public Launcher() { GameSaverAndLoader.loadMeta(0); InitializeComponent(); setUpBasedOnSaveSlot(0); game = new Game1(); content = new ContentManager(Game1.instance.Content.ServiceProvider, Game1.instance.Content.RootDirectory); testSoundAmbient = content.Load <SoundEffect>("Sounds/Ambiance/none-1"); soundAmbientInstance = testSoundAmbient.CreateInstance(); soundAmbientInstance.IsLooped = true; testSoundMonster = content.Load <SoundEffect>("Sounds/Wav/Gun_0"); soundMonsterInstance = testSoundMonster.CreateInstance(); soundMonsterInstance.IsLooped = true; testSoundMusic = content.Load <SoundEffect>("Sounds/Music/song1_journey_0"); soundMusicInstance = testSoundMusic.CreateInstance(); soundMusicInstance.IsLooped = true; toolTip.SetToolTip(start_game_button, "Start the game with the current settings."); toolTip.SetToolTip(trackbar_sound_monster, "Sets the volume for the player, monsters, UI, etc."); toolTip.SetToolTip(trackbar_sound_ambient, "Sets the volume for the background noise."); toolTip.SetToolTip(trackbar_sound_music, "Sets the volume for the music."); toolTip.SetToolTip(button_audio_test, "Starts or stops audio so that you can adjust volume levels by ear."); toolTip.SetToolTip(difficulty_hard, "Turns off adaptive difficulty. The game will no longer get harder as you get better."); toolTip.SetToolTip(difficulty_very_hard, "Turns on adaptive difficulty. The game will will try to match its difficulty to your skill level."); playing_audio = false; this.saveSlot.SelectedIndex = 0; }
public void setUpBasedOnSaveSlot(int slot) { Console.WriteLine("slot " + slot); GameSaverAndLoader.loadMeta(Game1.selectedSaveSlot); this.screenWBox.Text = MetaData.screenW + ""; this.screenHBox.Text = MetaData.screenH + ""; this.fullscreenOptionsBox.SelectedIndex = MetaData.screenSetting; this.trackbar_sound_ambient.Value = (int)(MetaData.audioSettingAmbient * 100); this.trackbar_sound_monster.Value = (int)(MetaData.audioSettingMonster * 100); this.trackbar_sound_music.Value = (int)(MetaData.audioSettingMusic * 100); if (MetaData.adaptiveDifficulty == 1) { difficulty_very_hard.Checked = true; } else { difficulty_hard.Checked = true; } }