/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); soundCenter = new SoundCenter(this); font = Content.Load <SpriteFont>("MyFont"); Services.AddService(typeof(SpriteBatch), spriteBatch); Services.AddService(typeof(SoundCenter), soundCenter); Services.AddService(typeof(SpriteFont), font); score = new Score(this); Components.Add(score); gameOverScene = new GameOverScene(this, score); gameOverScene.Hide(); level2 = new Level2(this, score, gameOverScene, null); level1 = new Level1(this, score, gameOverScene, level2); Components.Add(level1); Components.Add(level2); Components.Add(gameOverScene); level1.Show(); level2.Hide(); curScene = level2; }
/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.R) || keyState.IsKeyDown(Keys.F1)) { level1.ResetLevel(); level1.Show(); gameOverScene.Hide(); level2.Hide(); } if (keyState.IsKeyDown(Keys.F2)) { level2.Show(); level2.ResetLevel(); level1.Hide(); gameOverScene.Hide(); } base.Update(gameTime); }