/// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(Microsoft.Xna.Framework.PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } switch (GameElements.currentState) { case GameElements.State.Run: GameElements.currentState = GameElements.RunUpdate(Content, Window, gameTime); break; case GameElements.State.Highscore: GameElements.currentState = GameElements.HighScoreUpdate(); break; case GameElements.State.Quit: this.Exit(); break; default: GameElements.currentState = GameElements.MenuUpdate(); break; } base.Update(gameTime); }
/// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.DarkBlue); GraphicsDevice.Clear(Color.DarkGreen); // TODO: Add your drawing code here spriteBatch.Begin(); switch (GameElements.currentState) { case GameElements.State.Run: GameElements.RunDraw(spriteBatch); break; case GameElements.State.Highscore: GameElements.HighScoreDraw(spriteBatch); break; case GameElements.State.Quit: this.Exit(); break; default: GameElements.MenuDraw(spriteBatch); break; } spriteBatch.End(); base.Draw(gameTime); }
/// <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.Navy); spriteBatch.Begin(); //Get current state and execute said states draw method switch (GameElements.currentState) { case GameElements.State.Run: GameElements.RunDraw(spriteBatch); break; case GameElements.State.Highscore: GameElements.HighScoreDraw(spriteBatch, Window); break; case GameElements.State.NewHighscore: GameElements.NewHighScoreDraw(spriteBatch); break; case GameElements.State.Quit: this.Exit(); break; default: //By default, draw menu (game start) GameElements.MenuDraw(spriteBatch); break; } spriteBatch.End(); 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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { Exit(); } //Get current state and execute said states update method switch (GameElements.currentState) { case GameElements.State.Run: GameElements.currentState = GameElements.RunUpdate(Content, Window, gameTime); break; case GameElements.State.Highscore: GameElements.currentState = GameElements.HighScoreUpdate(gameTime); break; case GameElements.State.NewHighscore: GameElements.currentState = GameElements.NewHighScoreUpdate(gameTime, Content, Window); break; case GameElements.State.Quit: this.Exit(); break; default: //By default, set state as menu (Game start). GameElements.currentState = GameElements.MenuUpdate(gameTime); break; } base.Update(gameTime); }
/// <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); //Load content through GameElements GameElements.LoadContent(Content, Window); }
/// <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) { // TODO: Add your drawing code here spriteBatch.Begin(); switch (GameElements.currentState) { case GameElements.state.Run: GameElements.RunDraw(spriteBatch); break; case GameElements.state.EnterHighScore: GameElements.EnterDraw(spriteBatch, myFont); break; case GameElements.state.PrintHighScore: GameElements.PrintDraw(spriteBatch, myFont); break; case GameElements.state.Quit: this.Exit(); break; default: GameElements.MenuDraw(spriteBatch); break; } spriteBatch.End(); base.Draw(gameTime); }
/// <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 // Set states and initialize through GameElements class GameElements.currentState = GameElements.State.Menu; GameElements.Initialize(); base.Initialize(); }
/// <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); highScore.LoadFromFile("highscore.txt"); myFont = Content.Load <SpriteFont>("myFont"); GameElements.LoadContent(Content, Window); // TODO: use this.Content to load your game content here }
/// <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 IsMouseVisible = true; highScore = new HighScore(10); GameElements.currentState = GameElements.state.Menu; GameElements.Initialize(); base.Initialize(); }
/// <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 (GameElements.currentState) { case GameElements.state.Run: GameElements.currentState = GameElements.RunUpdate(Content, Window, gameTime); break; case GameElements.state.EnterHighScore: GameElements.currentState = GameElements.EnterUpdate(gameTime, points); break; case GameElements.state.PrintHighScore: GameElements.currentState = GameElements.printUpdate(); KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.E)) { GameElements.currentState = GameElements.state.EnterHighScore; } break; case GameElements.state.Quit: this.Exit(); break; default: GameElements.currentState = GameElements.MenuUpdate(gameTime); break; } base.Update(gameTime); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); GameElements.LoadContent(Content, Window); }
/// <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() { GameElements.currentState = GameElements.State.Menu; GameElements.Initalize(); base.Initialize(); }
/// <summary> /// UnloadContent will be called once per game and is the place to unload /// game-specific content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here GameElements.UnloadContent(); }