Example #1
0
 public void DeadRestartOrGameOver(GameTime gameTime)
 {
     if (level.Mario.HasDied)
     {
         deadCount++;
         deadCount -= level.TotalExtraLives;
         if (level.Mario.Live == 0)
         {
             Sounds.PlaySound(EventSoundEffects.EventSounds.GameOver);
             GameOverState over = new GameOverState();
             gameOverState    = true;
             KeyBoardControls = new GameOverControls(this);
             Feedback.Update(level, gameTime);
             over.Draw(_spriteBatch);
         }
         else
         {
             rest = new LevelRestartState();
             rest.CheckProgress();
             level = new Level(_graphics, "level.csv", Sounds);
             level.DifficultyMode(MenuState.Difficulty);
             KeyBoardControls  = new KeyBoardControls(this);
             GamePadControls   = new GamePadControls(this);
             level.Mario.Live -= deadCount;
             rest.Draw(_spriteBatch);
             MediaPlayer.Resume();
         }
     }
 }
Example #2
0
 public void Reset()
 {
     level     = new Level(_graphics, "level.csv", Sounds);
     menu      = new MenuState(_graphics, level);
     menuState = true;
     MediaPlayer.IsRepeating = true;
     KeyBoardControls        = new KeyBoardControls(this);
     GamePadControls         = new GamePadControls(this);
     pausedState             = false;
     gameOverState           = false;
     deadCount             = 0;
     level.TotalExtraLives = 0;
 }
Example #3
0
 public void Pause()
 {
     pausedState = !pausedState;
     if (pausedState)
     {
         MediaPlayer.Pause();
         KeyBoardControls = new PausedGameKeyboardControls(this);
     }
     else
     {
         MediaPlayer.Resume();
         KeyBoardControls = new KeyBoardControls(this);
     }
 }
Example #4
0
 // Use this for initialization
 void Start()
 {
     //Get main camera object
     this.cam = Camera.main;
     //Get zero'd Vector3
     this.velocity = Vector3.zero;
     //Get the game object of the action menu and store it
     this.actionMenu = GameObject.FindGameObjectWithTag("actionMenu");
     //Set the actionMenu to unactive
     this.actionMenu.SetActive(false);
     //Add this class to the instance variable
     KeyBoardControls._instance = this;
     //Get the list of action buttons
     this.buttonList = ActionMenu._instance.buttons;
     //initialize selectable list
     this.selectable = new List <GameCharacter>();
 }
Example #5
0
 /// <summary>
 /// Allows the game to run logic such as updating the world,
 /// checking for collisions, gathering input, and playing audio.
 /// </summary>
 /// <param name="gameTime">Provides a snapshot of timing values.</param>
 protected override void Update(GameTime gameTime)
 {
     if (menuState)
     {
         menu.Update();
     }
     else
     {
         if (!pausedState && !gameOverState)
         {
             Feedback.Update(level, gameTime);
             level.Update(gameTime, hidden);
             GamePadControls.UpdateInput();
             camera.Update(level.Mario.SpritePosition, Level.ScreenWidth, Level.ScreenHeight, hidden);
             DeadRestartOrGameOver(gameTime);
             WonGame();
         }
         KeyBoardControls.UpdateInput();
     }
 }
Example #6
0
 /// <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()
 {
     base.Initialize();
     KeyBoardControls = new KeyBoardControls(this);
     GamePadControls  = new GamePadControls(this);
 }