Beispiel #1
0
        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            // We don't want XNA calling this method each time we resume from the menu,
            // unfortunately, it'll call it whatever we try. So the only thing
            // we can do is check if it has been called already and return. Yes, it's ugly.
            if (spriteBatch_ != null)
            {
                GhostSoundsManager.ResumeLoops();
                return;
            }
            // Otherwise, this is the first time this component is Initialized, so proceed.

            GhostSoundsManager.Init(Game);

            Grid.Reset();
            Constants.Level = 1;
            spriteBatch_    = (SpriteBatch)Game.Services.GetService(typeof(SpriteBatch));
            graphics_       = (GraphicsDeviceManager)Game.Services.GetService(typeof(GraphicsDeviceManager));
            soundBank_      = (SoundBank)Game.Services.GetService(typeof(SoundBank));

            scoreFont_      = Game.Content.Load <SpriteFont>("Score");
            scoreEventFont_ = Game.Content.Load <SpriteFont>("ScoreEvent");
            xlife_          = Game.Content.Load <Texture2D>("sprites/ExtraLife");
            ppill_          = Game.Content.Load <Texture2D>("sprites/PowerPill");
            crump_          = Game.Content.Load <Texture2D>("sprites/Crump");
            board_          = Game.Content.Load <Texture2D>("sprites/Board");
            boardFlash_     = Game.Content.Load <Texture2D>("sprites/BoardFlash");
            bonusEaten_     = new Dictionary <string, int>();
            bonus_          = new Dictionary <string, Texture2D>(9);
            bonus_.Add("Apple", Game.Content.Load <Texture2D>("bonus/Apple"));
            bonus_.Add("Banana", Game.Content.Load <Texture2D>("bonus/Banana"));
            bonus_.Add("Bell", Game.Content.Load <Texture2D>("bonus/Bell"));
            bonus_.Add("Cherry", Game.Content.Load <Texture2D>("bonus/Cherry"));
            bonus_.Add("Key", Game.Content.Load <Texture2D>("bonus/Key"));
            bonus_.Add("Orange", Game.Content.Load <Texture2D>("bonus/Orange"));
            bonus_.Add("Pear", Game.Content.Load <Texture2D>("bonus/Pear"));
            bonus_.Add("Pretzel", Game.Content.Load <Texture2D>("bonus/Pretzel"));
            bonus_.Add("Strawberry", Game.Content.Load <Texture2D>("bonus/Strawberry"));

            scoreEvents_  = new List <ScoreEvent>(5);
            bonusPresent_ = false;
            bonusSpawned_ = 0;
            eatenGhosts_  = 0;
            Score         = 0;
            xlives_       = 2;
            paChomp_      = true;
            playerDied_   = false;
            player_       = new Player(Game);
            ghosts_       = new List <Ghost> {
                new Ghost(Game, player_, Ghosts.Blinky), new Ghost(Game, player_, Ghosts.Clyde),
                new Ghost(Game, player_, Ghosts.Inky), new Ghost(Game, player_, Ghosts.Pinky)
            };
            ghosts_[2].SetBlinky(ghosts_[0]); // Oh, dirty hack. Inky needs this for his AI.
            soundBank_.PlayCue("Intro");
            LockTimer = TimeSpan.FromMilliseconds(4500);

            base.Initialize();
        }
Beispiel #2
0
        public override void Initialize()
        {
            if (spriteBatch_ != null)
            {
                GhostSoundsManager.ResumeLoops();
                return;
            }
            GhostSoundsManager.Init(Game);

            Grid.Reset();
            Constants.Level = 1;
            spriteBatch_    = (SpriteBatch)Game.Services.GetService(typeof(SpriteBatch));
            graphics_       = (GraphicsDeviceManager)Game.Services.GetService(typeof(GraphicsDeviceManager));
            soundBank_      = (SoundBank)Game.Services.GetService(typeof(SoundBank));

            scoreFont_      = Game.Content.Load <SpriteFont>("Score");
            scoreEventFont_ = Game.Content.Load <SpriteFont>("ScoreEvent");
            xlife_          = Game.Content.Load <Texture2D>("sprites/ExtraLife");
            ppill_          = Game.Content.Load <Texture2D>("sprites/PowerPill");
            crump_          = Game.Content.Load <Texture2D>("sprites/Crump");
            board_          = Game.Content.Load <Texture2D>("sprites/Board");
            boardFlash_     = Game.Content.Load <Texture2D>("sprites/BoardFlash");
            bonusEaten_     = new Dictionary <string, int>();
            bonus_          = new Dictionary <string, Texture2D>(9);
            bonus_.Add("Apple", Game.Content.Load <Texture2D>("bonus/Apple"));
            bonus_.Add("Banana", Game.Content.Load <Texture2D>("bonus/Banana"));
            bonus_.Add("Bell", Game.Content.Load <Texture2D>("bonus/Bell"));
            bonus_.Add("Cherry", Game.Content.Load <Texture2D>("bonus/Cherry"));
            bonus_.Add("Key", Game.Content.Load <Texture2D>("bonus/Key"));
            bonus_.Add("Orange", Game.Content.Load <Texture2D>("bonus/Orange"));
            bonus_.Add("Pear", Game.Content.Load <Texture2D>("bonus/Pear"));
            bonus_.Add("Pretzel", Game.Content.Load <Texture2D>("bonus/Pretzel"));
            bonus_.Add("Strawberry", Game.Content.Load <Texture2D>("bonus/Strawberry"));

            scoreEvents_  = new List <ScoreEvent>(5);
            bonusPresent_ = false;
            bonusSpawned_ = 0;
            eatenGhosts_  = 0;
            Score         = 0;
            xlives_       = 2;
            paChomp_      = true;
            playerDied_   = false;
            player_       = new Player(Game);
            ghosts_       = new List <Ghost> {
                new Ghost(Game, player_, Ghosts.Blinky), new Ghost(Game, player_, Ghosts.Clyde),
                new Ghost(Game, player_, Ghosts.Inky), new Ghost(Game, player_, Ghosts.Pinky)
            };
            ghosts_[2].SetBlinky(ghosts_[0]);
            soundBank_.PlayCue("Intro");
            LockTimer = TimeSpan.FromMilliseconds(4500);

            base.Initialize();
        }