/// <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) { Exit(); } switch (GameElements.currentState) { case GameElements.State.Run: { GameElements.currentState = GameElements.RunUpdate(Content, Window, gameTime); break; } case GameElements.State.Quit: { Exit(); break; } } base.Update(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); player = Content.Load <Texture2D>("Sprites/Player/Player"); wall = Content.Load <Texture2D>("Sprites/Wall/Wall1"); // 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() { // TODO: Add your initialization logic here graphics.IsFullScreen = false; graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 512; graphics.ApplyChanges(); GameElements.Initialize(); base.Initialize(); }
/// <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; } spriteBatch.End(); base.Draw(gameTime); }