//public GameplayHelper helper, temp; public attackGame() { hel = hel as GameplayHelper; _To = "ovo jebeno izgleda da radi"; graphics = new GraphicsDeviceManager(this); PhoneApplicationService phoneAppService = PhoneApplicationService.Current; phoneAppService.UserIdleDetectionMode = IdleDetectionMode.Disabled; graphics.IsFullScreen = true; //Set the Windows Phone screen resolution graphics.PreferredBackBufferWidth = 480; graphics.PreferredBackBufferHeight = 800; // Content.RootDirectory = "Content"; backScreen = new SplashScreen(); loadingScreen = new LoadingScreen(1,2); //helper = helper as GameplayHelper; //temp = temp as GameplayHelper; // Hook up lifecycle events PhoneApplicationService.Current.Launching += new EventHandler<LaunchingEventArgs>(Current_Launching); PhoneApplicationService.Current.Activated += new EventHandler<ActivatedEventArgs>(Current_Activated); //PhoneApplicationService.Current.Closing += new EventHandler<ClosingEventArgs>(Current_Closing); PhoneApplicationService.Current.Deactivated += new EventHandler<DeactivatedEventArgs>(Current_Deactivated); // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromSeconds(1 / 30.0); //Create a new instance of the Screen Manager screenManager = new ScreenManager(this); Components.Add(screenManager); //Debug.WriteLine("konstruktor"); }
public override void LoadContent() { temp = isoHelper.LoadHighScores("scoress.xml"); //GameplayHelper.spawnTime = 1f; if (newGame) { Debug.WriteLine("u load content je"); gameplayHelper = new GameplayHelper(LoadingScreen.cont, LoadingScreen.sprite, LoadingScreen.grapDevice); gameplayHelper.InitializeAssets(ScreenManager.Game.Content, ScreenManager.SpriteBatch, ScreenManager.Game.GraphicsDevice); gameplayHelper.LoadContent(); } else gameplayHelper = (GameplayHelper)PhoneApplicationService.Current.State["gameplayHelper"]; PhoneApplicationService.Current.State[attackGame.InGameKey] = true; base.LoadContent(); }
void BackgroundLoadContent() { // If we have never created a gameplay helper yet, now is the time. Otherwise, we simply need to reload its content, possibly. if (PhoneApplicationService.Current.State.ContainsKey("gameplayHelper")) { gameplayHelper = attackGame.hel; cont = ScreenManager.Game.Content; sprite = ScreenManager.SpriteBatch; grapDevice = ScreenManager.Game.GraphicsDevice; } else { gameplayHelper = new GameplayHelper(ScreenManager.Game.Content, ScreenManager.SpriteBatch, ScreenManager.Game.GraphicsDevice); cleanHelper = new GameplayHelper(ScreenManager.Game.Content, ScreenManager.SpriteBatch, ScreenManager.Game.GraphicsDevice); if (PhoneApplicationService.Current.State.ContainsKey("newGame")) { PhoneApplicationService.Current.State.Remove("newGame"); } PhoneApplicationService.Current.State.Add("newGame", cleanHelper as GameplayHelper); //} PhoneApplicationService.Current.State.Add("gameplayHelper", gameplayHelper as GameplayHelper); cont = ScreenManager.Game.Content; sprite = ScreenManager.SpriteBatch; grapDevice = ScreenManager.Game.GraphicsDevice; } if ((ScreenManager.Game as attackGame).ReloadRequired) { gameplayHelper.InitializeAssets(ScreenManager.Game.Content, ScreenManager.SpriteBatch, ScreenManager.Game.GraphicsDevice); cleanHelper.InitializeAssets(ScreenManager.Game.Content, ScreenManager.SpriteBatch, ScreenManager.Game.GraphicsDevice); gameplayHelper.LoadContent(); cleanHelper.LoadContent(); } }
public LoadingScreen() { gameplayHelper = gameplayHelper as GameplayHelper; }
void Current_Deactivated(object sender, DeactivatedEventArgs e) { Debug.WriteLine("deactivating event..."); if (true == PhoneApplicationService.Current.State.ContainsKey("background")) { //clear prev value PhoneApplicationService.Current.State.Remove("background"); } PhoneApplicationService.Current.State.Add("background", backScreen as SplashScreen); if (true == PhoneApplicationService.Current.State.ContainsKey("loading")) { //clear prev value PhoneApplicationService.Current.State.Remove("loading"); } PhoneApplicationService.Current.State.Add("loading", loadingScreen as LoadingScreen); hel = (GameplayHelper)PhoneApplicationService.Current.State["gameplayHelper"] as GameplayHelper; attackGame.GameplayHelper = hel; string SendTo = _To; tem = hel; PhoneApplicationService.Current.State.Add("Unsaved_To", tem as GameplayHelper); }