using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using Tutorial020.Sprites;
using Tutorial020.States;
namespace Tutorial020
{
///
/// This is the main type for your game.
///
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public static Random Random;
public static int ScreenWidth = 1280;
public static int ScreenHeight = 720;
private State _currentState;
private State _nextState;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
///
/// 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.
///
protected override void Initialize()
{
Random = new Random();
graphics.PreferredBackBufferWidth = ScreenWidth;
graphics.PreferredBackBufferHeight = ScreenHeight;
graphics.ApplyChanges();
IsMouseVisible = true;
base.Initialize();
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
_currentState = new MenuState(this, Content);
_currentState.LoadContent();
_nextState = null;
}
///
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
///
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///
/// Provides a snapshot of timing values.
protected override void Update(GameTime gameTime)
{
if(_nextState != null)
{
_currentState = _nextState;
_currentState.LoadContent();
_nextState = null;
}
_currentState.Update(gameTime);
_currentState.PostUpdate(gameTime);
base.Update(gameTime);
}
public void ChangeState(State state)
{
_nextState = state;
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(new Color(55, 55, 55));
_currentState.Draw(gameTime, spriteBatch);
base.Draw(gameTime);
}
}
}