/// <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 Resources.init(Content); //states.push(new GameState(states, Content.Load<SharedContent.LevelModel>("Levels/DemoLevel"))); states.push(new MainMenu(states, Content)); renderer = new Renderer(gdm, Content); base.Initialize(); }
public void tick(float timedelta) { if (Controller.RecentlyPressed(PlayerIndex.One, Buttons.Start, 0.5f)) { //states.push(new GameState(states, levelProtos[0])); foreach (PlayerIndex controller in controllers) { Console.WriteLine("Controller: {0}", controller); addPlayer(controller); } states.push(GameState.Create(states, levelProtos[selectedLevel], players)); players.Clear(); } if (Controller.RecentlyPressed(PlayerIndex.One, Buttons.Back, 0.5f)) { states.pop(); } //if (GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.Back)) // states.pop(); }