Beispiel #1
0
        public TheLastSliceGame()
        {
            Graphics = new GraphicsDeviceManager(this);
            Graphics.IsFullScreen                   = false;
            Graphics.PreferMultiSampling            = false;
            Graphics.SynchronizeWithVerticalRetrace = true;
            GameService           = new GameService();
            Content.RootDirectory = "Content";
            Instance        = this;
            Random          = new System.Random();
            MapManager      = new MapsMananger();
            LevelManager    = new LevelManager();
            InputManager    = new InputManager();
            MainMenu        = new MainMenu();
            LevelTransition = new LevelTransitionScreen();
            HUD             = new GameplayHUD();
            GameOverMenu    = new GameOverMenu();
            GameWinMenu     = new GameWinMenu();
            Leaderboard     = new LeaderboardMenu();
            ChangeState(GameState.Menu, UIType.MainMenu);
            AppInsights = new AppInsightsClient();

            GameWidth         = 800;
            GameHeight        = 600;
            EntityWidth       = 50;
            EntityHeight      = 50;
            PlayerStartRow    = 1;
            PlayerStartColumn = 0;

            //Setting this here means that anywhere in the game, a new TelemetryClient can be created and will get the correct ID.
            TelemetryConfiguration.Active.InstrumentationKey = "1445a599-ec52-4962-9abd-62b3cdae33b3";
        }
Beispiel #2
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        public GameWinWorld(GameStateAgent agent) : base(agent)
        {
            MusicManager.Instance.PlayWinMusic();

            var screen = new GameWinMenu(agent);

            Updatables = new IUpdatable[]
            {
                new GameWinControllerKeyboard(agent, screen),
                screen
            };
            ScaledDrawables = new IDrawable[]
            {
                screen
            };
        }
Beispiel #3
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            SpriteBatch = new SpriteBatch(GraphicsDevice);
            Player      = new Player(new Vector2(EntityWidth * (float)PlayerStartColumn, EntityHeight * (float)(PlayerStartRow + 1)));
            m_DebugText = Content.Load <SpriteFont>("Fonts/Joystix_12");
            MapManager.LoadMaps(); //Maps must be loaded before levels - H.E.
            LevelManager.LoadLevels();
            MainMenu.LoadContent();
            LevelTransition.LoadContent();
            HUD.LoadContent();
            GameOverMenu.LoadContent();
            GameWinMenu.LoadContent();
            LevelTransition.LoadContent();
            Leaderboard.LoadContent();
            GetLeaderBoardResultsAsync();
            m_DebugPixel = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
            m_DebugPixel.SetData(new[] { Color.White });

            ScanLines = Content.Load <Texture2D>("UI/ScanLines");
            Border    = Content.Load <Texture2D>("UI/Border");

            MenuMusic = Content.Load <SoundEffect>("Sounds/Menu");
            GameMusic = Content.Load <SoundEffect>("Sounds/Main"); //Sounds/Last_slice_hiphop
        }
Beispiel #4
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        public async Task PostScoreAsync(string score, string initials)
        {
            string result = await GameService.PostScoreAsync(score, initials);

            GameWinMenu.SetCustomString(result);
        }