/// <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() { EstadoDeJogo.ZeraJogo(); Sujeira.Limpa(); 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.CornflowerBlue); spriteBatch.Begin(); switch (EstadoDeJogo.FaseDeExecucao) { case Fase.Inicial: spriteBatch.Draw(Content.Load <Texture2D>("MainMenu"), new Rectangle(0, 0, screenWidth, screenHeight), Color.White); btnPlay.Draw(spriteBatch); break; case Fase.Partida: background.Draw(spriteBatch); // TODO: Desenhar Lixeiros // Lixeiros.Draw(spriteBatch); foreach (var item in lixeiros) { item.Draw(spriteBatch); } Sujeira.DrawLixoNoChao(spriteBatch); // TODO: Desenhar Lixos // VetorDeLixo.Draw(spriteBatch); EstadoDeJogo.DrawScoreAndLife(spriteBatch, scoreFont, heart); break; case Fase.Final: // TelaPontuacao.Draw(); Sujeira.Limpa(); spriteBatch.DrawString(GameOverFont, "GAME OVER", new Vector2(302, 252), Color.Black); spriteBatch.DrawString(GameOverFont, "GAME OVER", new Vector2(300, 250), Color.White); spriteBatch.DrawString(GameOverFont, EstadoDeJogo.Pontuacao.ToString(), new Vector2(302, 302), Color.Black); spriteBatch.DrawString(GameOverFont, EstadoDeJogo.Pontuacao.ToString(), new Vector2(300, 300), Color.White); break; default: break; } spriteBatch.End(); base.Draw(gameTime); }