示例#1
0
文件: Game1.cs 项目: zinja12/Test
        /// <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()
        {
            title_screen    = new TitleScreen(graphics.GraphicsDevice);
            controls_screen = new ControlsScreen();
            reset           = true;
            game_overseer   = new GameOverseer(0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height, Content, graphics.GraphicsDevice.Viewport);
            gameover_screen = new GameOverScreen();

            base.Initialize();
        }
示例#2
0
文件: Game1.cs 项目: zinja12/Test
        /// <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)
        {
            MouseState mouse = Mouse.GetState();

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic heres
            switch (current_game_state)
            {
            case GameState.MainMenu:
                title_screen.update(gameTime);
                break;

            case GameState.Controls:
                controls_screen.update(gameTime);
                break;

            case GameState.Playing:
                Constant.checkPauseKey(Keyboard.GetState(), GamePad.GetState(PlayerIndex.One));
                if (!Constant.paused)
                {
                    game_overseer.update(gameTime, graphics.GraphicsDevice, spriteBatch);
                }
                else
                {
                    GamePad.SetVibration(PlayerIndex.One, 0f, 0f);
                }
                break;

            case GameState.GameOver:
                if (reset)
                {
                    game_overseer = new GameOverseer(0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height, Content, graphics.GraphicsDevice.Viewport);
                    reset         = false;
                }
                gameover_screen.update(gameTime);
                break;
            }

            //Start music no matter what
            if (!Constant.background_music_started)
            {
                Constant.background_music_started = true;
                MediaPlayer.IsRepeating           = true;
                MediaPlayer.Play(Constant.background_music);
            }



            base.Update(gameTime);
        }