/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { eventQueue = new EventQueue(); player = new Player(1,this,eventQueue); menu = new Menu(eventQueue); menuView = new MenuView(GraphicsDevice,menu); currentView = menuView; currentController = menu; base.Initialize(); }
public void setChildView(View view) { childView = view; }
/// <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) { player.Update(); currentController.Update(); while (!eventQueue.IsQueueEmpty("SYSTEM")) { Event e = eventQueue.DequeueEvent("SYSTEM"); switch(e.getName()) { case "NEW_GAME": world = new World(30, 5000, 5000, 1, eventQueue); worldView = new WorldView(GraphicsDevice,world); worldView.LoadContent(Content); currentController = world; currentView = worldView; break; case "TERMINATE": Exit(); break; case "MENU": if (currentController == menu) { if (world == null) break; currentController = world; currentView = worldView; } else { currentController = menu; menuView.setChildView(worldView); currentView = menuView; } break; } } base.Update(gameTime); }