protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.LightGreen); spriteBatch.Begin(); switch (GameElements.currentState) { case GameElements.State.Run: GameElements.RunDraw(spriteBatch, Window); break; case GameElements.State.HightScore: GameElements.HighScoreDraw(spriteBatch); break; case GameElements.State.Quit: this.Exit(); break; default: GameElements.MenuDraw(spriteBatch); break; } spriteBatch.End(); base.Draw(gameTime); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } switch (GameElements.currentState) { case GameElements.State.Run: GameElements.currentState = GameElements.RunUpdate(Content, Window, gameTime); break; case GameElements.State.HightScore: GameElements.currentState = GameElements.HighScoreUpdate(gameTime, Window, Content); break; case GameElements.State.Quit: this.Exit(); break; default: GameElements.currentState = GameElements.MenuUpdate(gameTime); 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); // 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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } GameElements.RunUpdate(Content, Window, gameTime); 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.LightGreen); spriteBatch.Begin(); GameElements.RunDraw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }
protected override void Initialize() { /* * graphics.IsFullScreen = true; * graphics.PreferredBackBufferWidth = 1920; * graphics.PreferredBackBufferHeight = 1080; * graphics.ApplyChanges(); */ GameElements.currentState = GameElements.State.Menu; GameElements.Initialize(); base.Initialize(); }
/// <summary> /// UnloadContent will be called once per game and is the place to unload /// game-specific content. /// </summary> protected override void UnloadContent() { GameElements.UnloadSave(); // TODO: Unload any non ContentManager content here }
protected override void UnloadContent() { GameElements.UnloadSave(); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); GameElements.LoadContent(Content, Window); }