public static void SetArena(Arena currentArena) { arenaName = currentArena.Name; }
public static void ChangeToPlayScreen(Arena arenaToUse) { currentScreen = Screens.CurrentScreen.PlayScreen; GameEngine.Start(arenaToUse); }
public static void Start(Arena currentArena) { //Set the currentarena, and open it GameEngine.currentArena = currentArena; GameEngine.currentArena.Open(); //Set the engineState engineState = EngineState.Starting; //Set the shader to full colour; fader.Color = Color.White; //Set the engine state to playing engineState = EngineState.Playing; #if WINDOWS //Code for debugging carsInGame = 2; #endif #if XBOX //Actual Code(for itiration is still nescecarry). //Code for determainating how many cars should be in the game carsInGame = 0; for (int i = 0; i < cars.Length; i++) { if (InfoPacket.PlayerProfiles[i] != null) { carsInGame++; } } #endif //Set the positions for every car cars[0].Position = new Vector2(currentArena.Bounds.Left + wallOffSet, 720 / 2); cars[1].Position = new Vector2(currentArena.Bounds.Right - wallOffSet, 720 / 2); cars[2].Position = new Vector2(1280 / 2, currentArena.Bounds.Top + wallOffSet); cars[3].Position = new Vector2(1280 / 2, currentArena.Bounds.Bottom - wallOffSet); //Set the rotation for every car cars[0].Rotation = 0 * (float)(2 * Math.PI) / 4; cars[1].Rotation = 2 * (float)(2 * Math.PI) / 4; cars[2].Rotation = 1 * (float)(2 * Math.PI) / 4; cars[3].Rotation = 3 * (float)(2 * Math.PI) / 4; //Set up the cars in game for (int i = 0; i < carsInGame; i++) { //Actual appliance of the variables cars[i].Set(); } ArenaPostProcessing.SetArena(currentArena); //Set up the EndingTexts array endingTexts = new string[carsInGame]; moneyGainedTexts = new string[carsInGame]; //Reset the total time playing totalTimePlayed = 0; //Go to playing immediatly for debugging StartPlay(); //Clear the mine list mines.Clear(); rockets.Clear(); cRockets.Clear(); }