Esempio n. 1
0
        /// <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
            Bounds = GraphicsDevice.Viewport.Bounds;
            //LevelParser.ParseTextFile("test.level");

            ContentManager manager = new ContentManager(this.Services, "Content");
            splash = manager.Load<Texture2D>("splash");
            gameOver = manager.Load<Texture2D>("game_over_bg");
            _currentLevel = new Level(1);

            tileMap = LevelParser.ParseTileMap(this, "tilemap", 32);

            /*
             * Add Levels
             */

            levels = new List<RawLevel>();

            levels.Add(LevelParser.ParseTextFile("../../../../EpheremalContent/firstlevel.level"));
            levels.Add(LevelParser.ParseTextFile("../../../../EpheremalContent/secondlevel.level"));
            levels.Add(LevelParser.ParseTextFile("../../../../EpheremalContent/mario.level"));
            //levels.Add(LevelParser.ParseTextFile("../../../../EpheremalContent/georges.level"));
            levels.Add(LevelParser.ParseTextFile("../../../../EpheremalContent/matt2.level"));
            levels.Add(LevelParser.ParseTextFile("../../../../EpheremalContent/jump.level"));
            levels.Add(LevelParser.ParseTextFile("../../../../EpheremalContent/bounce.level"));
            levels.Add(LevelParser.ParseTextFile("../../../../EpheremalContent/boss.level"));
            loadedLevel = false;

            /*
             * Create Player
             */
            Player = new Player(tileMap, 557, 557);

            base.Initialize();
        }
Esempio n. 2
0
 public void SetLevel(Level level)
 {
     this._level = level;
 }