public static LevelDescription Parse(string filePath) { LevelDescription _level = new LevelDescription(); string[] lines = File.ReadAllLines(filePath); _level.Name = lines[0]; _level.Time = double.Parse(lines[1]); _level.NextLevel = lines[2]; for (int i = HeaderSize; i < lines.Length; i++) { string[] enemiesAndTime = lines[i].Split(",".ToArray(), StringSplitOptions.RemoveEmptyEntries); if (enemiesAndTime.Count() != 0) { _level.Enemies.Add(new EnemyDef(enemiesAndTime[0].Trim(), double.Parse(enemiesAndTime[1], CultureInfo.InvariantCulture))); } } return(_level); }
private void InitializeGameState() { LevelDescription level = new LevelDescription(); level.Time = 900; _persistentGameData.CurrentLevel = level; // Game states are loaded here _system.AddState("start_menu", new StartMenuState(_titleFont, _generalFont, _input, _system)); _system.AddState("inner_game", new InnerGameState(_system, _input, _textureManager, _persistentGameData, _generalFont)); _system.AddState("game_over", new GameOverState(_persistentGameData, _system, _input, _generalFont, _titleFont)); _system.ChangeState("start_menu"); }
private void InitializeGameData() { LevelDescription level = new LevelDescription(); level.Time = 30; _persistantGameData.CurrentLevel = level; }