public override void LoadContent() { if (content == null) { content = SceneHandler.content; } gameFont = content.Load <SpriteFont>("Polices/gamefont"); PackMap.LoadLevel(SceneHandler.level); // On injecte les donnés (unités, joueurs) // Bug de l'espace, si on ne reinit pas le body, il passe en statique! foreach (Unite u in Map.unites) { u.body = BodyFactory.CreateRectangle(Map.world, ConvertUnits.ToSimUnits(25 * u.largeurPhysique), ConvertUnits.ToSimUnits(25 * u.largeurPhysique), 100f); u.body.Position = ConvertUnits.ToSimUnits(u.PositionTile * Map.TailleTiles + new Vector2(16, 16)); if (!u.isApnj) { u.body.IsStatic = false; } } timer = new System.Diagnostics.Stopwatch(); timer.Start(); }
public static void ResetGameplay(string map) // Si on change de map { // Oldmap PackMap.Sauvegarder(); level = map; // Nouvelle map gameplayScene = new GamePlay(); gameplayScene.Initialize(); gameplayScene.LoadContent(); defeatScene.firstTime = true; victoryScene.firstTime = true; }
public static void ResetGameplay() { // Reinitialise les levels ET le joueur (il faudra ajouter un truc qui charge les infos du joueur a partir d'un fichier texte level = "level1"; PackMap.LoadPlayers(); PackMap.InitLevels(); gameplayScene = new GamePlay(); gameplayScene.Initialize(); gameplayScene.LoadContent(); defeatScene.firstTime = true; victoryScene.firstTime = true; }
public void Load() { PackMap.Initialize(); splashScreenScene.LoadContent(); mainmenuScene.LoadContent(); menuoptionScene.LoadContent(); coopSettingsScene.LoadContent(); coopConnexionScene.LoadContent(); pauseScene.LoadContent(); gameplayScene.LoadContent(); victoryScene.LoadContent(); defeatScene.LoadContent(); creditsScene.LoadContent(); championSelectionScene.LoadContent(); }