public void Update(Level level, GameTime gameTime) { if (IsAlive) { if ((float)CurrentHealth / (float)Health > 0.4f) { CurrentTexture = textures[0]; } else if ((float)CurrentHealth / (float)Health > 0) { CurrentTexture = textures[1]; } else { CurrentTexture = textures[2]; } if (CurrentHealth <= 0) { IsAlive = false; level.SpawnDebris(Position); } } for (int i = DamagePopups.Count; i > 0; i--) { DamagePopups[i - 1].Update(gameTime); if (!DamagePopups[i - 1].isAlive) DamagePopups.Remove(DamagePopups[i - 1]); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here level1 = new Level(); base.Initialize(); }
public void LoadNewLevel(Level level) { Globals.audioManager.FadeToNewSong(0.0f, new TimeSpan(0, 0, 1), "Songs/Raptor Call of the Shadows - Bravo Sector"); LoadedLevel = level; Globals.gameState = GameState.Gameplay; }
public void Update(Level level) { DrawableObjectCollection levelObjects = level.GetDrawableObjectList(); UpdateObjectList(); DragOutNewObject(level); for (int i = 0; i < drawableObjects.Count; i++) drawableObjects[i].Update(); ModifySelectedWithInput(levelObjects); SwitchObjectList(); }
private void DropNewObject(Level level) { level.AddDrawableObject(heldObject); LoadContent(); heldObject = null; }
private void DragOutNewObject(Level level) { switch (objectList) { case ObjectList.Destructibles: if (Globals.mouseState.LeftButton == ButtonState.Pressed) { PickupNewObject(); if (heldObject != null) { level.DeselectAll(); MoveHeldObject(); } } else if (heldObject != null && Globals.mouseState.LeftButton == ButtonState.Released) DropNewObject(level); break; case ObjectList.BackgroundTiles: if (Globals.mouseState.LeftButton == ButtonState.Pressed && Globals.oldMouseState.LeftButton == ButtonState.Released) { for (int i = 0; i < backgroundTiles.Count; i++) if (new Rectangle(5, 5 + i * backgroundTiles[i].Texture.Height, backgroundTiles[i].Texture.Width, backgroundTiles[i].Texture.Height).Contains(new Point(Globals.mouseState.X, Globals.mouseState.Y))) { level.ChangeBackgroundTile(backgroundTiles[i].Identifier); } } break; } }
public override void Activate(MainMenu mainMenu) { Level level = new Level("Levels/" + name); Globals.game.LoadNewLevel(level); }
private void CheckKeyboardInput(Game1 game) { keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.W) && !oldKeyboardState.IsKeyDown(Keys.W)) { Button selectedButton = getSelectedButton(); if (levelButtons[0] == selectedButton) { levelButtons[levelButtons.Count - 1].isSelected = true; } else { for (int i = 0; i < levelButtons.Count; i++) { if (levelButtons[i].isSelected) levelButtons[i - 1].isSelected = true; } } selectedButton.isSelected = false; } else if (keyboardState.IsKeyDown(Keys.S) && !oldKeyboardState.IsKeyDown(Keys.S)) { Button selectedButton = getSelectedButton(); if (levelButtons[levelButtons.Count - 1] == selectedButton) { levelButtons[0].isSelected = true; } else { for (int i = levelButtons.Count - 1; i >= 0; i--) { if (levelButtons[i].isSelected) levelButtons[i + 1].isSelected = true; } } selectedButton.isSelected = false; } else if (keyboardState.IsKeyDown(Keys.Space) && !oldKeyboardState.IsKeyDown(Keys.Space)) { foreach (LevelSelectorButton button in levelButtons) { if (button.isSelected) { //var line = button.data.Split('%'); Level level = new Level("Levels/" + button.data); game.LoadNewLevel(level); } } } foreach (LevelSelectorButton b in levelButtons) { if( b.Clicked) { Level level = new Level("Levels/" + b.data); game.LoadNewLevel(level); } } oldKeyboardState = keyboardState; }