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C# Screen.LoadContent方法代码示例

本文整理汇总了C#中Screen.LoadContent方法的典型用法代码示例。如果您正苦于以下问题:C# Screen.LoadContent方法的具体用法?C# Screen.LoadContent怎么用?C# Screen.LoadContent使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Screen的用法示例。


在下文中一共展示了Screen.LoadContent方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: LoadContent

        /// <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
            currentScreen = new Lobby();
            currentScreen.LoadContent(Content);

            sf = Content.Load<SpriteFont>("SpriteFont");
        }
开发者ID:Sundanian,项目名称:OlmoSpil,代码行数:15,代码来源:Game1.cs

示例2: Update

        /// <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 (RoomChange)
            {
                switch (currentScreen.Type)
                {
                    case "InGame":
                        foreach (GameObject go in AllObjects)
                        {
                            RemoveObjects.Add(go);
                        }
                        currentScreen = new InGame();
                        currentScreen.LoadContent(Content);
                        break;
                    case "Lobby":
                        foreach (GameObject go in AllObjects)
                        {
                            RemoveObjects.Add(go);
                        }
                        currentScreen = new Lobby();
                        currentScreen.LoadContent(Content);
                        break;
                    default:
                        break;
                }
                RoomChange = false;
            }
            currentScreen.Update(gameTime);

            foreach (GameObject go in AddObjects)
            {
                AllObjects.Add(go);
                go.Loadcontent(Content);
            }
            foreach (GameObject go in RemoveObjects)
            {
                AllObjects.Remove(go);
            }
            AddObjects.Clear();
            RemoveObjects.Clear();
            foreach (GameObject go in AllObjects)
            {
                go.Update(gameTime);
            }
            base.Update(gameTime);
        }
开发者ID:Sundanian,项目名称:OlmoSpil,代码行数:55,代码来源:Game1.cs

示例3: Update

        /// <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 the game is paused, don't update anything.
            if (Paused())
            {
                return;
            }

            /* State Machine */
            if (currentState == State.Welcome &&
                data.welcome2main)
            {
                currentState = State.Main;
                currentScreen = new MainScreen(data);
                currentScreen.Initialize();
                currentScreen.LoadContent(Content);

                data.welcome2main = false;

                this.IsMouseVisible = false;
            }

            if (currentState == State.Main
                && data.main2bonus)
            {
                currentState = State.Bonus;
                currentScreen = new BonusScreen(data);
                currentScreen.Initialize();
                currentScreen.LoadContent(Content);

                data.main2bonus = false;

                this.IsMouseVisible = true;
            }

            if (currentState == State.Main
                && data.main2playagain)
            {
                currentState = State.PlayAgain;
                currentScreen = new PlayAgainScreen(data);
                currentScreen.Initialize();
                currentScreen.LoadContent(Content);

                data.main2playagain = false;

                this.IsMouseVisible = true;
            }

            if (currentState == State.Bonus
                && data.bonus2main)
            {
                currentState = State.Main;
                currentScreen = new MainScreen(data, false);
                currentScreen.Initialize();
                currentScreen.LoadContent(Content);

                data.bonus2main = false;

                this.IsMouseVisible = false;
            }

            if (currentState == State.Bonus
                && data.bonus2playagain)
            {
                currentState = State.PlayAgain;
                currentScreen = new PlayAgainScreen(data);
                currentScreen.Initialize();
                currentScreen.LoadContent(Content);

                data.bonus2playagain = false;

                this.IsMouseVisible = true;
            }

            if (currentState == State.PlayAgain
                && data.playagain2welcome)
            {
                currentState = State.Welcome;
                currentScreen = new WelcomeScreen(data);
                currentScreen.Initialize();
                currentScreen.LoadContent(Content);

                data.playagain2welcome = false;

                this.IsMouseVisible = true;
            }

            if (currentState == State.PlayAgain
                && data.playagain2exit)
            {
                this.Exit();
            }

            // In case we want to exit from anywhere in the game,
            // Emergency exit is E+<Esc>
//.........这里部分代码省略.........
开发者ID:brittany2e,项目名称:DinosaursGame,代码行数:101,代码来源:Game1.cs


注:本文中的Screen.LoadContent方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。