/// <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); // TODO: use this.Content to load your game content here startScene = new StartScene(this); this.Components.Add(startScene); startScene.show(); //create other scenes here and add to component list actionScene = new ActionScene(this); this.Components.Add(actionScene); helpScene = new HelpScene(this); this.Components.Add(helpScene); creditScene = new CreditScene(this); this.Components.Add(creditScene); scoreScene = new HighScoreScene(this); this.Components.Add(scoreScene); // others..... }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { song = Content.Load <Song>("Hero Immortal"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here startScene = new StartScene(this); this.Components.Add(startScene); startScene.show(); //create other scenes here and add to component list actionScene = new ActionScene(this, spriteBatch); this.Components.Add(actionScene); highScoreScene = new HighScoresScene(this); this.Components.Add(highScoreScene); aboutScene = new AboutScene(this, spriteBatch); this.Components.Add(aboutScene); helpScene = new HelpScene(this); this.Components.Add(helpScene); howToPlayScene = new HowToPlayScene(this); this.Components.Add(howToPlayScene); creditScene = new Credits(this); this.Components.Add(creditScene); // others..... }
/// <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); // TODO: use this.Content to load your game content here startScene = new StartScene(this); this.Components.Add(startScene); startScene.show(); //create other scenes here and add to component list actionScene = new ActionScene(this); actionScene.Enabled = false; this.Components.Add(actionScene); helpScene = new HelpScene(this); this.Components.Add(helpScene); creditScreen = new CreditScene(this); this.Components.Add(creditScreen); howToPlayScreen = new HowToPlayScene(this); this.Components.Add(howToPlayScreen); bg = Content.Load <Song>("Song"); helpScreenSong = Content.Load <Song>("helpscreensong"); howToScreenSong = Content.Load <Song>("howtosong"); creditScreenSong = Content.Load <Song>("creditsong"); homeScreenSong = Content.Load <Song>("homescreensongz"); MediaPlayer.Play(homeScreenSong); }
/// <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) { int selectedIndex = 0; KeyboardState ks = Keyboard.GetState(); if (!isSceneAvail && ((int)gameTime.TotalGameTime.TotalMilliseconds - lastNewScene) > sceneDelay) { isSceneAvail = true; } if (startScene.Enabled) { selectedIndex = startScene.Menu.SelectedIndex; if (selectedIndex == 0 && ks.IsKeyDown(Keys.Enter) && isSceneAvail) { hideAllScenes(); actionScene.Components.Clear(); actionScene = new ActionScene(this); this.Components.Add(actionScene); actionScene.show(); } else if (selectedIndex == 1 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); helpScene.show(); } else if (selectedIndex == 2 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); scoreScene.show(); } else if (selectedIndex == 3 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); creditScene.show(); } else if (selectedIndex == 4 && ks.IsKeyDown(Keys.Enter)) { Exit(); } } if (actionScene.Enabled || helpScene.Enabled || creditScene.Enabled || scoreScene.Enabled) { if (ks.IsKeyDown(Keys.Escape)) { hideAllScenes(); startScene.show(); } } // TODO: Add your update logic here base.Update(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) { int selectedIndex = 0; KeyboardState ks = Keyboard.GetState(); if (startScene.Enabled) { selectedIndex = startScene.Menu.SelectedIndex; if (selectedIndex == 0 && ks.IsKeyDown(Keys.Enter)) { //creates the gamescene when it is entered actionScene = new ActionScene(this, spriteBatch); this.Components.Add(actionScene); hideAllScenes(); actionScene.show(); //plays background music MediaPlayer.Play(song); MediaPlayer.IsRepeating = true; MediaPlayer.Volume = 0.1f; gameStateActive = true; } else if (selectedIndex == 1 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); aboutScene.show(); } else if (selectedIndex == 2 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); helpScene.show(); } else if (selectedIndex == 3 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); howToPlayScene.show(); } else if (selectedIndex == 4 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); highScoreScene.show(); } else if (selectedIndex == 5 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); creditScene.show(); } //handle other menu options else if (selectedIndex == 6 && ks.IsKeyDown(Keys.Enter)) { Exit(); } } if (actionScene.Enabled || helpScene.Enabled || aboutScene.Enabled || howToPlayScene.Enabled || creditScene.Enabled || highScoreScene.Enabled) { if (ks.IsKeyDown(Keys.Escape)) { hideAllScenes(); startScene.show(); gameStateActive = false; MediaPlayer.Stop(); } } // TODO: Add your update logic here base.Update(gameTime); }