Ejemplo n.º 1
0
        public override void LoadContent()
        {
            splashScreen = Content.Load <Texture2D>("Textures/SplashScreenTex");
            splash       = new Sprite3(true, splashScreen, 0, 0);
            colorSplash  = new Color(255, 211, 228);


            data = SaveGameManager.LoadGameState("savegame.xml");
            Resources.currPlayLevel   = data.currLevel;
            Resources.score           = data.currScore;
            Resources.volume          = data.currVolume;
            MediaPlayer.Volume        = Resources.volume;
            Resources.graphicsQuality = data.currGraphics;
            Game1.particleManager.setMaxParticleAmount(1500);
            int x = data.currLives;

            if (Game1.spriteManager.player != null)
            {
                Game1.spriteManager.player.sprite.hitPoints = x;
            }
        }
Ejemplo n.º 2
0
        /// <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);

            // Setup basics
            Resources.LoadContent(Content);
            SoundManager.LoadContent(Content);
            LineBatch.init(GraphicsDevice);
            HighScoreManager.Initialize();
            SaveGameManager.Initialize();
            // Setup our media palyer
            MediaPlayer.IsRepeating = true;
            MediaPlayer.Play(SoundManager.getSong());
            MediaPlayer.Volume = Resources.volume;

            levelManager = new RC_GameStateManager();

            // Add our player that we will keep throughout the entire run of this game
            Game1.spriteManager.addSpriteActor(new Player(Resources.Player, Game1.screenSize / 2, Vector2.Zero));

            // heaps of levels is most likely in-efficient use of state management, better to combine large amounts of these levels
            // and then have minor nested state management, e.g. combining levels 1-4 and menu/options, etc. However, due to the scale
            // of this game and time limits, I believe the below code suffices.

            levelManager.AddLevel(0, new LevelOne());
            levelManager.getLevel(0).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);

            levelManager.AddLevel(1, new LevelTwo());
            levelManager.getLevel(1).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);

            levelManager.AddLevel(2, new LevelThree());
            levelManager.getLevel(2).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);

            levelManager.AddLevel(3, new LevelSplash());
            levelManager.getLevel(3).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);

            levelManager.AddLevel(4, new LevelMenu());
            levelManager.getLevel(4).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);

            levelManager.AddLevel(5, new LevelOptions());
            levelManager.getLevel(5).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);

            levelManager.AddLevel(6, new LevelLoad());
            levelManager.getLevel(6).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);

            // Preferrable to load in pause content now
            levelManager.AddLevel(7, new LevelPause());
            levelManager.getLevel(7).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);
            levelManager.getLevel(7).LoadContent();

            // Preferrable to load in how to play content now (works on push/pop stack same as pause)
            levelManager.AddLevel(8, new LevelHowToPlay());
            levelManager.getLevel(8).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);
            levelManager.getLevel(8).LoadContent();

            levelManager.AddLevel(9, new LevelGameOver());
            levelManager.getLevel(9).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);

            levelManager.AddLevel(10, new LevelFour());
            levelManager.getLevel(10).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);

            levelManager.AddLevel(11, new LevelFiveBoss());
            levelManager.getLevel(11).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);

            levelManager.AddLevel(12, new LevelWin());
            levelManager.getLevel(12).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);

            levelManager.AddLevel(13, new LevelHighScores());
            levelManager.getLevel(13).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager);

            levelManager.setLevel(3);
        }
Ejemplo n.º 3
0
 /// <summary>
 /// Save game on exit
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="args"></param>
 protected override void OnExiting(object sender, EventArgs args)
 {
     SaveGameManager.SaveGame();
     base.OnExiting(sender, args);
 }