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Sunday, 20 March 2011

the game class of Banker

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Banker.Classes;

namespace Banker
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        ScreenManager mCurrentScreen;
        ControllerDetectScreen mControllerDetectionScreen;
        PiracyScreen mPiracyScreen;
        MainGameScreen mMainGameScreen;

        // Audio objects
        AudioEngine audioEngine;
        WaveBank waveBank;
        SoundBank soundBank;
        Cue myLoopingSound;

       
      

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            this.graphics.PreferredBackBufferHeight = 512;
            this.graphics.PreferredBackBufferWidth = 768;
        }

        /// <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-graphisc
        /// 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
            //Make the mouse pointer visible in the game window
            this.IsMouseVisible = true;
            audioEngine = new AudioEngine(@"Content\Sounds\MySounds.xgs");
            // Assume the default names for the wave and sound banks.
            // To change these names, change properties in XACT.
            waveBank = new WaveBank(audioEngine, @"Content\Sounds\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content\Sounds\Sound Bank.xsb");
            myLoopingSound = soundBank.GetCue("Swing");
            myLoopingSound.Play();
           
            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);
          
            // now initializing the the various screen events

            mControllerDetectionScreen = new ControllerDetectScreen (this.Content,new EventHandler <EventArgs> (mControllerDetectEvent));
            mMainGameScreen = new MainGameScreen (this.Content, new EventHandler <EventArgs>(mMainScreenEvent));
            mPiracyScreen = new PiracyScreen (this.Content, new EventHandler<EventArgs>(mPiracyEvent));

            //soundEffect = Content.Load<SoundEffect>("Sounds/Swing");

            //initializing the screen contorls to the class "ScreenManager"
            mCurrentScreen = mControllerDetectionScreen;
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all 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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            mCurrentScreen.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();
            mCurrentScreen.Draw(spriteBatch);
            spriteBatch.End();

            base.Draw(gameTime);
        }



        public void mControllerDetectEvent(object obj,EventArgs e)
        {
            mCurrentScreen = mPiracyScreen;
        }      

        public void mPiracyEvent(object obj,EventArgs e)
        {
            mCurrentScreen = mMainGameScreen;
          
        }
        public void mMainScreenEvent(object obj,EventArgs e)
        {
            mCurrentScreen = mControllerDetectionScreen;
        }
    }
}

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