/// <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() { // TODO: Add your initialization logic here Graphics = graphics.GraphicsDevice; GameContent = Content; ControllerManager.Initialize(); GameDebugger.Initialize(); TextureHelper.Init(); GameSpriteBatch = new SpriteBatch(graphics.GraphicsDevice); TileHighlight.Initialize(); roamState = new TestFreeRoamState(); fightState = new TestFightState(); StateManager.QueueState(fightState); this.IsMouseVisible = true; base.Initialize(); }
/// <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.Black); //GraphicsDevice.SamplerStates[0] = SamplerState.PointWrap; //GraphicsDevice.BlendState = BlendState.NonPremultiplied; StateManager.Draw(gameTime); GameSpriteBatch.Begin(); GameDebugger.Draw(); GameCamera.Draw(); StateManager.DrawSprite(gameTime); //GamePlayer.Draw(gameTime); GameSpriteBatch.End(); // TODO: Add your drawing code here base.Draw(gameTime); }
/// <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(); } if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } if (Keyboard.GetState().IsKeyDown(Keys.F)) { World.TimeOfDay -= 0.5f; World.UpdateDayLight(); } if (Keyboard.GetState().IsKeyDown(Keys.G)) { World.TimeOfDay += 0.5f; World.UpdateDayLight(); } // TODO: Add your update logic here ControllerManager.Update(); GameDebugger.Update(gameTime); GameCamera.Update(gameTime); StateManager.Update(gameTime); //GamePlayer.Update(gameTime); base.Update(gameTime); }