public override void UpdateState(GameTime gameTime) { if (_loadDone) { if (_iDelayTime == _delayTime) { Owner.GameState = temp; GlobalVariables.GameCursor.IsIdle = true; } else _iDelayTime++; } else { if (_completedSteps == _stepLengh) { _loadDone = true; return; } if (_iDelayTime == _delayTime) { if (_prototypeIndex >= _objectManagerArray[_objectIndex]._nprototype) { _prototypeIndex = 0; _objectIndex++; } if (_objectIndex >= _nObjectManager) { switch (_type.Name) { case "StateMenuManager": { temp = new StateMenuManager(); temp.InitState(_objectManagerArray, this.Owner); temp.EnterState(); _completedSteps++; _delayTime /= 2; _iDelayTime = 0; break; } case "StateMainGame": { temp = new StateMainGame(); temp.InitState(_objectManagerArray, this.Owner); temp.EnterState(); _completedSteps++; _delayTime /= 2; _iDelayTime = 0; break; } } Owner.ResetElapsedTime(); _drawingRate = (float)_completedSteps / (float)_stepLengh; _processBar.UpdateDrawRect(_drawingRate); return; } _objectManagerArray[_objectIndex].InitOne(Owner.Content, _prototypeIndex); _completedSteps++; Owner.ResetElapsedTime(); _drawingRate = (float)_completedSteps / (float)_stepLengh; _processBar.UpdateDrawRect(_drawingRate); _prototypeIndex++; } else _iDelayTime++; } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { this.graphics.IsFullScreen = true; // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here GlobalVariables.ScreenHeight = this.Window.ClientBounds.Height; GlobalVariables.ScreenWidth = this.Window.ClientBounds.Width; GlobalVariables.MouseObserver = new MouseObserver(); //GlobalVariables.KeyboardObserver = new KeyboardObserver(); GlobalVariables.Btm = new ButtonManger(); GlobalVariables.Btm.InitPrototypes(Content, @"./Data/XML/buttonmanager.xml"); GlobalVariables.Mnm = new MenuManager(); GlobalVariables.Mnm.InitPrototypes(Content, @"./Data/XML/menumanager.xml"); //_cursor.Init(Content); GlobalVariables.GameCursor = new Cursor(); GlobalVariables.GameCursor.Init(Content); _gameState = new StateMainGame(); _gameState.InitState(Content, this); _gameState.EnterState(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { this.graphics.IsFullScreen = true; // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here GlobalVariables.Sf = Content.Load<SpriteFont>("sf"); GlobalVariables.ScreenHeight = this.Window.ClientBounds.Height; GlobalVariables.ScreenWidth = this.Window.ClientBounds.Width; //Khởi tạo 2 biến mouseState GlobalVariables.CurrentMouseState = new MouseState(); GlobalVariables.PreviousMouseState = new MouseState(); GlobalVariables.GameCursor = new Cursor(); GlobalVariables.GameCursor.Init(Content); //_gameState = new StateMenu(); //_gameState.InitState(Content, this); //_gameState.EnterState(); int nObjectManager = 3; GameObjectManager[] objectManagerArray = new GameObjectManager[nObjectManager]; objectManagerArray[0] = new BackgroundManager(@"./Data/XML/menubg.xml"); objectManagerArray[1] = new GameFrameManager(@"./Data/XML/gameframe-statemenu.xml"); objectManagerArray[2] = new ButtonManger(@"./Data/XML/buttonmanager-statemenu.xml"); _gameState = new StateLoading(); _gameState.InitState(null, this); ((StateLoading)_gameState).GetDataLoading(Content, @"./Data/XML/loadingtomenu.xml", objectManagerArray, typeof(StateMenuManager)); _gameState.EnterState(); //int nObjectManager = 12; //GameObjectManager[] objectManagerArray = new GameObjectManager[nObjectManager]; //objectManagerArray[1] = new MapManager(@"Data\Map\map.xml"); //objectManagerArray[0] = new PlayerCharacterManager(@"Data\character\character.xml"); //objectManagerArray[2] = new MonsterManager(@"Data\monster\monster.xml"); //objectManagerArray[3] = new ProcessBarManager(@"Data\XML\processbar-stateloading.xml"); //objectManagerArray[4] = new PortralManager(@"Data\Portral\Portral.xml"); //objectManagerArray[5] = new MapObstacleManager(@"Data\MapObstacle\MapObstacle.xml"); //objectManagerArray[6] = new ProjectileManager(@"Data\Projectile\Projectile.xml"); //objectManagerArray[7] = new SkillManager(@"Data\Skill\Skill.xml"); //objectManagerArray[8] = new GameFrameManager(@"Data\XML\gameframe-statemaingame.xml"); //objectManagerArray[9] = new ProcessBarManager(@"Data\XML\processbar-statemaingame.xml"); //objectManagerArray[10] = new ButtonManger(@"Data\XML\buttonmanager-statemaingame.xml"); //objectManagerArray[11] = new LabelManager(@"Data\XML\labelmanager-statemaingame.xml"); //_gameState = new StateLoading(); //_gameState.InitState(null, this); //((StateLoading)_gameState).GetDataLoading(Content, @"./Data/XML/loadingtomenu.xml", objectManagerArray, typeof(StateMainGame)); //_gameState.EnterState(); }