Esempio n. 1
0
        protected override void Initialize()
        {
            currentGameState = SpectrumEnums.GameState.Start;
            effect = Content.Load<Effect>(@"Shader/Shader");
            grayEffect = Content.Load<Effect>(@"Shader/Grayscale");
            loadFromSaveFile();

            gameAnalytics = new GameAnalytics();
            this.texManager = new TextureManager(this);
            Components.Add(texManager);
            screenManager = new ScreenManager(this);
            Components.Add(screenManager);
            camera = new Camera(this, new Vector3(0, 10, 5), new Vector3(0, 8, 3), new Vector3(0, 5, 0));
            Components.Add(camera);
            modelManager = new ModelManager(this, screenManager);
            Components.Add(modelManager);
            screenManager.setModelManager(modelManager);
            soundManager = new SoundManager(this);
            Components.Add(soundManager);
            // set render target in order to be able to apply post processing effets
            renderTarget = new RenderTarget2D(graphics.GraphicsDevice,
                GraphicsDevice.PresentationParameters.BackBufferWidth,
                GraphicsDevice.PresentationParameters.BackBufferHeight,
                true, SurfaceFormat.Color, DepthFormat.Depth24Stencil8);
            this.IsMouseVisible = false;
            base.Initialize();
        }
Esempio n. 2
0
 public void setRefGameState(SpectrumEnums.GameState gameState)
 {
     refGameState = gameState;
 }
Esempio n. 3
0
        /*
         * Updates particle Engines and and gamestates.
         */
        protected void GameStateDependingUpdates()
        {
            currentKeyState = Keyboard.GetState();

            switch (currentGameState)
            {
                case SpectrumEnums.GameState.Start:
                    lastPlayedLevel = loadedLevel;
                    currentLevel = loadedLevel;
                    getCurrentActFromCurrentLevel();
                    if (currentKeyState.GetPressedKeys().Length > 0 || currentMouseState.LeftButton == ButtonState.Pressed
                        || currentMouseState.MiddleButton == ButtonState.Pressed || currentMouseState.RightButton == ButtonState.Pressed)
                    {
                        Spectrum.currentGameState = SpectrumEnums.GameState.MainMenu;
                    }
                    break;
                case SpectrumEnums.GameState.MainMenu:
                    particleEngineBigBubbles.drawParticles = true;
                    getCurrentActFromCurrentLevel();
                    break;
                case SpectrumEnums.GameState.LevelSelection:
                    particleEngineBigBubbles.drawParticles = false;
                    particleEngineBigBubbles.PopAllBubbles();
                    break;
                case SpectrumEnums.GameState.SettingsMenu:
                    particleEngineBigBubbles.drawParticles = false;
                    particleEngineBigBubbles.PopAllBubbles();
                    break;
                case SpectrumEnums.GameState.InGame:
                    particleEngineBigBubbles.drawParticles = false;
                    particleEngineBigBubbles.PopAllBubbles();
                    break;
                case SpectrumEnums.GameState.GameOver:
                    if (currentKeyState.GetPressedKeys().Length > 0)
                    {
                        Spectrum.currentGameState = SpectrumEnums.GameState.MainMenu;
                    }
                    break;
            }
        }