public void addToSaveData(SaveData dat) { dat.tileMap = new int[144]; int i = 0; int j = 0; int count = 0; foreach (int k in tileMap) { dat.tileMap[i*9+j] = k; count++; j++; if (j == 9) { j = 0; i++; } } dat.collisionMap = new int[144]; count = 0; i = 0; j = 0; foreach (int k in collisionMap) { dat.collisionMap[i * 9 + j] = k; j++; count++; if (j == 9) { j = 0; i++; } } dat.currentRoom = currentRoom; }
public void addToSaveData(SaveData dat) { dat.winCount = winCount; dat.highScores = highScores; player.addToSaveData(dat); map.addToSaveData(dat); }
public void loadFromSaveData(SaveData dat) { for(int i = 0; i < 16; i++) for (int j = 0; j < 9; j++) { tileMap[i, j] = dat.tileMap[i * 9 + j]; collisionMap[i, j] = dat.collisionMap[i * 9 + j]; } currentRoom = dat.currentRoom; }
void load() { StorageContainer container = storageDevice.OpenContainer("Tilt"); string file = Path.Combine(container.Path, "tiltSave.sav"); if (File.Exists(file)) { FileStream fileStream = File.Open(file, FileMode.Open, FileAccess.Read); saveData = (SaveData)xmlSerializer.Deserialize(fileStream); g.loadFromSaveData(saveData); fileStream.Close(); container.Dispose(); } }
/// <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() { g.state = GameState.init; String path = "Content/tilt_1.txt"; path = Path.Combine(StorageContainer.TitleLocation, path); MapParser newMap; if (File.Exists(path)) { newMap = new MapParser(path); } else { throw new Exception("No levels found."); } path = "Content/" + newMap.backgroundName + "_key.key"; path = Path.Combine(StorageContainer.TitleLocation, path); if (File.Exists(path)) { newMap.parseTilesetData(path); } else { throw new Exception("Tileset not found."); } g.map = new Map(StorageContainer.TitleLocation, newMap,g); path = "Content/"; path = Path.Combine(StorageContainer.TitleLocation, path); /*if (File.Exists(path)) { g.player = new Player(path, g); } else { throw new Exception("Player Tileset missing."); }*/ g.player = new Player(path, g); g.highScores = new List<uint>(); g.map.selectRoom(0); paws = new PauseMenu(g); mainMenu = new MainMenu(g); endMenu = new EndMenu(g); highScores = new HighScores(g); instructions = new InstructionsMenu(g); g.state = GameState.mainMenu; saveData = new SaveData(); xmlSerializer = new XmlSerializer(typeof(SaveData)); base.Initialize(); }
public void loadFromSaveData(SaveData dat) { winCount = dat.winCount; highScores = dat.highScores; player.loadFromSaveData(dat); map.loadFromSaveData(dat); }
public void loadFromSaveData(SaveData dat) { playerMode.animFrame = dat.animFrame; animFrameCounter = dat.animFrameCounter; ceiling = dat.ceiling; deathCounter.value = dat.deaths; playerMode.direction = dat.direction; dither = dat.dither; ditherDirection = dat.ditherDirection; playerMode.go = dat.go; gravity = dat.gravity; gravityPrev = dat.gravityPrev; grounded = dat.grounded; hDirect = dat.hDirect; hPos = dat.hPos; hSpeed = dat.hSpeed; inDither = dat.inDither; jump = dat.jump; jumpStartTime = dat.jumpStartTime; playerMode.playerAnim = dat.playerAnim; playerLoc = dat.playerLoc; gameTimer.value = dat.time; vDirect = dat.vDirect; vPos = dat.vPos; vSpeed = dat.vSpeed; waitCounter = dat.waitCounter; waitDirection = dat.gravity; stop(); }
public void addToSaveData(SaveData dat) { dat.animFrame = playerMode.animFrame; dat.animFrameCounter = animFrameCounter; dat.ceiling = ceiling; dat.deaths = deathCounter.value; dat.direction = playerMode.direction; dat.dither = dither; dat.ditherDirection = ditherDirection; dat.go = playerMode.go; dat.gravity = gravity; dat.gravityPrev = gravityPrev; dat.grounded = grounded; dat.hDirect = hDirect; dat.hPos = hPos; dat.hSpeed = hSpeed; dat.inDither = inDither; dat.jump = jump; dat.jumpStartTime = jumpStartTime; dat.playerAnim = playerMode.playerAnim; dat.playerLoc = playerLoc; dat.time = gameTimer.value; dat.vDirect = vDirect; dat.vPos = vPos; dat.vSpeed = vSpeed; dat.waitCounter = waitCounter; dat.waitDirection = waitDirection; }