private void LoadNextLevel() { // move to the next level levelIndex = (levelIndex + 1) % numberOfLevels; // Unloads the content for the current level before loading the next one. if (level != null) { level.Dispose(); } // Load the level. string levelPath = string.Format("Content/Levels/build/{0}.txt", levelIndex); string levelPathDebug = string.Format("Content/Levels/indev/dev_01.txt", levelIndex); string levelToLoad; if (Platformer.Program.debugmode) { levelToLoad = levelPathDebug; } else { levelToLoad = levelPath; } using (Stream fileStream = TitleContainer.OpenStream(levelToLoad)) level = new Level(Services, fileStream, levelIndex); }
private void LoadNextLevel() { // move to the next level if (levelIndex + 1 == numberOfLevels) { LoadingScreen.Load(ScreenManager, true, PlayerIndex.One, new EndScreen()); //return; } levelIndex = (levelIndex + 1) % numberOfLevels; // Unloads the content for the current level before loading the next one. if (level != null) { level.Dispose(); } // Load the level. string levelPath = string.Format("Content/Levels/{0}.txt", levelIndex); using (Stream fileStream = TitleContainer.OpenStream(levelPath)) { if (Global.IsLoaded) { level = new Level(serviceProvider, fileStream, Global.ActualLevel, Global.Score, Global.Lives); Global.IsLoaded = false; } else { level = new Level(serviceProvider, fileStream, levelIndex, score, lives); } } }
private void LoadNextLevel() { // move to the next level levelIndex = (levelIndex + 1) % numberOfLevels; //levelIndex = 1; // TODO remove this override - could make this configurable...! // Unloads the content for the current level before loading the next one. if (level != null) level.Dispose(); // Load the level. string levelPath = string.Format("Content/Levels/{0}.txt", levelIndex); using (Stream fileStream = TitleContainer.OpenStream(levelPath)) level = new Level(Services, fileStream, levelIndex); }
private void LoadNextLevel() { // move to the next level levelIndex = (levelIndex + 1) % levelsData.Count; // Unloads the content for the current level before loading the next one. if (currentLevel != null) { currentLevel.Dispose(); } // Load the level. currentLevel = new Level(Services, levelsData[levelIndex]); }
private void LoadNextLevel() { // move to the next level levelIndex = (levelIndex + 1) % numberOfLevels; // Unloads the content for the current level before loading the next one. if (level != null) { level.Dispose(); } // Load the level. string levelPath = string.Format("{0}/Levels/{1}.txt", Content.RootDirectory, levelIndex); using (Stream fileStream = TitleContainer.OpenStream(levelPath)) level = new Level(Services, fileStream, levelIndex); }
private void LoadNextLevel() { // move to the next level levelIndex = (levelIndex + 1) % numberOfLevels; // Unloads the content for the current level before loading the next one. if (level != null) { level.Dispose(); } // Load the level string levelPath = string.Format("Content/Levels/{0}.txt", levelIndex); using (Stream fileStream = TitleContainer.OpenStream(levelPath)) level = new Level(Services, fileStream, levelIndex); commandManager.ClearBindings(); InitializeBindings(); }
private void LoadNextLevel() { // Find the path of the next level. string levelPath; // Loop here so we can try again when we can't find a level. while (true) { // Try to find the next level. They are sequentially numbered txt files. #if IPHONE levelPath = String.Format("Content/Levels/{0}.txt", ++levelIndex); #else levelPath = String.Format("Levels/{0}.txt", ++levelIndex); levelPath = Path.Combine(StorageContainer.TitleLocation, "Content/" + levelPath); #endif if (File.Exists(levelPath)) { break; } // If there isn't even a level 0, something has gone wrong. if (levelIndex == 0) { throw new Exception("No levels found."); } // Whenever we can't find a level, start over again at 0. levelIndex = -1; } // Unloads the content for the current level before loading the next one. if (level != null) { level.Dispose(); } // Load the level. level = new Level(Services, levelPath); }
private void LoadNextLevel() { // move to the next level if (level != null) { levelIndex = (PlatformerGame.attacker_id == 0) ? (levelIndex + 1) % numberOfLevels : (levelIndex - 1) % numberOfLevels; } else { levelIndex = (levelIndex + 1) % numberOfLevels; } // Provide the background set string[] backgroundSet = new string[3] { "Backgrounds/Background0_0", "Backgrounds/Background0_1", "Backgrounds/Background0_2" }; switch (levelIndex) { case 2: case 4: backgroundSet[0] = "Backgrounds/Background1_0"; backgroundSet[1] = "Backgrounds/Background1_1"; backgroundSet[2] = "Backgrounds/Background1_2"; break; case 3: backgroundSet[0] = "Backgrounds/Background0_0"; backgroundSet[1] = "Backgrounds/Background0_1"; backgroundSet[2] = "Backgrounds/Background0_2"; break; case 1: case 5: backgroundSet[0] = "Backgrounds/Background2_0"; backgroundSet[1] = "Backgrounds/Background2_1"; backgroundSet[2] = "Backgrounds/Background2_2"; break; case 0: case 6: backgroundSet[0] = null; backgroundSet[1] = null; backgroundSet[2] = null; break; } //If the either reaches the last level, remove the other player if (levelIndex == 6 || levelIndex == 0) { int idx = (attacker_id == 0) ? 1 : 0; Players[idx].IsRespawnable = false; Players[idx].Reset(Vector2.Zero); bossFight = true; try { MediaPlayer.Stop(); MediaPlayer.Play(content.Load <Song>("Sounds/Music/smb-castle")); } catch { } } // Unloads the content for the current level before loading the next one. if (level != null) { foreach (Player player in PlatformerGame.Players) { player.OnHit -= player_OnHit; player.IsRespawnable = true; } level.Dispose(); } // Load the level. string levelPath = string.Format("Content/Levels/{0}.txt", levelIndex); using (Stream fileStream = TitleContainer.OpenStream(levelPath)) { level = new Level(ScreenManager.Game.Services, fileStream, levelIndex, backgroundSet, this); foreach (Player player in PlatformerGame.Players) { player.OnHit += new OnHitHandler(player_OnHit); } } startLevelDelayTimer = true; }