public override void InitializeLevel(GraphicsDevice g, SpriteBatch s, ContentManager c, RC_GameStateManager lm) { scoreRequired = Resources.levelFourNeeded; playerGUI = new PlayerGUI("" + scoreRequired); //ticksRemaining = ticksToWait; base.InitializeLevel(g, s, c, lm); }
public override void InitializeLevel(GraphicsDevice g, SpriteBatch s, ContentManager c, RC_GameStateManager lm) { scoreRequired = Resources.levelOneNeeded; playerGUI = new PlayerGUI("" + scoreRequired); // Add our player //Game1.spriteManager.addSpriteActor(new Player(Resources.Player, Game1.screenSize / 2, Vector2.Zero)); base.InitializeLevel(g, s, c, lm); }
public static void handleLevelBasicDrawing(SpriteBatch spriteBatch, PlayerGUI playerGUI, int ticksRemaining) { if (ticksRemaining >= 0) { Game1.spriteManager.player.Draw(spriteBatch); playerGUI.Draw(spriteBatch); } else { // Update our sprites Game1.spriteManager.Draw(spriteBatch); // Draw our Particles Game1.particleManager.Draw(spriteBatch); // Draw the cursor Vector2 cursorOffset = new Vector2(Resources.Crosshair.Width, Resources.Crosshair.Height); spriteBatch.Draw(Resources.Crosshair, PlayerInput.mousePosition - (cursorOffset / 2), Color.White); // Draw our gui playerGUI.Draw(spriteBatch); } }
public override void InitializeLevel(GraphicsDevice g, SpriteBatch s, ContentManager c, RC_GameStateManager lm) { playerGUI = new PlayerGUI("KILL HEXAGON GUY"); //ticksRemaining = ticksToWait; base.InitializeLevel(g, s, c, lm); }
public static void handleLevelUpdate(GameTime gameTime, RC_GameStateManager gameStateManager, EnemySpawner enemySpawner, PickupSpawner pickupSpawner, PlayerGUI playerGUI, int scoreReq, int nxtLvl) { // Check our win conditions if (Resources.score > scoreReq) { gameStateManager.setLevel(nxtLvl); } Levels.handleLevelHotKeys(gameStateManager); // Update our Sprite Manager Game1.spriteManager.Update(); // Update our Particle manager Game1.particleManager.Update(gameTime); // Update our Enemy Spawner enemySpawner.Update(Game1.spriteManager.count); // Update our Pickup Spawner pickupSpawner.Update(Game1.spriteManager.count); }