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MainGame.cs
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Mecha_Jam_III
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class MainGame : Game
{
public const int GROUND = 430;
public const int JUMP_HEIGHT = 100;
public GraphicsDeviceManager graphics;
public SpriteBatch spriteBatch;
public GameState gameState;
public int TargetWidth = 800;
public int TargetHeight = 450;
public MainGame()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = TargetWidth;
graphics.PreferredBackBufferHeight = TargetHeight;
graphics.IsFullScreen = false;
Content.RootDirectory = "Content";
gameState = new GameState(this);
}
/// <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
gameState.ChangeScene(GameState.SceneType.Menu);
IsMouseVisible = true;
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// 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
AssetManager.Load(Content);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
if (gameState.CurrentScene != null)
{
gameState.CurrentScene.Update(gameTime);
}
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
// TODO: Add your drawing code here
spriteBatch.Begin();
// TODO: Add your drawing code here
if (gameState.CurrentScene != null)
{
gameState.CurrentScene.Draw(gameTime);
}
spriteBatch.End();
base.Draw(gameTime);
}
}
}