protected override void Initialize() { currentGameState = SpectrumEnums.GameState.Start; effect = Content.Load<Effect>(@"Shader/Shader"); grayEffect = Content.Load<Effect>(@"Shader/Grayscale"); loadFromSaveFile(); gameAnalytics = new GameAnalytics(); this.texManager = new TextureManager(this); Components.Add(texManager); screenManager = new ScreenManager(this); Components.Add(screenManager); camera = new Camera(this, new Vector3(0, 10, 5), new Vector3(0, 8, 3), new Vector3(0, 5, 0)); Components.Add(camera); modelManager = new ModelManager(this, screenManager); Components.Add(modelManager); screenManager.setModelManager(modelManager); soundManager = new SoundManager(this); Components.Add(soundManager); // set render target in order to be able to apply post processing effets renderTarget = new RenderTarget2D(graphics.GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, true, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); this.IsMouseVisible = false; base.Initialize(); }
public void setRefGameState(SpectrumEnums.GameState gameState) { refGameState = gameState; }
/* * Updates particle Engines and and gamestates. */ protected void GameStateDependingUpdates() { currentKeyState = Keyboard.GetState(); switch (currentGameState) { case SpectrumEnums.GameState.Start: lastPlayedLevel = loadedLevel; currentLevel = loadedLevel; getCurrentActFromCurrentLevel(); if (currentKeyState.GetPressedKeys().Length > 0 || currentMouseState.LeftButton == ButtonState.Pressed || currentMouseState.MiddleButton == ButtonState.Pressed || currentMouseState.RightButton == ButtonState.Pressed) { Spectrum.currentGameState = SpectrumEnums.GameState.MainMenu; } break; case SpectrumEnums.GameState.MainMenu: particleEngineBigBubbles.drawParticles = true; getCurrentActFromCurrentLevel(); break; case SpectrumEnums.GameState.LevelSelection: particleEngineBigBubbles.drawParticles = false; particleEngineBigBubbles.PopAllBubbles(); break; case SpectrumEnums.GameState.SettingsMenu: particleEngineBigBubbles.drawParticles = false; particleEngineBigBubbles.PopAllBubbles(); break; case SpectrumEnums.GameState.InGame: particleEngineBigBubbles.drawParticles = false; particleEngineBigBubbles.PopAllBubbles(); break; case SpectrumEnums.GameState.GameOver: if (currentKeyState.GetPressedKeys().Length > 0) { Spectrum.currentGameState = SpectrumEnums.GameState.MainMenu; } break; } }