/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } // TODO: Add your update logic here switch (GameElements.currentState) { case GameElements.State.Run: GameElements.currentState = GameElements.RunUpdate(Content, Window, gameTime); break; case GameElements.State.HighScore: GameElements.currentState = GameElements.HighScoreUpdate(); break; case GameElements.State.Quit: this.Exit(); break; default: GameElements.currentState = GameElements.MenuUpdate(gameTime); break; } base.Update(gameTime); }
/// <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); // TODO: Add your drawing code here spriteBatch.Begin(); switch (GameElements.currentState) { case GameElements.State.Run: GameElements.RunDraw(spriteBatch); break; case GameElements.State.HighScore: GameElements.HighScoreDraw(spriteBatch); break; case GameElements.State.Quit: this.Exit(); break; default: GameElements.MenuDraw(spriteBatch); break; } spriteBatch.End(); base.Draw(gameTime); }
/// <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); GameElements.LoadContent(Content, Window); myFont = Content.Load <SpriteFont>("myFont"); // TODO: use this.Content to load your game content here }
/// <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() { GameElements.currentState = GameElements.State.Menu; GameElements.Initialize(); // TODO: Add your initialization logic here base.Initialize(); }