public static void ResetGameplay(string map) // Si on change de map { // Oldmap PackMap.Sauvegarder(); level = map; // Nouvelle map gameplayScene = new GamePlay(); gameplayScene.Initialize(); gameplayScene.LoadContent(); defeatScene.firstTime = true; victoryScene.firstTime = true; }
public static void ResetGameplay() { // Reinitialise les levels ET le joueur (il faudra ajouter un truc qui charge les infos du joueur a partir d'un fichier texte level = "level1"; PackMap.LoadPlayers(); PackMap.InitLevels(); gameplayScene = new GamePlay(); gameplayScene.Initialize(); gameplayScene.LoadContent(); defeatScene.firstTime = true; victoryScene.firstTime = true; }
public void Initialize() { mainmenuScene.Initialize(); menuoptionScene.Initialize(); gameplayScene.Initialize(); pauseScene.Initialize(); victoryScene.Initialize(); defeatScene.Initialize(); coopSettingsScene.Initialize(); coopConnexionScene.Initialize(); splashScreenScene.Initialize(); creditsScene.Initialize(); championSelectionScene.Initialize(); }
// Si on change de map public static void ResetGameplay(string map) { // Oldmap PackMap.Sauvegarder(); level = map; // Nouvelle map gameplayScene = new GamePlay(); gameplayScene.Initialize(); gameplayScene.LoadContent(); defeatScene.firstTime = true; victoryScene.firstTime = true; }
public static void ResetGameplay() { // Reinitialise les levels ET le joueur (il faudra ajouter un truc qui charge les infos du joueur a partir d'un fichier texte level = "level1"; PackMap.LoadPlayers(); PackMap.InitLevels(); gameplayScene = new GamePlay(); gameplayScene.Initialize(); gameplayScene.LoadContent(); defeatScene.firstTime = true; victoryScene.firstTime = true; }