/// <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) { // Allows the game to exit KeyboardState stat = Keyboard.GetState(); if (stat.IsKeyDown(Keys.Escape) || ExitGame) { this.Exit(); } FrameInfo.GameTime = gameTime; //Henter inn mouseState på starten av Update, så den ikke kan endre seg underveis FrameInfo.MouseState = Mouse.GetState(); if (NextState != null) { ActiveGameState = NextState; ActiveGameState.Reset(); NextState = null; } ActiveGameState.Update(); base.Update(gameTime); }
/// <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); GameStates.Add(new SimpleSplash(SpriteBatch, Content, "Images/introScreen", 0)); GameStates.Add(new menuSplash(SpriteBatch, Content, "Images/menu", "Images/playButton", "Images/howToPlayButton", "Images/creditsButton", "Images/quitButton", 1)); GameStates.Add(new SimpleSplash(SpriteBatch, Content, "Images/howToPlay", 2)); GameStates.Add(new SimpleSplash(SpriteBatch, Content, "Images/createdBy", 3)); GameStates.Add(new LevelSelecter(SpriteBatch, Content, "Images/selectLevel", 4)); GameStates.Add(new menuSplash(SpriteBatch, Content, "Images/levelCleared", "Images/replayButton", "Images/nextLevel", "Images/selectLevelButton2", "Images/menuButton2", 5)); GameStates.Add(new menuSplash(SpriteBatch, Content, "Images/gameOver", "Images/tryAgainButton", "Images/selectLevelButton", "Images/menuButton", "Images/RAGEQUITbutton", 6)); GameStates.Add(new Level1(SpriteBatch, Content, 7)); GameStates.Add(new Level2(SpriteBatch, Content, 8)); GameStates.Add(new Level3(SpriteBatch, Content, 9)); GameStates.Add(new Level4(SpriteBatch, Content, 10)); ActiveGameState = GameStates[0]; }