// ============================== // Properties // ============================== /// <summary> /// Attempts to change the game's state. /// </summary> void PerformStateChange() { bool validSwitch = ForceStateChange; OldState = State; State = State.PerformStateChange(); if (State != OldState) { // TODO: Start a tween } }
protected override void LoadContent() { // ============================== // -- Prepare graphic systems // ============================== spriteBatch = new SpriteBatch(GraphicsDevice); particleSystem = new ParticleSystem(); primitiveRenderer = new PrimitiveRenderer(spriteBatch); // ============================== // -- Object pre-initialization // ============================== particle = new Particle(particle1SpriteSheet); beam = new Particle(beam1SpriteSheet); // ============================== // -- Load fonts // ============================== sysFont = Content.Load<SpriteFont>(@"Fonts\System"); // ============================== // -- Load graphics // ============================== fighterSpriteSheet.Texture = Content.Load<Texture2D>(@"Sprites\Fighter1"); particle1SpriteSheet.Texture = Content.Load<Texture2D>(@"Particles\Particle1"); beam1SpriteSheet.Texture = Content.Load<Texture2D>(@"Particles\Beam1"); bulletSpriteSheet.Texture = Content.Load<Texture2D>(@"Sprites\bullet"); // ============================== // -- Object post-initialization // ============================= LoadTracks(); State = new TitleState(this, sysFont); }