示例#1
0
        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);
        }
示例#2
0
        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);
        }
示例#3
0
        /// <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
        }
示例#4
0
        /// <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);
        }
示例#5
0
        /// <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);
        }
示例#6
0
 protected override void Initialize()
 {
     /*
      * graphics.IsFullScreen = true;
      * graphics.PreferredBackBufferWidth = 1920;
      * graphics.PreferredBackBufferHeight = 1080;
      * graphics.ApplyChanges();
      */
     GameElements.currentState = GameElements.State.Menu;
     GameElements.Initialize();
     base.Initialize();
 }
示例#7
0
 /// <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
 }
示例#8
0
 protected override void UnloadContent()
 {
     GameElements.UnloadSave();
 }
示例#9
0
 protected override void LoadContent()
 {
     spriteBatch = new SpriteBatch(GraphicsDevice);
     GameElements.LoadContent(Content, Window);
 }