public Game1() { _graphics = new GraphicsDeviceManager(this); _graphics.PreferredBackBufferWidth = WIDTH; _graphics.PreferredBackBufferHeight = HEIGHT; Content.RootDirectory = "Content"; _gameInstance = new GameInstance(_graphics, Content, this); }
public GameMenu(ContentManager content, GameInstance gameInstance, GameObject devil, GameObject angel) { _font = content.Load<SpriteFont>("Courier New"); _title = content.Load<Texture2D>("title"); _selectionBad = content.Load<Texture2D>("badpic"); _selectionGod = content.Load<Texture2D>("godpic"); _background = content.Load<Texture2D>("main"); this.devil = devil; this.angel = angel; _titlePosition = new Vector2(300, 100); _selectionPosition = new Vector2(565-_selectionOffset, 250); _gameInstance = gameInstance; }
public void Update(GameInstance game) { KeyboardState keyState = Keyboard.GetState(); if (_released && GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed) // play again { _released = false; game.State = GameState.Playing; } if (_released && (GamePad.GetState(PlayerIndex.One).Buttons.B == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))) //return to menu { _released = false; game.State = GameState.Menu; } if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Released && GamePad.GetState(PlayerIndex.One).Buttons.B == ButtonState.Released && keyState.IsKeyUp(Keys.Escape)) { _released = true; } }
/// <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(_gameInstance.Restart) { GameState nextState = _gameInstance.PreferredNextState; _gameInstance = new GameInstance(_graphics, Content, this); _gameInstance.Initialize(GraphicsDevice); _gameInstance.LoadContent(); _gameInstance.State = nextState; } _gameInstance.Update(gameTime); base.Update(gameTime); }
public Controls(GameInstance gameInstance) { this.gameInstance = gameInstance; }