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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