Created
May 5, 2014 20:07
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XNA State Machine
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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; | |
namespace TestProjectXna | |
{ | |
/// <summary> | |
/// This is the main type for your game | |
/// </summary> | |
public class Game1 : Microsoft.Xna.Framework.Game | |
{ | |
GraphicsDeviceManager graphics; | |
SpriteBatch spriteBatch; | |
IState _state; | |
public IState State | |
{ | |
get | |
{ | |
return _state; | |
} | |
set | |
{ | |
this._state = value; | |
} | |
} | |
public Game1() | |
{ | |
graphics = new GraphicsDeviceManager(this); | |
Content.RootDirectory = "Content"; | |
_state = new MenuState(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 | |
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 | |
} | |
/// <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) | |
{ | |
State.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.CornflowerBlue); | |
State.Draw(gameTime, spriteBatch); | |
base.Draw(gameTime); | |
} | |
} | |
} |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
namespace TestProjectXna | |
{ | |
interface IState | |
{ | |
/// <summary> | |
/// Allows the state 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> | |
public void Update(GameTime gameTime); | |
/// <summary> | |
/// This is called when the game should draw itself. | |
/// </summary> | |
/// <param name="gameTime">Provides a snapshot of timing values.</param> | |
/// <param name="spriteBatch">An uninitialized spritebatch to use to draw. (Make sure to call Begin/End)</param> | |
public void Draw(GameTime gameTime, SpriteBatch spriteBatch); | |
} | |
} |
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