public void ReloadLevel(string levelName, int score) { hideAllScenes(); mainScene.hide(); mainScene.Dispose(); Components.Remove(mainScene); mainScene = new JumperMain(this, spriteBatch, _graphics, levelName, score); this.Components.Add(mainScene); mainScene.show(); }
/// <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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) * Exit();*/ // TODO: Add your update logic here int selectedIndex = 0; KeyboardState ks = Keyboard.GetState(); if (menuScene.Enabled) { selectedIndex = menuScene.Menu.SelectedIndex; if (selectedIndex == 0 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); //startScene.hide(); mainScene.show(); } if (selectedIndex == 1 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); //startScene.hide(); helpScene.show(); } if (selectedIndex == 3 && ks.IsKeyDown(Keys.Enter)) { hideAllScenes(); //startScene.hide(); aboutScene.show(); } //other scenes if (selectedIndex == 4 && ks.IsKeyDown(Keys.Enter)) { this.Exit(); } } if (helpScene.Enabled) { if (ks.IsKeyDown(Keys.Escape)) { helpScene.hide(); menuScene.show(); } } if (aboutScene.Enabled) { if (ks.IsKeyDown(Keys.Escape)) { aboutScene.hide(); menuScene.show(); } } if (mainScene.Enabled) { if (ks.IsKeyDown(Keys.Escape)) { BackToMenu(); } } base.Update(gameTime); }