/// <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 //Initialize stage size graphics.PreferredBackBufferWidth = SCREEN_WIDTH; graphics.PreferredBackBufferHeight = SCREEN_HEIGHT; graphics.ApplyChanges(); Shared.stage = new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); HighScoreComponent.LoadHighScore(out HighScoreComponent.nameItems, out HighScoreComponent.scoreItems); isPlayingTitleMusic = false; base.Initialize(); }
public HighScoreScene(Game game) : base(game) { Game1 g = (Game1)game; this.spriteBatch = g.spriteBatch; subTitleFont = g.Content.Load <SpriteFont>("Fonts/SubTitleFont"); headerFont = g.Content.Load <SpriteFont>("Fonts/HighlightFont"); scoreFont = g.Content.Load <SpriteFont>("Fonts/RegularFont"); sceneFont = g.Content.Load <SpriteFont>("Fonts/SceneFont"); //LoadHighScore(out nameItems, out scoreItems); HighScore = new HighScoreComponent(game, spriteBatch, headerFont, scoreFont, nameItems, scoreItems); background = g.Content.Load <Texture2D>("Images/Background"); this.Components.Add(HighScore); }
public override void Update(GameTime gameTime) { KeyboardState ks = Keyboard.GetState(); if (ks.IsKeyDown(Keys.Left) && oldState.IsKeyUp(Keys.Left)) { moveCursorSound.Play(); cursorPosition--; if (cursorPosition == -1) { cursorPosition = 2; } } if (ks.IsKeyDown(Keys.Right) && oldState.IsKeyUp(Keys.Right)) { moveCursorSound.Play(); cursorPosition++; if (cursorPosition == 3) { cursorPosition = 0; } } if (ks.IsKeyDown(Keys.Up) && oldState.IsKeyUp(Keys.Up)) { selectLetterSound.Play(); if (cursorPosition == 0) { letterIndex1--; } else if (cursorPosition == 1) { letterIndex2--; } else if (cursorPosition == 2) { letterIndex3--; } if (letterIndex1 == -1) { letterIndex1 = letters.Length - 1; } if (letterIndex2 == -1) { letterIndex2 = letters.Length - 1; } if (letterIndex3 == -1) { letterIndex3 = letters.Length - 1; } userNameArray[0] = letters[letterIndex1]; userNameArray[1] = letters[letterIndex2]; userNameArray[2] = letters[letterIndex3]; } if (ks.IsKeyDown(Keys.Down) && oldState.IsKeyUp(Keys.Down)) { selectLetterSound.Play(); if (cursorPosition == 0) { letterIndex1++; } else if (cursorPosition == 1) { letterIndex2++; } else if (cursorPosition == 2) { letterIndex3++; } if (letterIndex1 == letters.Length) { letterIndex1 = 0; } if (letterIndex2 == letters.Length) { letterIndex2 = 0; } if (letterIndex3 == letters.Length) { letterIndex3 = 0; } userNameArray[0] = letters[letterIndex1]; userNameArray[1] = letters[letterIndex2]; userNameArray[2] = letters[letterIndex3]; } userName = userNameArray[0] + userNameArray[1] + userNameArray[2]; if (this.Enabled == true) { if (ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter)) { HighScoreComponent.UpdateHighScore(userName, score.score); //reset score score.score = 0; initializeHighscoreComponent(); this.Enabled = false; this.Visible = false; } oldState = ks; } base.Update(gameTime); }