So i started following these tutorials. As i have previous programming experience in other languages, i wanted to experiment a little so i tried to make a main menu in different class than the game but i dont really have idea how to connect the menu class to the main class.
Here is my code:
For main class:
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 PowerGame
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class PowerGame : Microsoft.Xna.Framework.Game
{
enum GameState
{
//which states we which to have
MainMenu, Instructions, PlayGame
}
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
MainMenu mainMenu;
private Texture2D cursor_arrow;
private Texture2D cursor_finger;
public PowerGame()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = 640;
graphics.PreferredBackBufferHeight = 480;
graphics.ApplyChanges();
Content.RootDirectory = "Content";
mainMenu = new MainMenu();
}
/// <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
cursor_arrow = this.Content.Load<Texture2D>("guicursor_arrow");
cursor_finger = this.Content.Load<Texture2D>("guicursor_hand");
}
/// <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)
{
// TODO: Add your update logic here
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);
MouseState current_mouse = Mouse.GetState();
Vector2 mousePos = new Vector2(current_mouse.X, current_mouse.Y);
// TODO: Add your drawing code here
spriteBatch.Begin();
spriteBatch.Draw(cursor_arrow, mousePos, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
For menu class:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
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 PowerGame
{
public class MainMenu : Microsoft.Xna.Framework.Game
{
public MainMenu()
{
}
protected override void LoadContent()
{
}
protected override void Update(GameTime gameTime)
{
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
base.Draw(gameTime);
}
}
}
The game should start in the main menu first.