public void setNextState(Tutorial next)
 {
     this.nxtState = next;
 }
        public void setTutorialState(Tutorial tutorial, TutorialType type)
        {
            this.currentTutorial = tutorial;

            switch (type)
            {
                case (TutorialType.GUIDE):
                    this.currentTutorial.setRightAnimation(guideAnimationRight);
                    this.currentTutorial.setLeftAnimation(guideAnimationLeft);
                    break;

                case (TutorialType.SPAWN):
                    this.currentTutorial.setRightAnimation(spawnAnimationRight);
                    this.currentTutorial.setLeftAnimation(spawnAnimationLeft);
                    break;

                case (TutorialType.DESPAWN):
                    this.currentTutorial.setRightAnimation(despawnAnimationRight);
                    this.currentTutorial.setLeftAnimation(despawnAnimationLeft);
                    break;

                default :
                    break;
            }
        }
Esempio n. 3
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        /// <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()
        {
            tutorial = new Tutorial(Content, GAME_WIDTH, GAME_HEIGHT, GUARD_Y, sGuard, sPunch);
            combination = new Combination(Content, GAME_WIDTH, GAME_HEIGHT, GUARD_Y, sGuard, sPunch);
            startScreen = new StartScreen(GAME_HEIGHT, GAME_WIDTH, Content);
            if (combination != null)
            {
                combination.getFirstPunch();
            }

            //rand = new Random(DateTime.Now.Millisecond);

            //currentPunch = getNextPunch();

            rPunchLine = new Rectangle(0, 450, 1280, 5);

            graphics.PreferredBackBufferWidth = GAME_WIDTH;
            graphics.PreferredBackBufferHeight = GAME_HEIGHT;
            graphics.IsFullScreen = true;
            graphics.ApplyChanges();
            base.Initialize();
        }