static void Main(string[] args) { RenderEngine.SetScreenSize(20); Board board = new Board(); Player playerOne = new Player(); Player playerTwo = new Player(); WinLose winlose = new WinLose(); LoopController loopController = new LoopController(); KeyHandler keyHandler = new KeyHandler(); while (winlose.Check(board)) { // Clear the screen Console.Clear(); // Render the screen //RenderEngine.FillScreen(); RenderEngine.Draw(); // Get player Input keyHandler.Input(); keyHandler.Update(board); // Slow GameLoop loopController.Wait(10); } }
/// <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.DarkGray); if (currentState == GameState.GameScreen) { foreach (Player p in players) { renderEngine.updateCameraForPlayer(p.playerIndex); } renderEngine.Draw(gameTime); } if (currentState == GameState.MenuScreen) { menuEngine.Draw(gameTime); } //DrawStringDebug("" + 1000 / gameTime.ElapsedGameTime.Milliseconds); /*if(players.Length > 0) * DrawStringDebug("health: " + players[0].health + "\nammo: " + players[0].ammo + "\nweapon: " + players[0].equipped.GetType().Name);*/ base.Draw(gameTime); }