Exemple #1
0
        /// <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.CornflowerBlue);
            spriteBatch.Begin();

            switch (GameElements.currentstate)
            {
            case GameElements.State.Level:
                GameElements.RunDraw(spriteBatch);
                break;

            case GameElements.State.Highscore:
                GameElements.HighscoreDraw(spriteBatch);
                break;

            case GameElements.State.Quit:
                this.Exit();
                break;

            default:
                GameElements.MenuDraw(spriteBatch);
                break;
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }
Exemple #2
0
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            switch (GameElements.currentstate)
            {
            case GameElements.State.Level:
                GameElements.currentstate = GameElements.RunUpdate(Content, Window, gameTime);
                break;

            case GameElements.State.Highscore:
                GameElements.currentstate = GameElements.HighscoreUpdate();
                break;

            case GameElements.State.Quit:
                this.Exit();
                break;

            default:
                GameElements.currentstate = GameElements.MenuUpdate(gameTime);
                break;
            }
            base.Update(gameTime);
        }
Exemple #3
0
        /// <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);
            enemies     = new List <Enemies>();
            Random random = new Random();

            player = new Player(Content.Load <Texture2D>("sprites/player/tempplayer"), 380, 400);

            Texture2D tempSprite = Content.Load <Texture2D>("sprites/enemies/tempenemy");

            for (int i = 0; i < 5; i++)
            {
                int rndX              = random.Next(100, Window.ClientBounds.Width - tempSprite.Width - 100);
                int tempY             = 100;
                NormalZombieBear temp = new NormalZombieBear(tempSprite, rndX, tempY, 1f, 0, 0);
                enemies.Add(temp);
            }
            bas = new Base(Content.Load <Texture2D>("sprites/player/Stacket"), 0, 280);

            //font = Content.Load<SpriteFont>("sprites/Fonts/firstfont");

            GameElements.LoadContent(Content, Window);
        }
Exemple #4
0
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     spriteBatch = new SpriteBatch(GraphicsDevice);
     GameElements.LoadContent(Content, Window);
 }
Exemple #5
0
 /// <summary>
 /// Allows the game to perform any initialization it needs to before starting to run.
 /// This is where it can query for any required services and load any non-graphic
 /// related content.  Calling base.Initialize will enumerate through any components
 /// and initialize them as well.
 /// </summary>
 protected override void Initialize()
 {
     GameElements.currentstate = GameElements.State.Menu;
     GameElements.Initialize();
     base.Initialize();
 }