/// <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() { this.scenes = new Dictionary<MyGameStates, GameScene>(); // TODO: Add your initialization logic here TitleScreenScene scene1 = new TitleScreenScene(this); MazeScene scene2 = new MazeScene(this); this.Components.Add(scene1); this.Components.Add(scene2); scene1.Visible = true; scene1.Enabled = true; this.scenes.Add(MyGameStates.Welcome, scene1); this.scenes.Add(MyGameStates.GamePlay, scene2); this.currentGameState = MyGameStates.Welcome; 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) { KeyboardState state = Keyboard.GetState(); //Saída if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || state.IsKeyDown(Keys.Escape)) Exit(); if(state.IsKeyDown(Keys.A)) { this.soundTest.Play(); } //Fullscreen if (state.IsKeyDown(Keys.LeftAlt) && state.IsKeyDown(Keys.Enter)) { MyGame.Graphics.IsFullScreen = !MyGame.Graphics.IsFullScreen; MyGame.Graphics.ApplyChanges(); } //Tela de apresentação para gameplay if (this.currentGameState == MyGameStates.Welcome) { if (state.IsKeyDown(Keys.Enter)) { this.scenes[MyGameStates.Welcome].End(); this.scenes[MyGameStates.GamePlay].Begin(); this.currentGameState = MyGameStates.GamePlay; } } // TODO: Add your update logic here base.Update(gameTime); }