/// <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); //this is code to add a generic menu etc. using our MenuComponent class // string[] menuItems = { "Start Game", "High Scores", "End Game" }; startScreen = new StartScreen(this, spriteBatch, Content.Load<SpriteFont>("menufont"), Content.Load<Texture2D>("menuimage")); Components.Add(startScreen); startScreen.Hide(); actionScreen = new ActionScreen(this, spriteBatch, Content.Load<Texture2D>("nebula1"),Content.Load<Texture2D>("ship/ship1"),graphics); Components.Add(actionScreen); actionScreen.Hide(); activeScreen = startScreen; activeScreen.Show(); // menuComponent = new MenuComponent(this, spriteBatch, Content.Load<SpriteFont>("menufont"), menuItems); //Components.Add(menuComponent); // TODO: use this.Content to load your game content here }
/// <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 = Keyboard.GetState(); gamePadState = GamePad.GetState(PlayerIndex.One); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); if (activeScreen == startScreen) { if (CheckKey(Keys.Enter) || CheckButton(Buttons.A)) { if (startScreen.SelectedIndex == 0) { activeScreen.Hide(); activeScreen = actionScreen; activeScreen.Show(); } if (startScreen.SelectedIndex == 1) { this.Exit(); } } } base.Update(gameTime); oldKeyBoardState = keyboardState; oldGamePadState = gamePadState; }