public void CreditsExited(Object sender, EventArgs eventArgs) { cam.creditsEnabled = false; SoundManager.Instance.stopAllSounds(); cam.enterStartMenu(); cam.drawSpace.X = 0; cam.drawSpace.Y = 0; gameUpdateStack.Pop(); gameDrawStack.Pop(); gameUpdate = gameUpdateStack.Peek(); gameDraw = gameDrawStack.Peek(); SoundManager.Instance.stopSong("creditsTheme"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { //arielBlackFont = Content.Load<SpriteFont>("SpriteFont1"); //splashScreen; device = graphics.GraphicsDevice; spriteBatch = new SpriteBatch(GraphicsDevice); origin.X = graphics.PreferredBackBufferWidth / 2; origin.Y = graphics.PreferredBackBufferHeight / 2; inputHandler = new InputHandler(origin); random = new Random(); tileRect = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); //tileRect = Window.ClientBounds; cam = new Camera(spriteBatch, tileRect); cam.loadGuiTextures(Content); aiController = new AIController(); physicsController = new PhysicsController(); worldManager = new WorldManager(random); worldManager.initWorldConfig(Content, "Content/Worlds.xml"); SoundManager.Instance.initSoundConfig(Content, "Content/Sounds.xml", "Content/Music.xml"); actorController = new ActorController(); actorManager = new ActorManager(); actorManager.initAnimationConfig(Content, "Content/Animations.xml"); actorManager.initActorConfig(Content, "Content/Actors.xml"); itemManager = new ItemManager(); itemManager.initWeaponConfig(Content, "Content/Weapons.xml"); propManager = new PropManager(); propManager.initPropConfig(Content, "Content/Props.xml"); cam.enterStartMenu(); cam.NewGame += new EventHandler <EventArgs>(NewGameSelected); cam.Tutorial += new EventHandler <EventArgs>(TutorialSelected); cam.Credits += new EventHandler <EventArgs>(CreditsSelected); cam.CreditsExit += new EventHandler <EventArgs>(CreditsExited); WorldManager.worldChange += new EventHandler <EventArgs>(WorldManager_worldChange); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { //arielBlackFont = Content.Load<SpriteFont>("SpriteFont1"); //splashScreen; device = graphics.GraphicsDevice; spriteBatch = new SpriteBatch(GraphicsDevice); origin.X = graphics.PreferredBackBufferWidth / 2; origin.Y = graphics.PreferredBackBufferHeight / 2; inputHandler = new InputHandler(origin); random = new Random(); tileRect = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); //tileRect = Window.ClientBounds; cam = new Camera(spriteBatch, tileRect); cam.loadGuiTextures(Content); aiController = new AIController(); physicsController = new PhysicsController(); worldManager = new WorldManager(random); worldManager.initWorldConfig(Content, "Content/Worlds.xml"); SoundManager.Instance.initSoundConfig(Content, "Content/Sounds.xml", "Content/Music.xml"); actorController = new ActorController(); actorManager = new ActorManager(); actorManager.initAnimationConfig(Content, "Content/Animations.xml"); actorManager.initActorConfig(Content, "Content/Actors.xml"); itemManager = new ItemManager(); itemManager.initWeaponConfig(Content, "Content/Weapons.xml"); propManager = new PropManager(); propManager.initPropConfig(Content, "Content/Props.xml"); cam.enterStartMenu(); cam.NewGame += new EventHandler<EventArgs>(NewGameSelected); cam.Tutorial += new EventHandler<EventArgs>(TutorialSelected); cam.Credits += new EventHandler<EventArgs>(CreditsSelected); cam.CreditsExit += new EventHandler<EventArgs>(CreditsExited); WorldManager.worldChange += new EventHandler<EventArgs>(WorldManager_worldChange); }