public Load ( Microsoft.Xna.Framework.Content.ContentManager content ) : void | ||
content | Microsoft.Xna.Framework.Content.ContentManager | Content Manager to load from |
Résultat | void |
/// <summary> /// Handle any changes while on the level selection menu /// </summary> /// <param name="gameTime">Current time within the game</param> /// <param name="gameState">Current gamestate of the game</param> /// <param name="currentLevel">Current level of the game</param> public void Update(GameTime gameTime, ref GameStates gameState, ref Level currentLevel) { //Handle loading after loading screen has been drawn if (_mLoading == Loading) { _mLoading = None; if (currentLevel != null) currentLevel.Dispose(); currentLevel = _mLevels[_mCurrentWorld * 6 + _mCurrentIndex].Level; currentLevel.Load(_mContent); currentLevel.IdealTime = _mLevels[_mCurrentWorld * 6 + _mCurrentIndex].GetGoal(LevelInfo.StarTypes.Time); currentLevel.CollectableCount = _mLevels[_mCurrentWorld * 6 + _mCurrentIndex].GetGoal(LevelInfo.StarTypes.Collection); currentLevel.TimerStar = _mLevels[_mCurrentWorld * 6 + _mCurrentIndex].GetStar(LevelInfo.StarTypes.Time); currentLevel.CollectionStar = _mLevels[_mCurrentWorld * 6 + _mCurrentIndex].GetStar(LevelInfo.StarTypes.Collection); currentLevel.DeathStar = _mLevels[_mCurrentWorld * 6 + _mCurrentIndex].GetStar(LevelInfo.StarTypes.Death); gameState = GameStates.StartLevelSplash; } HandleAKey(ref gameState, ref currentLevel); HandleBKey(ref gameState); HandleDirectionKey(); UpdateStarCount(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // current viewport var screenscaleX = Graphics.GraphicsDevice.Viewport.Width / 1280.0f; var screenscaleY = Graphics.GraphicsDevice.Viewport.Height / 720.0f; // Create the scale transform for Draw. // Do not scale the sprite depth (Z=1). _mScale = Matrix.CreateScale(screenscaleX, screenscaleY, 1); _mTitle.Load(Content, Graphics.GraphicsDevice); _mMainMenu.Load(Content); _mMainMenuLevel = Level.MainMenuLevel("Content\\Levels\\MainMenu.xml", _mControls, Graphics.GraphicsDevice.Viewport, _mMainMenu.GetInnerRegion()); _mMainMenuLevel.Load(Content); _mCredits.Load(Content); _mOptions.Load(Content); _mPause.Load(Content); GameSound.Load(Content); _mCurrentLevel = new Level(_mLevelLocation, _mControls, GraphicsDevice.Viewport); _mCurrentLevel.Load(Content); _mWorldSelect.Load(Content); _mScoring.Load(Content, Graphics.GraphicsDevice, _mWorldSelect); _mAfterScore.Load(Content, GraphicsDevice); _mPreScore.Load(Content, GraphicsDevice, _mWorldSelect); _mResetConfirm.Load(Content); _mController.Load(Content); _mSoundOptions.Load(Content); _mStartLevelSplash.Load(Content, GraphicsDevice); _mPurchaseScreenSplash.Load(Content, GraphicsDevice); _mWorldPurchaseScreenSplash.Load(Content, GraphicsDevice); _mSpriteBatch = new SpriteBatch(GraphicsDevice); Content.Load<SpriteFont>("Fonts/Kootenay"); _mQuartz = Content.Load<SpriteFont>("Fonts/QuartzLarge"); _mHudTrans = Content.Load<Texture2D>("Images/HUD/HUDTrans"); _mLives = new Texture2D[6]; _mLives[5] = Content.Load<Texture2D>("Images/Player/Laugh2"); _mLives[4] = Content.Load<Texture2D>("Images/Player/Laugh"); _mLives[3] = Content.Load<Texture2D>("Images/Player/Smile"); _mLives[2] = Content.Load<Texture2D>("Images/Player/Surprise"); _mLives[1] = Content.Load<Texture2D>("Images/Player/Worry"); _mLives[0] = Content.Load<Texture2D>("Images/Player/Dead2"); }
/// <summary> /// Handle what happens when the player presses A for all options /// </summary> /// <param name="gameState">State of the game - Reference so that it can be changed for the main game class to handle</param> /// <param name="currentLevel">Current level in the main game - Reference so that this can be changed for the main game class to handle</param> private void HandleAPressed(ref GameStates gameState, ref Level currentLevel) { if (_mCurrentIndex == Back) { gameState = GameStates.MainMenu; _mCurrentPage = 0; _mCurrentIndex = 1; } else if (_mCurrentIndex == Previous) { if (--_mCurrentPage < 0) _mCurrentPage = 0; } else if (_mCurrentIndex == Next) { if (++_mCurrentPage == _mPageCount) _mCurrentPage = _mPageCount - 1; } else if(_mLevels[_mCurrentIndex - 1 + 12 * _mCurrentPage].Unlocked) { currentLevel = _mLevels[_mCurrentIndex - 1 + 12 * _mCurrentPage].Level; currentLevel.Load(_mContent); gameState = GameStates.InGame; } }