/// <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 GameElements.currentState = GameElements.State.Menu; GameElements.Initialize(); base.Initialize(); }
/// <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); myFont = Content.Load <SpriteFont>("myFont"); highscore = new HighScore(10, myFont); highscore.LoadFromFile("highscore.txt"); 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) { this.Exit(); } // TODO: Add your update logic here switch (GameElements.currentState) { case GameElements.State.Run: GameElements.currentState = GameElements.RunUpdate(Content, Window, gameTime); break; case GameElements.State.AddHS: GameElements.currentState = GameElements.AddHSUpdate(gameTime, Window, Content); break; case GameElements.State.HighScore: GameElements.currentState = GameElements.HighScoreUpdate(); /*//TL * switch (currentState) * { * case State.EnterHighScore: * //TL Den här if-satsen finns redan i GameElements.AddHSUpdate() if (highscore.EnterUpdate(gameTime, player.points)) * currentState = State.PrintHighScore; * break; * default: * KeyboardState keyboardState = Keyboard.GetState(); * if (keyboardState.IsKeyDown(Keys.E)) * currentState = State.EnterHighScore; * break; * }*/ break; case GameElements.State.Quit: this.Exit(); break; default: GameElements.currentState = GameElements.MenuUpdate(gameTime); break; } 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.CornflowerBlue); spriteBatch.Begin(); switch (GameElements.currentState) { case GameElements.State.Run: GameElements.RunDraw(spriteBatch); break; case GameElements.State.AddHS: GameElements.AddHSDraw(spriteBatch); break; case GameElements.State.HighScore: GameElements.HighScoreDraw(spriteBatch); switch (currentState) { case State.EnterHighScore: highscore.EnterDraw(spriteBatch); break; } break; case GameElements.State.Quit: this.Exit(); break; default: GameElements.MenuDraw(spriteBatch); break; } spriteBatch.End(); // TODO: Add your drawing code here base.Draw(gameTime); }