/// <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); Random rand = new Random(); Grafika.Init(Content, this.GraphicsDevice); GlobalAcc.Init(); Wyposazenie.Inicjalizacja(Content); Mapy.Init(this.GraphicsDevice); Menu.init(); Info.init(); Help.init(); TestowyFont = Content.Load <SpriteFont>("testfont"); SpriteAnimated SA = new SpriteAnimated(300, 300, Grafika.Eksplozja3, 60); GlobalAcc.ListaAnimacji1.Add(SA); // TODO: use this.Content to load your game content here }
/// <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.Black); spriteBatch.Begin(); if (GlobalAcc.StanGry == GameState.Game || GlobalAcc.StanGry == GameState.ChangingToGameFromMenuP2) { Mapy.Rysuj(ref spriteBatch); spriteBatch.DrawString(TestowyFont, GlobalAcc.StatekGracza.IloscPkt.ToString(), new Vector2(300f, 0), Color.White); } if (GlobalAcc.StanGry == GameState.Menu || GlobalAcc.StanGry == GameState.ChangingToInfoFromMenuP1 || GlobalAcc.StanGry == GameState.ChangingToGameFromMenuP1 || GlobalAcc.StanGry == GameState.ChangingToMenuFromInfoP2 || GlobalAcc.StanGry == GameState.ChangingToMenuFromGameP2 || GlobalAcc.StanGry == GameState.ChangingToMenuFromHelpP2 || GlobalAcc.StanGry == GameState.ChangingToHelpFromMenuP1) { Menu.Rysuj(ref spriteBatch); } if (GlobalAcc.StanGry == GameState.Info || GlobalAcc.StanGry == GameState.ChangingToInfoFromMenuP2 || GlobalAcc.StanGry == GameState.ChangingToMenuFromInfoP1) { Info.Rysuj(ref spriteBatch); } if (GlobalAcc.StanGry == GameState.Help || GlobalAcc.StanGry == GameState.ChangingToHelpFromMenuP2 || GlobalAcc.StanGry == GameState.ChangingToMenuFromHelpP1) { Help.Rysuj(ref spriteBatch); } spriteBatch.DrawString(TestowyFont, iloscfps, Vector2.Zero, Color.White); spriteBatch.End(); base.Draw(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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } if (gameTime.IsRunningSlowly) { } TouchCollection TC = TouchPanel.GetState(); Vector2[] klikniecia = new Vector2[4]; int i = 0; foreach (TouchLocation TL in TC) { if (TL.State == TouchLocationState.Moved) { klikniecia[i++] = TL.Position; } } ParticleSystem.Pracuj(); if (GlobalAcc.StanGry == GameState.Game) { Mapy.Pracuj(klikniecia, i); } float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; deltaFPSTime += elapsed; if (deltaFPSTime > 1) { float fps = 1 / elapsed; iloscfps = "<" + fps.ToString() + ">"; deltaFPSTime -= 1; } 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.Black); spriteBatch.Begin(); if (GlobalAcc.StanGry == GameState.Game) { Mapy.Rysuj(ref spriteBatch); spriteBatch.DrawString(TestowyFont, GlobalAcc.StatekGracza.IloscPkt.ToString(), new Vector2(300f, 0), Color.White); } if (GlobalAcc.StanGry == GameState.Menu) { spriteBatch.DrawString(TestowyFont, iloscfps, Vector2.Zero, Color.White); } 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); Random rand = new Random(); Grafika.Init(Content, this.GraphicsDevice); GlobalAcc.Init(); Wyposazenie.Inicjalizacja(Content); Mapy.Init(this.GraphicsDevice); TestowyFont = Content.Load <SpriteFont>("testfont"); float[] pozycjeX = { 100, 100, 400, 400, 100 }; float[] pozycjeY = { 100, 300, 300, 100, 100 }; float [] czas = { 0f, 20f, 70f, 100f, 120f }; CurveKey [] KurwyX = new CurveKey[5]; CurveKey [] KurwyY = new CurveKey[5]; for (int i = 0; i < 5; i++) { KurwyX[i] = new CurveKey(czas[i], pozycjeX[i]); KurwyY[i] = new CurveKey(czas[i], pozycjeY[i]); } kolizja = new Obiekt(new Vector2(750f, 320f), "GuzikN", Content, 0f); GlobalAcc.ListaKolizji.Add(kolizja); GlobalAcc.ListaObiektow3.Add(kolizja); SpriteAnimated SA = new SpriteAnimated(300, 300, Grafika.Eksplozja3, 60); GlobalAcc.ListaAnimacji1.Add(SA); // TODO: use this.Content to load your game content here }
/// <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 || Menu.PrzyciskExit.Pojedyncze_wcisniecie) { this.Exit(); } if (gameTime.IsRunningSlowly) { } TouchCollection TC = TouchPanel.GetState(); Vector2[] klikniecia = new Vector2[4]; int i = 0; foreach (TouchLocation TL in TC) { if (TL.State == TouchLocationState.Moved) { klikniecia[i++] = TL.Position; } } ParticleSystem.Pracuj(); if (GlobalAcc.StanGry == GameState.Game) { Mapy.Pracuj(klikniecia, i); } if (GlobalAcc.StanGry == GameState.Menu) { Menu.Pracuj(klikniecia, i); } if (GlobalAcc.StanGry == GameState.Info) { Info.Pracuj(klikniecia, i); } if (GlobalAcc.StanGry == GameState.Help) { Help.Pracuj(klikniecia, i); } if (GlobalAcc.StanGry == GameState.ChangingToInfoFromMenuP1 || GlobalAcc.StanGry == GameState.ChangingToGameFromMenuP1 || GlobalAcc.StanGry == GameState.ChangingToHelpFromMenuP1) { Menu.PracujPrzejscieDo(); } if (GlobalAcc.StanGry == GameState.ChangingToMenuFromInfoP2 || GlobalAcc.StanGry == GameState.ChangingToMenuFromGameP2 || GlobalAcc.StanGry == GameState.ChangingToMenuFromHelpP2) { Menu.PracujPrzejscieZ(); } if (GlobalAcc.StanGry == GameState.ChangingToInfoFromMenuP2) { Info.PracujPrzejscieZ(); } if (GlobalAcc.StanGry == GameState.ChangingToHelpFromMenuP2) { Help.PracujPrzejscieZ(); } if (GlobalAcc.StanGry == GameState.ChangingToMenuFromInfoP1) { Info.PracujPrzejscieDo(); } if (GlobalAcc.StanGry == GameState.ChangingToMenuFromHelpP1) { Help.PracujPrzejscieDo(); } if (GlobalAcc.StanGry == GameState.ChangingToGameFromMenuP2) { Mapy.PrzejscieZ(); } float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; deltaFPSTime += elapsed; if (deltaFPSTime > 1) { float fps = 1 / elapsed; iloscfps = "<" + fps.ToString() + ">"; deltaFPSTime -= 1; } base.Update(gameTime); }