/// <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) { base.Update(gameTime); InputUtils.Update(); MyMouse.Update(); switch (state) { case GameState.Menu: screenMenu.Update(gameTime); break; case GameState.Practice: break; case GameState.TimeAttack: break; case GameState.Survival: screenSurvival.Update(gameTime); break; case GameState.Exit: Exit(); break; default: break; } }
private void UpdateIdle(GameTime gameTime) { rPractice.Y = (int)(150 + (Math.Cos(gameTime.TotalGameTime.TotalMilliseconds * 0.003) * 5)); rBackCloud.Y = (int)(100 + (Math.Cos(gameTime.TotalGameTime.TotalMilliseconds * 0.001) * 10)); rTimeAttack.Y = (int)(150 + (Math.Cos(gameTime.TotalGameTime.TotalMilliseconds * 0.0035) * 5)); rSurvival.Y = (int)(MyGraphics.screenRect.Height / 2 - 150 + (Math.Cos(gameTime.TotalGameTime.TotalMilliseconds * 0.0032) * 5)); if (MyMouse.IsLeftPressed()) { if (rSurvival.Contains(MyMouse.GetPointPosition())) { // Go to time attack mode Game1.state = GameState.Survival; } else if (rPractice.Contains(MyMouse.GetPointPosition())) { // Go to Practice mode Game1.state = GameState.Practice; } else if (rClose.Contains(MyMouse.GetPointPosition())) { Game1.state = GameState.Exit; } else if (rTimeAttack.Contains(MyMouse.GetPointPosition())) { // Go to time attack mode Game1.state = GameState.TimeAttack; } } if (InputUtils.gesture == PXCMGesture.Gesture.Label.LABEL_NAV_SWIPE_UP) { msState = MenuState.IdleToAbout; } }
/// <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() { base.Initialize(); MyGraphics.Init(spriteBatch, graphics); InputUtils.Init(); MyMouse.Init(); // Game Vars state = GameState.Menu; // Screens screenMenu = new Menu(); screenSurvival = new Survival(); // Init Screens screenMenu.Init(); screenSurvival.Init(); }