public void loadLevel(Level level)
        {
            myLevel_ = level;

            drawPipeline_ = myLevel_.Pipeline_;
            collisionDetector_ = myLevel_.CollisionDetector_;

            if (player_ != null && myLevel_.getPlayerStartLocation() != null && myLevel_.getPlayerStartLocation() != Vector2.Zero)
            {
                player_.setPosition(myLevel_.getPlayerStartLocation());
                player_.setDrawPipeline(drawPipeline_);
            }
            else if (myLevel_.getPlayerStartLocation() != null && myLevel_.getPlayerStartLocation() != Vector2.Zero)
            {
                player_ = new ActuatedMainPlayer(drawPipeline_, collisionDetector_, myLevel_.getPlayerStartLocation(), new Vector2(1.0f, 0.0f));
                myLevel_.setPlayer(player_);
            }
            else
            {
                player_ = null;
            }

            // Initialize mouse and/or camera
            if (player_ == null)
            {
                engine_.IsMouseVisible = true;
            }
            else
            {
                GlobalHelper.getInstance().getCurrentCamera().setCenter(player_.getPosition().X, player_.getPosition().Y);
                engine_.IsMouseVisible = false;
            }

            WorldState.reset();
            myLevel_.initializeForGameplay();

            // Initialize player and HUD
            if (player_ != null)
            {
                List<GameTexture> myTextures = new List<GameTexture>();
                myTextures.Add(TextureMap.getInstance().getTexture(PISTOL_TEX_NAME));
                myTextures.Add(TextureMap.getInstance().getTexture(SHOTGUN_TEX_NAME));
                myTextures.Add(TextureMap.getInstance().getTexture(MACHINEGUN_TEX_NAME));

                healthBarPos_ = HEALTH_BAR_POSITION;
                weaponIconPos_ = WEAPON_ICON_POSITION;
                healthTextPos_ = new Vector2(healthBarPos_.X + HEALTH_TEXT_OFFSET_X, healthBarPos_.Y + HEALTH_TEXT_OFFSET_Y);
                ammoTextPos_ = AMMO_TEXT_POSITION;
                healthBar_ = new HeadsUpDisplayObject(drawPipeline_, TextureMap.getInstance().getTexture(HEALTH_BAR_FILL_TEX_NAME), healthBarPos_, Vector2.Zero, HUD_DRAW_DEPTH);
                weapon_ = new HeadsUpDisplayWeapon(drawPipeline_, TextureMap.getInstance().getTexture(WEAPON_TEX_NAME), myTextures, weaponIconPos_, Vector2.Zero, HUD_DRAW_DEPTH);
                ammo_ = new HeadsUpDisplayText(ammoTextPos_, FONT_DRAW_DEPTH, FontEnum.Kootenay14, player_.Weapon_.CurrentAmmo_);
                player_.getHealth().addObserver(healthBar_);
                player_.getWeapon().addObserver(weapon_);
                player_.getAmmo().addObserver(ammo_);
                player_.setCollisionDetector(collisionDetector_);
            }
        }
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 /// <summary>
 /// Factory method to load a level from the file system.
 /// </summary>
 /// <param name="filepath">Complete path to the level Xml.</param>
 /// <param name="engine">Game engine.</param>
 /// <returns>An initialized level.</returns>
 public static Level getLevelFromFile(string filepath, Engine engine)
 {
     Level level;
     using (ManagedXml manager = new ManagedXml(engine))
     {
         XmlDocument doc = manager.loadFromFile(filepath);
         level = new Level(false);
         level.initializeLevelFromXml(doc, engine);
     }
     return level;
 }
        /// <summary>
        /// Constructs a state of gameplay using the provided level
        /// </summary>
        public EngineStateGameplay(Engine engine, Level level)
        {
            engine_ = engine;

            GlobalHelper.getInstance().setGameplayState(this);

            GlobalHelper.getInstance().getCurrentCamera().setScreenWidth((float)engine_.graphics_.PreferredBackBufferWidth);
            GlobalHelper.getInstance().getCurrentCamera().setScreenHeight((float)engine_.graphics_.PreferredBackBufferHeight);

            loadLevel(level);
        }
Esempio n. 4
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 /// <summary>
 /// Factory method to load a level from packaged Content.
 /// </summary>
 /// <param name="levelname">Content-based path to the level.</param>
 /// <param name="engine">Game engine.</param>
 /// <returns>An initialized level.</returns>
 public static Level getLevelFromContent(string levelname, Engine engine)
 {
     Level level;
     using (ManagedXml manager = new ManagedXml(engine))
     {
         XmlDocument doc = manager.load(Path.Combine(LEVELS_FOLDER, levelname));
         level = new Level(true);
         level.initializeLevelFromXml(doc, engine);
     }
     return level;
 }