/// <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) { keyboardState = Keyboard.GetState (); if (activeScreen == startScreen) { if (CheckKey (Keys.Enter)) { activeScreen.Hide (); actionScreen.NumPlayers = startScreen.SelectedIndex + 1; actionScreen.NewGame (); activeScreen = actionScreen; activeScreen.Show (); } } if (activeScreen == actionScreen) { if (CheckKey (Keys.Escape) || (CheckKey (Keys.Space) && actionScreen.GameOver)) { activeScreen.Hide (); activeScreen = startScreen; activeScreen.Show (); } } base.Update (gameTime); oldKeyboardState = keyboardState; }
/// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be use to draw textures. spriteBatch = new SpriteBatch (graphics.GraphicsDevice); font = Content.Load<SpriteFont> ("SpriteFont1"); rectangle = Content.Load<Texture2D> ("WhiteSquare"); startScreen = new StartScreen (this, spriteBatch, font); startScreen.Hide (); Components.Add (startScreen); actionScreen = new ActionScreen (this, spriteBatch, Content, font, rectangle); actionScreen.Hide (); Components.Add (actionScreen); activeScreen = startScreen; activeScreen.Show (); base.LoadContent (); }
static void Main(string[] args) { GameScreen game = new GameScreen(); game.Run(); }