public void Update(GameTime gameTime, Game1 game) { if (bttnContinue.CheckMouseClick()) { game.currentGameState = gameStates.InGame; } }
public void Update(GameTime gameTime, Game1 player) { center = new Vector2(player._position.X + (player._rectangle.Width / 2) - 854, // Centers camera on player player._position.Y + (player._rectangle.Height / 2) - 470); //center = new Vector2(0,0); Transform = Matrix.CreateScale(new Vector3(1, 1, 0)) * Matrix.CreateTranslation(new Vector3(-center.X, -center.Y, 0)); // Zooming }
public void Update(Game1 game) { if (bttnLogin.CheckMouseClick() == true) { var proc = Process.Start("G:/PearceProject/CGames/AnthonyCode/CG2015Assignment/Login/bin/Debug/Login"); proc.WaitForExit(); var exitCode = proc.ExitCode; } if (bttnRegister.CheckMouseClick() == true) { var proc = Process.Start("G:/PearceProject/CGames/AnthonyCode/CG2015Assignment/Register/bin/Debug/Register"); proc.WaitForExit(); var exitCode = proc.ExitCode; } if (bttnPlay.CheckMouseClick() == true) { //Check if player is logged in here before allowing game start //if (loginWindow.GetValidated()) // game.currentUser.Name = loginWindow.GetName(); game.currentGameState = gameStates.Waiting; //Chat isn't implented because there is no multiplayer gameplay. //This code would be set up to count how many users have joined the chat and if the numbe = 4 leave the chat. //var proc = Process.Start("G:/PearceProject/CGames/AnthonyCode/CG2015Assignment/Chat/bin/Debug/Chat"); //if (ServerSide.ChatHub.no == 4) //var exitCode = proc.ExitCode; } }
static void Main() { using (var game = new Game1()) game.Run(); }