protected override void Update(GameTime gameTime) { //Final Updates if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } //gamestate switch switch (GameManager.gameState) { case GameState.MainMenu: Camera.UpdateMainMenu(gameTime); //MapHandler.Update(gameTime); MapHandler.UpdateMainMenu(gameTime); //GUI.UpdateMainMenu(cursor.boundingBox); GUI.UpdateMainMenu(cursor.spriteBox); break; case GameState.Pause: break; case GameState.GameplayLoop: //normal gameplay MapHandler.Update(gameTime); PlayerManager.Update(gameTime); Camera.Update(); GUI.Update(); break; case GameState.Combat: //in combat break; case GameState.NewGame: GUI.UpdateNewGameMenu(cursor.spriteBox); break; default: break; } cursor.Update(gameTime); //independent of gamestate //testing updates if (Keyboard.GetState().IsKeyDown(Keys.P)) { SaveGame(); } if (Keyboard.GetState().IsKeyDown(Keys.O)) { LoadGame(); } //Console.WriteLine(ConsoleOutput); // uncomment after text implemented base.Update(gameTime); }
//old - update public void LoadGame() { Stream streamread = File.OpenRead("default.bin"); BinaryFormatter binaryread = new BinaryFormatter(); SaveGame Save = (SaveGame)binaryread.Deserialize(streamread); streamread.Close(); PlayerManager.SetPlayerParty(Save.SavedPlayerData); MapHandler.LoadMap(Save.SavedCurrentLevelName); //WILL NOT WORK PROPERLY WITHOUT ADDITION OF CODE TO SAVE/LOAD AVAILABLE MAPS }
protected override void Initialize() { //Final Initialisations GameManager.Initialise(); Fonts.Initialise(Content); Camera.Initialise(GraphicsDevice); PlayerManager.Initialize(Content, GraphicsDevice); GUI.Initialize(Content, GraphicsDevice); MapHandler.Initialize(Content, GraphicsDevice); cursor = new Cursor(Content); //Player = Content.Load<Texture2D>("player"); //PlayerManager.NewPlayer("Test Character 2", new stats(), Vector2.Zero, Player); //PlayerManager.NewPlayer("Test Character 3", new stats(), new Vector2(0,100), Player) ConsoleStreamWriter ConsWtr = new ConsoleStreamWriter(ConsoleOutput); //Console.SetOut(ConsWtr); base.Initialize(); }
protected override void Draw(GameTime gameTime) { //Final Draws GraphicsDevice.Clear(Color.GhostWhite); switch (GameManager.gameState) { case GameState.MainMenu: MapHandler.DrawMainMenu(spriteBatch); GUI.DrawMainMenu(spriteBatch); break; case GameState.Pause: break; case GameState.NewGame: GUI.DrawNewGameMenu(spriteBatch); break; case GameState.GameplayLoop: //Use Elevation to order draws MapHandler.DrawLayer(spriteBatch, "Tile Layer 1"); //ground layer MapHandler.DrawLayer(spriteBatch, "Tile Layer 2"); //decoration layer PlayerManager.DrawElevation(spriteBatch, 0); MapHandler.DrawLayer(spriteBatch, "Tile Layer 3"); //elevated layer PlayerManager.DrawElevation(spriteBatch, 1); GUI.Draw(spriteBatch); break; default: break; } cursor.Draw(spriteBatch); base.Draw(gameTime); }