
            {
            case ExecutionState.INITIALISING:
                // State is initialising

                // TODO: Pass along variables necessary for use
                m_currentState.Initialise();
                break;

            case ExecutionState.RUNNING:
                // State is currently running
                m_currentState.Update(ref h_touchHandler, gameTime);


                Debug.AddText(new DebugText("State: " + m_currentState.ToString().Substring(32), new Vector2(10.0f, 30.0f)));
                break;

            case ExecutionState.CHANGING:
                // State has finished and needs to be changed

                // Change state to initialising
                m_currentState.SetExecutionState(ExecutionState.INITIALISING);

                // Set state to current state
                switch (m_currentState.GetState())
                {
                case GameState.MAIN_MENU:
                    m_menuState = (MenuState)m_currentState;
                    break;

                case GameState.IN_GAME:
                    m_inGameState = (InGameState)m_currentState;
                    break;

                case GameState.VICTORY_SCREEN:
                    m_victoryState = (VictoryState)m_currentState;
                    break;
                }

                // Change state
                switch (m_currentState.GetNextState())
                {
                case GameState.MAIN_MENU:
                    // Set new state
                    m_currentState = m_menuState;
                    break;

                case GameState.IN_GAME:
                    // Set new state
                    m_currentState = m_inGameState;
                    break;

                case GameState.VICTORY_SCREEN:
                    // Set new state
                    m_currentState = m_victoryState;
                    break;
                }
                break;

            default:
                goto case ExecutionState.INITIALISING;
            }

            base.Update(gameTime);
        }