예제 #1
0
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(Microsoft.Xna.Framework.PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            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();
                break;
            }



            base.Update(gameTime);
        }
예제 #2
0
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.DarkBlue);
            GraphicsDevice.Clear(Color.DarkGreen);

            // 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);
        }
예제 #3
0
        /// <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.Navy);

            spriteBatch.Begin();

            //Get current state and execute said states draw method
            switch (GameElements.currentState)
            {
            case GameElements.State.Run:
                GameElements.RunDraw(spriteBatch);
                break;

            case GameElements.State.Highscore:
                GameElements.HighScoreDraw(spriteBatch, Window);
                break;

            case GameElements.State.NewHighscore:
                GameElements.NewHighScoreDraw(spriteBatch);
                break;

            case GameElements.State.Quit:
                this.Exit();
                break;

            default:                     //By default, draw menu (game start)
                GameElements.MenuDraw(spriteBatch);
                break;
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
예제 #4
0
        /// <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)
            {
                Exit();
            }

            //Get current state and execute said states update method
            switch (GameElements.currentState)
            {
            case GameElements.State.Run:
                GameElements.currentState = GameElements.RunUpdate(Content, Window, gameTime);
                break;

            case GameElements.State.Highscore:
                GameElements.currentState = GameElements.HighScoreUpdate(gameTime);
                break;

            case GameElements.State.NewHighscore:
                GameElements.currentState = GameElements.NewHighScoreUpdate(gameTime, Content, Window);
                break;

            case GameElements.State.Quit:
                this.Exit();
                break;

            default:                     //By default, set state as menu (Game start).
                GameElements.currentState = GameElements.MenuUpdate(gameTime);
                break;
            }
            base.Update(gameTime);
        }
예제 #5
0
 /// <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);
     //Load content through GameElements
     GameElements.LoadContent(Content, Window);
 }
예제 #6
0
파일: Game1.cs 프로젝트: Miheel/Csharp_game
        /// <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)
        {
            // TODO: Add your drawing code here
            spriteBatch.Begin();
            switch (GameElements.currentState)
            {
            case GameElements.state.Run:
                GameElements.RunDraw(spriteBatch);
                break;

            case GameElements.state.EnterHighScore:
                GameElements.EnterDraw(spriteBatch, myFont);
                break;

            case GameElements.state.PrintHighScore:
                GameElements.PrintDraw(spriteBatch, myFont);
                break;

            case GameElements.state.Quit:
                this.Exit();
                break;

            default:
                GameElements.MenuDraw(spriteBatch);
                break;
            }
            spriteBatch.End();
            base.Draw(gameTime);
        }
예제 #7
0
        /// <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()
        {
            // TODO: Add your initialization logic here

            // Set states and initialize through GameElements class
            GameElements.currentState = GameElements.State.Menu;
            GameElements.Initialize();
            base.Initialize();
        }
예제 #8
0
파일: Game1.cs 프로젝트: Miheel/Csharp_game
 /// <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);
     highScore.LoadFromFile("highscore.txt");
     myFont = Content.Load <SpriteFont>("myFont");
     GameElements.LoadContent(Content, Window);
     // TODO: use this.Content to load your game content here
 }
예제 #9
0
파일: Game1.cs 프로젝트: Miheel/Csharp_game
 /// <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()
 {
     // TODO: Add your initialization logic here
     IsMouseVisible            = true;
     highScore                 = new HighScore(10);
     GameElements.currentState = GameElements.state.Menu;
     GameElements.Initialize();
     base.Initialize();
 }
예제 #10
0
파일: Game1.cs 프로젝트: Miheel/Csharp_game
        /// <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)
        {
            // Allows the game to exit
            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.EnterHighScore:
                GameElements.currentState = GameElements.EnterUpdate(gameTime, points);
                break;

            case GameElements.state.PrintHighScore:
                GameElements.currentState = GameElements.printUpdate();
                KeyboardState keyboardState = Keyboard.GetState();
                if (keyboardState.IsKeyDown(Keys.E))
                {
                    GameElements.currentState = GameElements.state.EnterHighScore;
                }
                break;

            case GameElements.state.Quit:
                this.Exit();
                break;

            default:
                GameElements.currentState = GameElements.MenuUpdate(gameTime);
                break;
            }
            base.Update(gameTime);
        }
예제 #11
0
 protected override void LoadContent()
 {
     spriteBatch = new SpriteBatch(GraphicsDevice);
     GameElements.LoadContent(Content, Window);
 }
예제 #12
0
 /// <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.Initalize();
     base.Initialize();
 }
예제 #13
0
 /// <summary>
 /// UnloadContent will be called once per game and is the place to unload
 /// game-specific content.
 /// </summary>
 protected override void UnloadContent()
 {
     // TODO: Unload any non ContentManager content here
     GameElements.UnloadContent();
 }