protected override void saveMe(SaveGameData savegame) { base.saveMe(savegame); SaveGameData.BarrelData barrelData = savegame.findBarrelDataByID(ID); if (barrelData == null) { barrelData = new SaveGameData.BarrelData(); savegame.barrelData.Add(barrelData); } barrelData.ID = ID; barrelData.position = transform.position; barrelData.rotation = transform.rotation.eulerAngles; }
protected override void Initialize() { wreckingBall = new WreckingBall(this, new Vector2(500, 0), Color.White, 0.5f); mouse = new MouseHandler(this); brickManager = new BrickManager(this, new Vector2(600, 0)); _turn = 1; HighScoreManager hsm = new HighScoreManager(this); highScore = hsm.ReadData(); base.Initialize(); }
override protected void saveme(SaveGameData savegame) { base.saveme(savegame); SaveGameData.BarrelData data = savegame.findBarrelDataByID(ID); if (data == null) { data = new SaveGameData.BarrelData(); savegame.barrelData.Add(data); } data.ID = ID; data.position = transform.position; }
public void Load(SaveGameData p_data) { if (p_data != null) { Int32 num = p_data.Get <Int32>("Count", 0); for (Int32 i = 0; i < num; i++) { Int32 p_type = p_data.Get <Int32>("buffType_" + i, 1); Single p_castersMagicFactor = p_data.Get <Single>("castersMagicValue_" + i, 1f); m_buffList.Add(BuffFactory.CreateMonsterBuff((EMonsterBuffType)p_type, p_castersMagicFactor)); } } }
public override void Save(SaveGameData p_data) { base.Save(p_data); p_data.Set <Int32>("ConditionCount", m_conditions.Count); Int32 num = 0; foreach (ObjectCondition objectCondition in m_conditions) { p_data.Set <Int32>("ID" + num, objectCondition.id); p_data.Set <Int32>("State" + num, (Int32)objectCondition.wantedState); num++; } }
internal void Load(SaveGameData p_data) { m_Existent = p_data.Get <Boolean>("Existent", false); Int32 x = p_data.Get <Int32>("X", 0); Int32 y = p_data.Get <Int32>("Y", 0); String p_mapname = p_data.Get <String>("MapName", null); String p_locaKey = p_data.Get <String>("LocaMapName", null); Int32 p_worldPointID = p_data.Get <Int32>("MapPointID", 0); Position p_position = new Position(x, y); m_SpiritBeacon = new SpiritBeaconPosition(p_position, p_mapname, p_locaKey, p_worldPointID); LegacyLogic.Instance.EventManager.InvokeEvent(this, EEventType.SPIRIT_BEACON_UPDATE, EventArgs.Empty); }
//Called when loading a save game void TryEnableEnemyRandomizerFromSave(SaveGameData data) { if (Settings != null) { GameSeed = PlayerSettingsSeed; } else { GameSeed = OptionsMenuSeed; } EnableEnemyRandomizer(); }
async Task SaveAsync(SaveGameData saveData) { StorageFile file = await ApplicationData.Current.LocalFolder.CreateFileAsync("SynesthesiaSave", CreationCollisionOption.ReplaceExisting); IRandomAccessStream raStream = await file.OpenAsync(FileAccessMode.ReadWrite); using (IOutputStream outStream = raStream.GetOutputStreamAt(0)) { // Serialize the Session State. DataContractSerializer serializer = new DataContractSerializer(typeof(SaveGameData)); serializer.WriteObject(outStream.AsStreamForWrite(), saveData); await outStream.FlushAsync(); } }
private void Loadme(SaveGameData savegame) { if (savegame != null && gameObject.scene.buildIndex == savegame.currentLevel) { SaveObject saveObject = savegame.FindObjectById(gameObject.name); switch ((saveObject != null) ? saveObject.Tag : "") { case "barrel": transform.position = saveObject.Position; break; } } }
public void Save(SaveGameData p_data) { p_data.Set <Int32>("NpcFactoryCount", m_npcs.Count); Int32 num = 0; foreach (KeyValuePair <Int32, Npc> keyValuePair in m_npcs) { p_data.Set <Int32>("NpcID" + num, keyValuePair.Key); SaveGameData saveGameData = new SaveGameData("Npc" + num); keyValuePair.Value.Save(saveGameData); p_data.Set <SaveGameData>(saveGameData.ID, saveGameData); num++; } }
public static void SaveGameSystem() { Debug.Log("Saving Game"); // Save all values into binary or smth BinaryFormatter formatter = new BinaryFormatter(); //string path = Application.persistentDataPath + "/ingredients.bla"; string path = "SaveGame.bla"; FileStream stream = new FileStream(path, FileMode.Create); SaveGameData data = new SaveGameData(); formatter.Serialize(stream, data); stream.Close(); }
public static void SaveGame(SaveGameData data) { try { BinaryFormatter bf = new BinaryFormatter(); FileStream fs = new FileStream(Path + "/game.save", FileMode.Create); bf.Serialize(fs, data); fs.Close(); } catch (Exception e) { Debug.LogWarning("Load Game: " + e.Message); } }
public void LoadSaveGame(SaveGameData savegame) { this.Health = savegame.Health; this.Mana = savegame.Mana; this.Knowledge = savegame.Knowledge; this.Defense = savegame.Defense; this.Experience = savegame.Experience; this.IsFighting = savegame.IsFighting; this.Level = savegame.Level; this.Location = new PointF(savegame.Location); this.Position = new Point(savegame.Position); this.NextUpgrade = savegame.NextUpgradeExperience; this.IsAnimationEnabled = false; }
public override void Load(SaveGameData p_data) { m_conditions.Clear(); base.Load(p_data); Int32 num = p_data.Get <Int32>("ConditionCount", 0); for (Int32 i = 0; i < num; i++) { ObjectCondition item; item.id = p_data.Get <Int32>("ID" + i, 0); item.wantedState = p_data.Get <EInteractiveObjectState>("State" + i, EInteractiveObjectState.NONE); m_conditions.Add(item); } }
public void Save(SaveGameData p_data) { p_data.Set <Int32>("OfferCount", m_offers.Count); Int32 num = 0; foreach (TradingItemOffer tradingItemOffer in m_offers) { p_data.Set <Int32>("OfferID" + num, tradingItemOffer.OfferData.StaticID); SaveGameData saveGameData = new SaveGameData("Offer" + num); tradingItemOffer.Save(saveGameData); p_data.Set <SaveGameData>(saveGameData.ID, saveGameData); num++; } }
public void loadGame(bool restartLevel, int slot = 0) { string saveFile = "/save00" + slot + ".dat"; Debug.Log(" $$$$$$$$$$$$$$$$$$ loading file: " + saveFile + " $$$$$$$$$$$$ "); if (restartLevel) { saveFile = "/save000.cp.dat"; } if (File.Exists(Application.persistentDataPath + saveFile)) { BinaryFormatter formatter = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + saveFile, FileMode.Open); SaveGameData data = (SaveGameData)formatter.Deserialize(file); file.Close(); savedLocation = data.locationName; /* rebuild storage from serialized data */ pickedUpObjectDB = data.pickedUpObjectDB; currentPickedUpListIndex = data.currentPickedUpListIndex; SerializableDictionary dict = data.dict; _storage = new DataStorage(); _storage.initialize(); for (int i = 0; i < dict.bKey.Count; ++i) { _storage.storeBoolValue(dict.bKey[i], dict.bValue[i]); } for (int i = 0; i < dict.fKey.Count; ++i) { _storage.storeFloatValue(dict.fKey[i], dict.fValue[i]); } for (int i = 0; i < dict.iKey.Count; ++i) { _storage.storeIntValue(dict.iKey[i], dict.iValue[i]); } for (int i = 0; i < dict.sKey.Count; ++i) { _storage.storeStringValue(dict.sKey[i], dict.sValue[i]); } } else // new game { _storage.storeBoolValue("PlayerMustMaterialize", true); } }
public Int32 SaveItem(EEquipSlots p_slot, Int32 p_counter, BaseItem p_item, SaveGameData p_data) { p_data.Set <Int32>("Slot" + p_counter, (Int32)p_slot); EDataType itemType = p_item.GetItemType(); p_data.Set <Int32>("DataType" + p_counter, (Int32)itemType); if (itemType != EDataType.NONE) { SaveGameData saveGameData = new SaveGameData("Item" + p_counter); p_item.Save(saveGameData); p_data.Set <SaveGameData>(saveGameData.ID, saveGameData); } p_counter++; return(p_counter); }
public static SaveGameData loadSave() { if (!File.Exists(savePath)) { Debug.LogError("Save file not found"); return(null); } BinaryFormatter formatter = new BinaryFormatter(); FileStream fileStream = new FileStream(savePath, FileMode.Open); SaveGameData saveGameData = formatter.Deserialize(fileStream) as SaveGameData; fileStream.Close(); return(saveGameData); }
private void OnTriggerEnter(Collider other) { Player player = FindObjectOfType <Player>(); if (other.gameObject == player.gameObject) { SaveGameData saveGame = SaveGameData.current; if (player.health > 0 && saveGame.lastSaveGameTriggerID != saveGameTriggerID) { saveGame.lastSaveGameTriggerID = saveGameTriggerID; saveGame.save(); } } }
/// <summary> /// Call this to save our game in its current state /// </summary> public void SaveGame() { if (GameCurrentlySaving) { return; } GameCurrentlySaving = true; SaveGameData SaveData = new SaveGameData(); SaveData.TimeOfSave = DateTime.Now; Thread SaveGameThread = new Thread(() => Threaded_SaveGame(SaveData, SAVE_GAME_PATH)); SaveGameThread.Start(); }
public void Save(SaveGameData p_data) { p_data.Set <Int32>("HirelingCount", 2); for (Int32 i = 0; i < 2; i++) { if (m_hirelings[i] != null) { p_data.Set <Int32>("Hireling" + i, m_hirelings[i].StaticID); } else { p_data.Set <Int32>("Hireling" + i, -1); } } }
public void Save(SaveGameData p_data) { Int32 num = 0; foreach (KeyValuePair <Int32, Int32> keyValuePair in m_tokens) { if (keyValuePair.Value > 0) { p_data.Set <Int32>("TokenKey" + num, keyValuePair.Key); p_data.Set <Int32>("TokenValue" + num, keyValuePair.Value); num++; } } p_data.Set <Int32>("Count", num); }
public void SaveGame(int val) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Path.Combine(Application.streamingAssetsPath, FILE_PATH)); SaveGameData save = new SaveGameData { lifes = vidas, coins = moedas }; bf.Serialize(file, save); file.Close(); }
public void Load(SaveGameData p_data) { m_tokens.Clear(); Int32 num = p_data.Get <Int32>("Count", 0); for (Int32 i = 0; i < num; i++) { Int32 num2 = p_data.Get <Int32>("TokenKey" + i, -1); Int32 num3 = p_data.Get <Int32>("TokenValue" + i, -1); if (num2 != -1 && num3 != -1) { m_tokens.Add(num2, num3); } } }
void LoadWorld(string filename) { if (File.Exists(Application.persistentDataPath + filename)) { // then load it string jsonString = File.ReadAllText(Application.persistentDataPath + filename); // do something with the json file: SaveGameData gameData = JsonUtility.FromJson <SaveGameData>(jsonString); // then apply that savegamedata to the world } else { // error } }
/// <summary> /// Lädt einen Spielstand. /// </summary> public static SaveGameData LoadData() { SaveGameData save = new SaveGameData(); string fileName = GetFilename(dataName); if (File.Exists(fileName)) { save = XmlUtils.Load <SaveGameData>(File.ReadAllText(fileName)); } if (OnLoad != null) { OnLoad(save); } return(save); }
public bool LoadPlayerData() { GameLog log = SaveGameData.LoadPlayerDetails(); if (log != null) { isMuted = log.muteStats; levelsUnlocked = log.levelsUnlocked; return(true); } else { return(false); } }
public void Load(SaveGameData p_data) { Int32 num = p_data.Get <Int32>("FoundBooksCount", 0); for (Int32 i = 0; i < num; i++) { AddLoreBook(p_data.Get <Int32>("FoundBookID" + i, 0), true); } Int32 num2 = p_data.Get <Int32>("FoundBooksNewEntriesCount", 0); for (Int32 j = 0; j < num2; j++) { m_newEntries.Add(p_data.Get <Int32>("FoundBooksNewEntry" + j, 0)); } }
private void Saveme(SaveGameData savegame) { SaveObject saveObject = savegame.FindObjectById(gameObject.name); if (saveObject == null) { saveObject = new SaveObject(); UpdateSaveObject(saveObject); savegame.saveObject.Add(saveObject); } else { UpdateSaveObject(saveObject); } }
public void SaveGame(SaveGameData saveGameData, string containerName, string fileName) { device = null; this.saveGameData = saveGameData; this.containerName = containerName; this.fileName = fileName; try { StorageDevice.BeginShowSelector(PlayerIndex.One, this.SaveToFile, null); } catch (Exception e) { Console.WriteLine(e.ToString()); } }
private void load_button_Click(object sender, EventArgs e) { combatLog.Clear(); combatLog.AppendText("Game has been loaded.\n"); string path = Environment.CurrentDirectory + @"\Saves\Stats"; Utilities.DeserializeXML <SaveGameData>(path); SaveGameData save = Utilities.DeserializeXML <SaveGameData>(path); player.health = save.SaveHealth; player.strength = save.SaveStrength; player.level = save.SaveLevel; player.experience = save.SaveExperience; enemy.health = 50; updateLabels(); }
public Form1() { InitializeComponent(); phase_label.Text = GameState.init.ToString(); attack.Enabled = false; enemy_attack.Enabled = false; GAMEFSM = new FSM<GameState>(GameState.init); GAMEFSM.AddState(GameState.init); GAMEFSM.AddState(GameState.player); GAMEFSM.AddState(GameState.enemy); GAMEFSM.AddState(GameState.end); GAMEFSM.AddTransition(GameState.init, GameState.player); GAMEFSM.AddTransition(GameState.player, GameState.enemy); GAMEFSM.AddTransition(GameState.enemy, GameState.player); GAMEFSM.AddTransition(GameState.player, GameState.end); GAMEFSM.AddTransition(GameState.enemy, GameState.end); SuperSave = new SaveGameData(); }
public static void SaveGame(SaveGameData saveGameData, string name) { BinaryFormatter formatter = new BinaryFormatter(); string fullpath = GetSavePath(name); using (FileStream stream = new FileStream(fullpath, FileMode.Create)) { try { formatter.Serialize(stream, saveGameData); } catch (Exception ex) { Debug.Log(ex.Message); return; } } Debug.Log("Saved to " + fullpath); }
public void saveGame(StorageDevice device) { Console.WriteLine("Saving"); SaveGameData data = new SaveGameData(); data.currentPlayerZone = -4; data.currentPlayerLevel = 0; data.playerPosition = new Vector2(400, 600); data.fireEnergy = 9999; data.waterEnergy = 9999; data.natureEnergy = 9999; data.currentFireEnergy = 100; data.currentWaterEnergy = 9375; data.currentNatureEnergy = 9; IAsyncResult result = device.BeginOpenContainer("Container", null, null); result.AsyncWaitHandle.WaitOne(); StorageContainer container = device.EndOpenContainer(result); result.AsyncWaitHandle.Close(); string filename = "savegame.sav"; if (container.FileExists(filename)) { container.DeleteFile(filename); } Stream stream = container.CreateFile(filename); XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); serializer.Serialize(stream, data); stream.Close(); container.Dispose(); saveRequested = false; Console.WriteLine("save complete"); }
public TitleScreen(GraphicsDeviceManager gdm, SaveGameData _gameData) { PersonalLoadContent(); int levelReach = _gameData.levelReached[_gameData.worldReached]; menuState = GameMenuState.MenuStateMain; nextState = GameMenuState.MenuStateMain; SetDrawFrame(position); SetDrawTexture(titleScreenTexture); gamePlay = new Button( new Rectangle( GraphicsDeviceManager.DefaultBackBufferWidth/2 - playButtonTexture.Width/2, GraphicsDeviceManager.DefaultBackBufferHeight/2 - playButtonTexture.Height/2, playButtonTexture.Width, playButtonTexture.Height), playButtonTexture); gamePlay.animatedBlink(15,-1); gameOption = new Button(new Rectangle(30, 380, 70, 70), gameOptionsTexture); back = new Button(new Rectangle(10, 60, 128, 64), backButtonTexture); cityChapterButton = new Button(new Rectangle(60, 140, 167, 99), cityChapterSelectTexture); caveChapterButton = new Button(new Rectangle(60, 330, 167, 99), caveChapterSelectTexture); cityChallengeChapterButton = new Button(new Rectangle(560, 140, 167, 99), cityChallengeChapterSelectTexture); caveChallengeChapterButton = new Button(new Rectangle(560, 330, 167, 99), caveChallengeChapterSelectTexture); tempContinueButton = new Button(new Rectangle(80, 380, 200, 80), devContinueTexture); // this if else is for checking if you are in the top row or bottom row of levels if (levelReach <= MAX_LEVELS/2) { for (int i = 0; i <= levelReach; i++) { Button b = new Button(new Rectangle(10 + i * 160, 150, 150, 100), devUnlockedTexture); b.setExtra(i); lockedLevels.AddLast(b); } for (int i = levelReach + 1; i <= MAX_LEVELS/2; i++) { Button b = new Button(new Rectangle(10 + i * 160, 150, 150, 100), devLockedTexture); b.setExtra(i); lockedLevels.AddLast(b); } for (int i = 0; i < MAX_LEVELS/2; i++) { Button b = new Button(new Rectangle(10 + i * 160, 300, 150, 100), devLockedTexture); b.setExtra(MAX_LEVELS/2+i); lockedLevels.AddLast(b); } } else { for (int i = 0; i < MAX_LEVELS/2; i++) { Button b = new Button(new Rectangle(10 + i * 160, 150, 150, 100), devUnlockedTexture); b.setExtra(i); lockedLevels.AddLast(b); } for (int i = 0; i <= levelReach-MAX_LEVELS/2; i++) { Button b = new Button(new Rectangle(10 + i * 160, 300, 150, 100), devUnlockedTexture); b.setExtra(MAX_LEVELS / 2 + i); lockedLevels.AddLast(b); } for (int i = levelReach-MAX_LEVELS/2 + 1; i < MAX_LEVELS- MAX_LEVELS/2; i++) { Button b = new Button(new Rectangle(10 + i * 160, 300, 150, 100), devLockedTexture); b.setExtra(MAX_LEVELS/2 + i); lockedLevels.AddLast(b); } } flag = GameMenuFlag.NoFlag; MusicManager.SetSong(associatedMusic); MusicManager.StartMusic(); //Not sure why this doesnt work, but we'll need it eventually //System.IO.DirectoryInfo contentDir = new System.IO.DirectoryInfo("Level"); //chapterFiles = contentDir.GetFiles(); showOptionMenu = false; //optionAnimationTransition = false; optionsListView = new View(optionsClosed, gameOptionsTexture); pressedButton = cityChapterButton; PrepareNextState(); }
// This method serializes a data object into // the StorageContainer for this game. public static void DoSaveGame() { IAsyncResult r = StorageDevice.BeginShowSelector( PlayerIndex.One, null, null); StorageDevice device = StorageDevice.EndShowSelector(r); // Create the data to save. SaveGameData data = new SaveGameData(); data.furthestLevelReached = Level.FurthestLevelReached; data.Score = Player.Score; // Open a storage container. IAsyncResult result = device.BeginOpenContainer("SavedGames", null, null); // Wait for the WaitHandle to become signaled. result.AsyncWaitHandle.WaitOne(); StorageContainer container = device.EndOpenContainer(result); // Close the wait handle. result.AsyncWaitHandle.Close(); string filename = "savegame.sav"; // Check to see whether the save exists. if (container.FileExists(filename)) // Delete it so that we can create one fresh. container.DeleteFile(filename); // Create the file. Stream stream = container.CreateFile(filename); // Convert the object to XML data and put it in the stream. XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); serializer.Serialize(stream, data); // Close the file. stream.Close(); // Dispose the container, to commit changes. container.Dispose(); }
/* Sprite cannot be serialized beacuse Texture2D is not serializable! */ public SaveGameData GetSaveGameData() { SaveGameData data = new SaveGameData(); /*data.sprite = sprite; data.shot = shot; data.enemies = enemies;*/ data.time = time; data.lifes = lifes; data.score = score; return data; }
private void enemy_attack_Click(object sender, EventArgs e) { enemyHandler(); SaveGameData save = new SaveGameData(player.health, player.strength, player.level, player.experience); SuperSave = save; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //Keyboard oldstate = new KeyboardState(); //Initialize the player player.Initialize(playerWidth, playerHeight, Content, (screenCenter - playerWidth/2), 2 * screenHeight / 3); //Load Heart sprite heart_sprite = Content.Load<Texture2D>("heart"); //Load Backgrounds bg[0] = Content.Load<Texture2D>("background/bg0"); bg[1] = Content.Load<Texture2D>("background/bg1"); bg[2] = Content.Load<Texture2D>("background/bg2"); bg[3] = Content.Load<Texture2D>("background/bg3"); bg[4] = Content.Load<Texture2D>("background/bg4"); bg[5] = Content.Load<Texture2D>("background/bg5"); bg[6] = Content.Load<Texture2D>("background/bg6"); bg[7] = Content.Load<Texture2D>("background/bg7"); bg[8] = Content.Load<Texture2D>("background/bg8"); bg[9] = Content.Load<Texture2D>("background/bg9"); bg[10] = Content.Load<Texture2D>("background/bg10"); bg[11] = Content.Load<Texture2D>("background/bg11"); bg[12] = Content.Load<Texture2D>("background/bg12"); bg[13] = Content.Load<Texture2D>("background/bg13"); bg[14] = Content.Load<Texture2D>("background/bg14"); bg[15] = Content.Load<Texture2D>("background/bg15"); bg[16] = Content.Load<Texture2D>("background/bg16"); bg[17] = Content.Load<Texture2D>("background/bg17"); bg[18] = Content.Load<Texture2D>("background/bg18"); bgx = Content.Load<Texture2D>("background/bgx"); blocker_bg = Content.Load<Texture2D>("background/blocker_bg"); parallaxImage[0] = Content.Load<Texture2D>("background/parallax"); parallaxImage[1] = Content.Load<Texture2D>("background/parallax2"); parallaxImage[2] = Content.Load<Texture2D>("background/parallax3"); parallaxImage[3] = Content.Load<Texture2D>("background/parallax4"); title = Content.Load<Texture2D>("title"); gameover = Content.Load<Texture2D>("gameover"); paused = Content.Load<Texture2D>("paused"); for (int i = 0; i < numParallax; i++) { parallaxPosition[0, i] = new Vector2(-parallaxImage[i].Width, 0); parallaxPosition[1, i] = new Vector2(0, 0); } //Load Collisions cm[0] = Content.Load<Texture2D>("cm/cm0"); cm[1] = Content.Load<Texture2D>("cm/cm1"); cm[2] = Content.Load<Texture2D>("cm/cm2"); cm[3] = Content.Load<Texture2D>("cm/cm3"); cm[4] = Content.Load<Texture2D>("cm/cm4"); cm[5] = Content.Load<Texture2D>("cm/cm5"); cm[6] = Content.Load<Texture2D>("cm/cm6"); cm[7] = Content.Load<Texture2D>("cm/cm7"); cm[8] = Content.Load<Texture2D>("cm/cm8"); cm[9] = Content.Load<Texture2D>("cm/cm9"); cm[10] = Content.Load<Texture2D>("cm/cm10"); cm[11] = Content.Load<Texture2D>("cm/cm11"); cm[12] = Content.Load<Texture2D>("cm/cm12"); cm[13] = Content.Load<Texture2D>("cm/cm13"); cm[14] = Content.Load<Texture2D>("cm/cm14"); cm[15] = Content.Load<Texture2D>("cm/cm15"); cm[16] = Content.Load<Texture2D>("cm/cm16"); cm[17] = Content.Load<Texture2D>("cm/cm17"); cm[18] = Content.Load<Texture2D>("cm/cm18"); cmx = Content.Load<Texture2D>("cm/cmx"); blocker_cm = Content.Load<Texture2D>("cm/blocker_cm"); for (int i = 0; i < numStages; i++) { //Make an array out of each cm and add it to the list. collisionColorArray.AddLast(make_collision_color(cm[i])); } //Add the last 2 cms collisionColorArray.AddLast(make_collision_color(cmx)); collisionColorArray.AddLast(make_collision_color(blocker_cm)); //Fonts scoreFont = Content.Load<SpriteFont>("fonts/ScoreFont"); //Stages stages.AddLast(new Stage(bg[0], cm[0], collisionColorArray.ElementAt(0), -bg[0].Width/2, 0, graphics.GraphicsDevice)); stages.AddLast(new Stage(bg[1], cm[1], collisionColorArray.ElementAt(1), stages.ElementAt(0).position.X + stages.ElementAt(0).width, 0, graphics.GraphicsDevice)); //Score if (!dataLoaded) { highscores = new SaveGameData(10); load_data(); dataLoaded = true; } //Sound waveManager.LoadWave("Content/music.wav", "bgm"); beat = Content.Load<SoundEffect>("beat"); offbeat = Content.Load<SoundEffect>("offbeat"); clap = Content.Load<SoundEffect>("clap"); snare = Content.Load<SoundEffect>("snare"); hihat = Content.Load<SoundEffect>("hihat"); hit = Content.Load<SoundEffect>("hit"); ground = Content.Load<SoundEffect>("ground"); ground_instance = ground.CreateInstance(); ground_instance.Volume = 0.5f; }
/// <summary> /// Load the save game. /// </summary> /// <remarks>Only works on Windows Phone.</remarks> public void ReadSaveGameXML() { #if WINDOWS_PHONE || __ANDROID__ try { using (IsolatedStorageFile myIsolatedStorage = IsolatedStorageFile.GetUserStoreForApplication()) { using (IsolatedStorageFileStream stream = myIsolatedStorage.OpenFile(fileName, FileMode.Open)) { XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); mSaveData = (SaveGameData)serializer.Deserialize(stream); LeaderBoardManager.pInstance.SetRecords(mSaveData.mRecords); TutorialManager.pInstance.pTutorialCompleted = mSaveData.mTutorialComplete; } } } catch { // Something } #endif }
public static void SaveGame(StorageDevice device, SignedInGamer gamer) { SaveGameData data = new SaveGameData(); data.CurrentLevel = level; data.SavedPlayerScore = score; data.SavedCheckPoint = checkPoint; IAsyncResult result = device.BeginOpenContainer(gamer.Gamertag, null, null); result.AsyncWaitHandle.WaitOne(); StorageContainer container = device.EndOpenContainer(result); // Close the wait handle. result.AsyncWaitHandle.Close(); //.sav is important string filename = "LbKSavedInfo.sav"; if (!container.FileExists(filename)) { Stream file = container.CreateFile(filename); XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); serializer.Serialize(file, data); file.Close(); } else { container.DeleteFile(filename); Stream file = container.CreateFile(filename); XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); serializer.Serialize(file, data); file.Close(); } // Dispose the container, to commit the data. container.Dispose(); }
void PutLevelStats() { save = new SaveGameData(); save.LevelStat = new LevelStats[32]; for (int i = 0; i < 32; ++i) save.LevelStat[i] = LevelStat[i]; }
async Task RestoreAsync() { try { StorageFile file = await ApplicationData.Current.LocalFolder.GetFileAsync("SynesthesiaSave"); IRandomAccessStream inStream = await file.OpenReadAsync(); // Deserialize the Session State. DataContractSerializer serializer = new DataContractSerializer(typeof(SaveGameData)); highscores = (SaveGameData)serializer.ReadObject(inStream.AsStreamForRead()); inStream.Dispose(); } catch { return; } }
public void SetSaveGameData(SaveGameData data) { /*sprite = data.sprite; shot = data.shot; enemies = data.enemies;*/ time = data.time; lifes = data.lifes; score = data.score; }
void OpenSave(StorageDevice device) { // Open a storage container. IAsyncResult result = device.BeginOpenContainer(GameTitle, null, null); // Wait for the WaitHandle to become signaled. result.AsyncWaitHandle.WaitOne(); StorageContainer container = device.EndOpenContainer(result); // Close the wait handle. result.AsyncWaitHandle.Close(); string filename = "savegame.sav"; // Check to see whether the save exists. if (!container.FileExists(filename)) { GetLevelStats(); // If not, dispose of the container and return. container.Dispose(); return; } // Open the file. Stream stream = container.OpenFile(filename, FileMode.Open); XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); SaveGameData data = (SaveGameData)serializer.Deserialize(stream); save = data; GetLevelStats(save); GetLevelNum(); // Close the file. stream.Close(); // Dispose the container. container.Dispose(); }
private void newGame_button_Click(object sender, EventArgs e) { combatLog.Clear(); player.health = 100; player.strength = 10; player.level = 1; player.experience = 0; enemy.health = 50; enemy.strength = 3; GAMEFSM.Switch(GameState.player); updateLabels(); attack.Enabled = true; enemy_attack.Enabled = false; SaveGameData save = new SaveGameData(player.health, player.strength, player.level, player.experience); SuperSave = save; }
public string ProcessTouch(GestureSample gesture, SaveGameData _gameData) { //base.ProcessInput(gesture); int level = _gameData.levelReached[_gameData.worldReached]; if (!pressedButton.isAnimating()) { if (menuState == GameMenuState.MenuStateMain && this.RespondsToGesture(gesture)) { gamePlay.animatedBlink(1, 30); pressedButton = gamePlay; nextState = GameMenuState.MenuStateChapterSelect; } else if (cityChapterButton.RespondsToGesture(gesture) && !cityChapterButton.hidden) { _gameData.worldReached = 0; updateButtons(_gameData.levelReached[_gameData.worldReached]); cityChapterButton.animatedBlink(1, 30); pressedButton = cityChapterButton; SelectedChapterNum = 0; nextState = GameMenuState.MenuStateLevelSelect; } else if (caveChapterButton.RespondsToGesture(gesture) && !caveChapterButton.hidden) { _gameData.worldReached = 2; updateButtons(_gameData.levelReached[_gameData.worldReached]); caveChapterButton.animatedBlink(1, 30); pressedButton = caveChapterButton; SelectedChapterNum = 2; nextState = GameMenuState.MenuStateLevelSelect; } else if (cityChallengeChapterButton.RespondsToGesture(gesture) && !cityChallengeChapterButton.hidden) { _gameData.worldReached = 1; updateButtons(_gameData.levelReached[_gameData.worldReached]); cityChallengeChapterButton.animatedBlink(1, 30); pressedButton = cityChallengeChapterButton; SelectedChapterNum = 1; nextState = GameMenuState.MenuStateLevelSelect; } else if (caveChallengeChapterButton.RespondsToGesture(gesture) && !caveChallengeChapterButton.hidden) { _gameData.worldReached = 3; updateButtons(_gameData.levelReached[_gameData.worldReached]); caveChallengeChapterButton.animatedBlink(1, 30); pressedButton = caveChallengeChapterButton; SelectedChapterNum = 3; nextState = GameMenuState.MenuStateLevelSelect; } else if (back.RespondsToGesture(gesture)) { pressedButton = back; nextState = menuState - 1; } foreach (Button b in lockedLevels) { if (b.RespondsToGesture(gesture)) { int buttonLevel = b.getExtra(); if (buttonLevel <= level && buttonLevel >= 0) { unloadContent(); SelectedLevelNum = buttonLevel; return "i am not a null string. don't use this anymore"; } } } } return null; }
private void LoadLastLevel() { using (var storage = IsolatedStorageFile.GetUserStoreForApplication()) { if (storage.FileExists(FileName)) { using (var stream = storage.OpenFile(FileName, FileMode.Open)) { var xml = new XmlSerializer(typeof(SaveGameData)); _gameData = (SaveGameData)xml.Deserialize(stream); } } else { _gameData = new SaveGameData(); } } }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) && oldstate.IsKeyUp(Keys.Escape)) { if (gameState == PAUSED || gameState == GAMEOVER) { gameState = TITLE; waveManager.StopSong(); } } //Touch input TouchPanelCapabilities tc = TouchPanel.GetCapabilities();//Determine if there is a touch panel connected or not. GestureSample gesture; if (tc.IsConnected && TouchPanel.IsGestureAvailable) gesture = TouchPanel.ReadGesture(); else gesture = new GestureSample();//Reset it so it's not stuck on one touch method. //Get the number of fingers on the screen. int numTaps = 0; TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { numTaps++;//All of this to get the number of fingers on the screen and each one's position. } } //Pausing if ((Keyboard.GetState().IsKeyDown(Keys.P) || Keyboard.GetState().IsKeyDown(Keys.Enter)) && (oldstate.IsKeyUp(Keys.P) && oldstate.IsKeyUp(Keys.Enter))) { if (gameState == GAME) gameState = PAUSED; else if (gameState == PAUSED) gameState = GAME; } else if(numTaps >= 3 || gesture.GestureType == GestureType.Flick) { if (gameState == GAME && numTaps >= 3) gameState = PAUSED; else if (gameState == PAUSED && gesture.GestureType == GestureType.Flick) gameState = GAME; } //Delete Scores if (Keyboard.GetState().IsKeyUp(Keys.X) && oldstate.IsKeyDown(Keys.X)) { clear_scores(10); //save_data(); } //Title if (gameState == TITLE) { if (Keyboard.GetState().IsKeyDown(Keys.Enter) || gesture.GestureType == GestureType.Tap) { gameState = GAME; //Reset the game Initialize(); waveManager.PlayWave("bgm"); } } //Game else if (gameState == GAME) { //Do all of the player stuff. player.Update(stages, gameTime, level, gesture); //Update the camera. camera(player); //Add new stage if necessary add_new_stage(stages); //Play sound on beat beat_timer(gameTime); //Fireworks for (int i = 0; i < fireworks.Count(); i++) { fireworks.ElementAt(i).Update(); } //Fragments for (int i = 0; i < fragments.Count(); i++) { fragments.ElementAt(i).Update(); paint_sky(fragments.ElementAt(i)); bool hit_ground = fragments.ElementAt(i).hit_ground(fragments.ElementAt(i).position, stages); bool hit_player = player.rectangle.Intersects(fragments.ElementAt(i).rectangle); //Hit the player if (hit_player) { if (!player.spinning) { if (playerHurtTimer <= 0)//Don't let the player get hurt too much. { lives -= 1; hit.Play(); playerHurtTimer = playerHurtTimerMax; paint_splat(fragments.ElementAt(i).color); } fragments.Remove(fragments.ElementAt(i)); } //If the player is spinning else { fragments.ElementAt(i).speedY = -5; score += 30; } } //Remove frags that hit the ground or go offscreen. else if (hit_ground || fragments.ElementAt(i).position.Y > screenHeight) { fragments.Remove(fragments.ElementAt(i)); ground_instance.Play();//Use instance so only one can play at a time. } } //Check if the player is in the safehouse for (int i = 0; i < stages.Count(); i++) { //Reach the safehouse if (player.rectangle.Intersects(stages.ElementAt(i).rectangle) && stages.ElementAt(i).safehouse) { inSafehouse = true; } else if(player.rectangle.Intersects(stages.ElementAt(i).rectangle) && !stages.ElementAt(i).safehouse) { inSafehouse = false; } } //Paint the ground paint_the_ground(); //Manage Lives if (lives <= 0) { gameState = GAMEOVER; //Show them their score add_score(displayedScore); } //Subtract lives if the player falls off the stage. if (player.position.Y >= screenHeight) { lives -= 1; hit.Play(); player.position.Y = screenHeight / 3; player.speedY = 0;//They don't have momentum built up. player.spinning = false; player.burstMode = false; } //Pause the game if the screen is snapped. if (Windows8._windowState == WindowState.Snap1Quarter) { gameState = PAUSED; } //Update the camera //cameraView.Update(new Vector2(player.position.X - (screenWidth / 2), player.position.Y - (screenHeight / 2))); //Decrement timers if (playerHurtTimer > 0) playerHurtTimer--; } else if (gameState == GAMEOVER) { if ((Keyboard.GetState().IsKeyUp(Keys.Enter) && oldstate.IsKeyDown(Keys.Enter)) || gesture.GestureType == GestureType.Tap) { //Reset the game SaveGameData temp = highscores; Initialize(); highscores = temp; gameState = GAME; waveManager.RestartSong(); } } else if (gameState == PAUSED) { } //Update the old keyboard state each frame. oldstate = Keyboard.GetState(); base.Update(gameTime); }
protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); // Set our view from the "main" layout resource SetContentView(Resource.Layout.Main); XmlSerializer serializer = new XmlSerializer(typeof(Game)); var sr = new StreamReader(Assets.Open("game.xml")); this.GameSource = (Game)serializer.Deserialize(sr); sr.Close(); this.Game = new SaveGameData(); this.isLoadedGame = this.LoadGame("Autosave.xml"); if (isLoadedGame == false) { this.InitializeGame(); } this.ExecuteEpizode(this.Game.CurrentEpizode); }
void GetLevelStats(SaveGameData save) { LevelStat = new LevelStats[32]; for (int i = 0; i < save.LevelStat.Length; ++i) LevelStat[i] = save.LevelStat[i]; }
/// <summary> /// This method serializes a data object into /// the StorageContainer for this game. /// </summary> /// <param name="device"></param> private static void DoSaveGame(StorageDevice device) { // Create the data to save. SaveGameData data = new SaveGameData(); data.PlayerName = "Hiro"; data.AvatarPosition = new Vector2(360, 360); data.Level = 11; data.Score = 4200; // Open a storage container. IAsyncResult result = device.BeginOpenContainer("StorageDemo", null, null); // Wait for the WaitHandle to become signaled. result.AsyncWaitHandle.WaitOne(); StorageContainer container = device.EndOpenContainer(result); // Close the wait handle. result.AsyncWaitHandle.Close(); string filename = "savegame.sav"; // Check to see whether the save exists. if (container.FileExists(filename)) // Delete it so that we can create one fresh. container.DeleteFile(filename); // Create the file. Stream stream = container.CreateFile(filename); // Convert the object to XML data and put it in the stream. XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); serializer.Serialize(stream, data); // Close the file. stream.Close(); // Dispose the container, to commit changes. container.Dispose(); }
/// <summary> /// Saves level unlock and scoring information /// /// PC saving is straightforward - but xDoc.Save() will not work on xbox360. /// Instead we use the built in XmlSerializer class to serialize an element out to an xml file. /// We build our Xelement like normal - but instead of saving that directly using XDocument.Save() /// we place this XElement into a struct, and use XmlSerializer to serialize the data out into a storage /// device on the xbox. /// </summary> /// public void Save() { XElement xLevels = new XElement(XmlKeys.LEVELS); foreach (LevelInfo l in mLevels) xLevels.Add(l.Export()); XDocument xDoc = new XDocument(); xDoc.Add(xLevels); #if XBOX360 IAsyncResult result; try { if (!mDeviceSelected) { StorageDevice.BeginShowSelector(((ControllerControl)mControls).ControllerIndex, this.SelectDevice, null); mDeviceSelected = true; } } catch (Exception e) { string errTemp = e.ToString(); return; } if (device == null || !device.IsConnected) { return; } try { result = device.BeginOpenContainer("Mr Gravity", null, null); result.AsyncWaitHandle.WaitOne(); container = device.EndOpenContainer(result); //container.DeleteFile("TrialLevelList.xml"); //container.DeleteFile("LevelList.xml"); Stream stream; if (container.FileExists("LevelList.xml")) { container.DeleteFile("LevelList.xml"); } stream = container.CreateFile("LevelList.xml"); XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); SaveGameData data = new SaveGameData(); data.SaveData = xLevels; serializer.Serialize(stream, data); stream.Close(); container.Dispose(); result.AsyncWaitHandle.Close(); } catch (Exception e) { string execTemp = e.ToString(); return; } #else xDoc.Save("..\\..\\..\\Content\\Levels\\Info\\LevelList.xml"); #endif }
//private void Load_Click_1(object sender, RoutedEventArgs e) //{ // var ofd = new OpenFileDialog(); // Nullable<bool> result = ofd.ShowDialog(); // string file = ofd.FileName; // if (result == true) // { // LoadGame(file); // } // this.ExecuteEpizode(this.Game.CurrentEpizode); //} private bool LoadGame(string file) { string path = System.Environment.GetFolderPath(System.Environment.SpecialFolder.Personal); string filename = System.IO.Path.Combine(path, file); if (System.IO.File.Exists(filename) == true) { MemoryStream ms = new MemoryStream(); FileStream fs = new FileStream(filename, FileMode.Open, FileAccess.Read); try { fs.CopyTo(ms); ms.Flush(); var sr = new StreamReader(fs); string line; this.Game = new SaveGameData(); this.Game.lstInventory = new List<Inventory>(); this.Game.lstStats = new List<PersonStats>(); string Arr = System.Text.Encoding.UTF8.GetString(ms.ToArray()); var Lines = Arr.Split(new char[] { '\n'}); int i = Lines.Length; for (int j = 0; j < i; j++ ) { var linarr = Lines[j].Split(new char[] { '=' }); switch (linarr[0]) { case "CurrentEpizode": this.Game.CurrentEpizode = int.Parse(linarr[1]); break; case "Inventory": var inv = new Inventory(); inv.Name = linarr[1]; inv.Quantity = int.Parse(linarr[2]); this.Game.lstInventory.Add(inv); break; case "Stat": var stat = new PersonStats(); stat.Name = linarr[1]; stat.Value = int.Parse(linarr[2]); this.Game.lstStats.Add(stat); break; } } fs.Close(); if(this.Game.CurrentEpizode == 0) { this.Game.CurrentEpizode = 1; } this.isLoadedGame = true; return true; } catch (Exception ex) { fs.Close(); //StringReader tr = new StringReader(); } } return false; }
/// <summary> /// /// </summary> /// <returns>bool true if loaded from file. false if not file to load</returns> private bool Load() { GetContainer(); // Check to see whether the save exists. if (!container.FileExists(filename)) { // If not, dispose of the container and return. container.Dispose(); return false; } // Open the file. Stream stream = container.OpenFile(filename, FileMode.Open); XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); // create XML serializer object saveGameData = (SaveGameData)serializer.Deserialize(stream); // get saved data from stream(file) stream.Close(); container.Dispose(); return true; }
/** * Load resources from save game data. */ virtual public void Load(SaveGameData data) { Resources = data.resources; Gold = data.gold; Xp = data.xp; foreach (CustomResource c in data.otherResources) { // Only add data for resources that we have a type for if (customResourceData.ContainsKey(c.id)) { customResourceData.Remove (c.id); customResourceData.Add(c.id, c.amount); } } view.SendMessage ("UpdateResource", true, SendMessageOptions.DontRequireReceiver); view.SendMessage ("UpdateGold", true, SendMessageOptions.DontRequireReceiver); if (customResourceTypes.Count > 0) view.SendMessage ("UpdateCustomResource1", true, SendMessageOptions.DontRequireReceiver); if (customResourceTypes.Count > 1) view.SendMessage ("UpdateCustomResource2", true, SendMessageOptions.DontRequireReceiver); view.SendMessage("UpdateLevel", false, SendMessageOptions.DontRequireReceiver); }
/// <summary> /// This method save to the filename indicated by the user. Also it saves to the universal file LbKTileData so as to get filenames to load from /// separately later /// </summary> /// <param name="device"></param> /// <param name="gamer"></param> /// <param name="playTest"></param> public static void SaveGame(StorageDevice device, SignedInGamer gamer, bool playTest) { SaveGameData data = new SaveGameData(); data.TilePosition = new Vector2[position.Length]; data.TilePosition = position; data.TileType = new TileType[type.Length]; data.TileType = type; data.TileObjectNumber = new int[objectNumber.Length]; data.TileObjectNumber = objectNumber; data.TileCount = count; data.Names = new List<string>(); data.Names = fileNames; IAsyncResult result = device.BeginOpenContainer(gamer.Gamertag, null, null); result.AsyncWaitHandle.WaitOne(); StorageContainer container = device.EndOpenContainer(result); // Close the wait handle. result.AsyncWaitHandle.Close(); //string filename = "LbKTileData.sav"; string filename = string.Empty; filename = fileNames[fileNames.Count - 1] + ".sav"; if (playTest) { filename = "TemporaryTileSave.sav"; } if (!container.FileExists(filename)) { Stream file = container.CreateFile(filename); XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); serializer.Serialize(file, data); file.Close(); } else { container.DeleteFile(filename); Stream file = container.CreateFile(filename); XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); serializer.Serialize(file, data); file.Close(); } /* // Dispose the container, to commit the data. container.Dispose(); //do secondary save result = device.BeginOpenContainer(gamer.Gamertag, null, null); result.AsyncWaitHandle.WaitOne(); container = device.EndOpenContainer(result); // Close the wait handle. result.AsyncWaitHandle.Close(); */ filename = "LbKTileData.sav"; if (!container.FileExists(filename)) { Stream file = container.CreateFile(filename); XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); serializer.Serialize(file, data); file.Close(); } else { container.DeleteFile(filename); Stream file = container.CreateFile(filename); XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); serializer.Serialize(file, data); file.Close(); } // Dispose the container, to commit the data. container.Dispose(); }
public static void SaveGame(StorageDevice device, SignedInGamer gamer) { SaveGameData data = new SaveGameData(); data.PlayerName = "Alex"; data.playerPosition = new Vector2(100.0f); data.Level = 11; data.PlayerScore = 4200; data.CheckPoint = 1; IAsyncResult result = device.BeginOpenContainer("LbK Storage Device", null, null); result.AsyncWaitHandle.WaitOne(); StorageContainer container = device.EndOpenContainer(result); // Close the wait handle. result.AsyncWaitHandle.Close(); string filename = "LbKSavedItems.sav"; if (!container.FileExists(filename)) { Stream file = container.CreateFile(filename); XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); serializer.Serialize(file, data); file.Close(); } else { container.DeleteFile(filename); Stream file = container.CreateFile(filename); XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData)); serializer.Serialize(file, data); file.Close(); } // Dispose the container, to commit the data. container.Dispose(); }
/// <summary> /// Call this before using the singleton. /// </summary> public void Inititalize() { #if WINDOWS_PHONE || __ANDROID__ mSaveData = new SaveGameData(); #endif }