/// <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.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width; //_graphics.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height; //_graphics.IsFullScreen = true; //_graphics.ApplyChanges(); InputManager.Initialize(); _screenManager = new ScreenManager(); _screenManager.AddScreen(new PenetratorScreen(GraphicsDevice)); _screenManager.AddScreen(new TestScreen(GraphicsDevice)); _screenManager.GotoScreen("Penetrator"); _screenManager.Initialize(); _screenManager.GotoScreen("TestScreen"); _screenManager.Initialize(); base.Initialize(); }
/// <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 || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here InputManager.Update(); if (InputManager.IsKeyTriggered(Keys.D1)) { _screenManager.GotoScreen("Penetrator"); } if (InputManager.IsKeyTriggered(Keys.D2)) { _screenManager.GotoScreen("TestScreen"); } _screenManager.Update(gameTime); base.Update(gameTime); }