protected override void Update(GameTime gameTime) { currentKeyboardState = Keyboard.GetState(); // exit game if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // switch to Suvat if (previousKeyboardState.IsKeyDown(Keys.D1) && currentKeyboardState.IsKeyUp(Keys.D1)) { current_scrren.onClose(); screens[0].onLoad(); current_scrren = screens[0]; } //switch to small planet if (previousKeyboardState.IsKeyDown(Keys.D2) && currentKeyboardState.IsKeyUp(Keys.D2)) { current_scrren.onClose(); screens[1].onLoad(); current_scrren = screens[1]; } // pause time if (previousKeyboardState.IsKeyDown(Keys.Space) && currentKeyboardState.IsKeyUp(Keys.Space)) { time_frozen = !time_frozen; if (time_frozen) { Console.WriteLine("time frozen"); } else { Console.WriteLine("time un frozen"); } } // if time is not frozen if (!time_frozen) { current_scrren.phyUpdate(); } previousKeyboardState = currentKeyboardState; 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); Suvat a = new Suvat(0, graphics.GraphicsDevice); screens[0] = a; a.onLoad(); screens[0].onLoad(); current_scrren = a; screens[1] = new SmallPlanetSuvat(1, graphics.GraphicsDevice); Viewport viewport = graphics.GraphicsDevice.Viewport; screenpos.X = viewport.Width / 2; screenpos.Y = viewport.Height / 2; }