internal void SetNextGameScreen (BaseGameScreen setNextGameScreen) { nextGameScreen = setNextGameScreen; }
/// <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) { Performance.Push("Game loop"); Platform.Input.UpdateInput (gameTime); if (nextGameScreen != null) { if (currentGameScreen != null) currentGameScreen.Close (); currentGameScreen = nextGameScreen; if (currentGameScreen != null) currentGameScreen.InitUI (); nextGameScreen = null; } if (currentGameScreen != null) { currentGameScreen.Update (gameTime); } base.Update (gameTime); Performance.Pop(); }
public MainGame () { MainGame.WinWarGame = this; Log.Severity = LogSeverity.Debug; Log.Type = LogType.Performance; this.IsMouseVisible = false; this.IsFixedTimeStep = false; backgroundClearColor = new Color (0x7F, 0x00, 0x00); currentGameScreen = null; nextGameScreen = null; _graphics = new GraphicsDeviceManager (this); #if !NETFX_CORE _graphics.PreferredBackBufferWidth = 320 * 3; _graphics.PreferredBackBufferHeight = 200 * 3; _graphics.ApplyChanges (); #endif Content.RootDirectory = "Assets"; #if IOS MouseCursor.IsVisible = false; #endif }