Esempio n. 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);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            switch (gameState)
            {
            case GameState.MAIN_MENU:
                MainMenu.Draw(gameTime, spriteBatch);
                break;

            case GameState.SCORES:
                Scores.Draw(gameTime, spriteBatch);
                break;

            case GameState.MANUAL_MODE:
                GameHandler.Draw(gameTime, spriteBatch, gameState);
                break;

            case GameState.ASTAR_MODE:
                GameHandler.Draw(gameTime, spriteBatch, gameState);
                break;

            case GameState.IDDFS_MODE:
                GameHandler.Draw(gameTime, spriteBatch, gameState);
                break;

            case GameState.CSP_MODE:
                GameHandler.Draw(gameTime, spriteBatch, gameState);
                break;

            case GameState.SA_MODE:
                GameHandler.Draw(gameTime, spriteBatch, gameState);
                break;
            }

            // Cursor
            spriteBatch.Draw(customCursor, new Vector2(Mouse.GetState().X, Mouse.GetState().Y), Color.White);

            spriteBatch.End();

            base.Draw(gameTime);
        }
Esempio n. 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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            // TODO: Add your update logic here
            switch (gameState)
            {
            case GameState.MAIN_MENU:
                MainMenu.Update(gameTime, this);
                break;

            case GameState.SCORES:
                Scores.Update(gameTime, this);
                break;

            case GameState.MANUAL_MODE:
                GameHandler.Update(gameTime, this, gameState);
                break;

            case GameState.ASTAR_MODE:
                GameHandler.Update(gameTime, this, gameState);
                break;

            case GameState.IDDFS_MODE:
                GameHandler.Update(gameTime, this, gameState);
                break;

            case GameState.CSP_MODE:
                GameHandler.Update(gameTime, this, gameState);
                break;

            case GameState.SA_MODE:
                GameHandler.Update(gameTime, this, gameState);
                break;
            }

            base.Update(gameTime);
        }