public bool HandleDoubleTap(Vector2 gesture, ref HudBar gameHud) { bool tappedMachineComponent = false; this.HandleSingleTap(gesture); gameHud.ShowRemoveComponentMenu(currentSelected); return tappedMachineComponent; }
void goToNextLevel() { allLevels[currentLevel].UnloadLevel(); currentLevel++; // do we need to go back to the first level? if (allLevels.Length < currentLevel + 1) { currentLevel = 0; } allLevels[currentLevel].InitializeLevel(); ticksUntilLevelEnd = TICKS_PER_SECOND * DELAY_AFTER_COINS; // ten seconds once last coin is spawned until end of level. /*This is a quick-and-dirty fix for disappearing HUD bug...may need to clean it up later --Tony*/ gameHud = new HudBar(this.Window.ClientBounds.Right, this.Window.ClientBounds.Bottom); gameHud.SetAvailableComponents(ref allLevels[currentLevel]); //.MenuButtonTextures, //allLevels[currentLevel].MenuButtonNames, //allLevels[currentLevel].ComponentCounts); }
protected override void InitializeWorld() { // set up touch events. TouchPanel.EnabledGestures = GestureType.Tap | GestureType.DoubleTap | GestureType.FreeDrag; //| GestureType.Pinch | GestureType.PinchComplete World.SetBackgroundColor(Color.Black); levelEnded = new LevelEnd(); allLevels[0] = new Level(100f, "tallCityBackground", 0); allLevels[1] = new Level(100f, "tallCityBackground", 1); allLevels[2] = new Level(200f, "FedResAndIsland", 2); allLevels[3] = new Level(200f, "islandBackground", 3); kelvinMode = false; _screenWidth = this.Window.ClientBounds.Right; _screenHeight = this.Window.ClientBounds.Bottom; gameHud = new HudBar(this.Window.ClientBounds.Right, this.Window.ClientBounds.Bottom); this.currentGameState = GameStates.mainMenu; this.creditsScreen = new Credits(); this.levelSelectScreen = new LevelSelect(); this.mainMenuScreen = new MainMenu(); this.mainMenuScreen.Show(); gameModeIcon = new XNACS1Rectangle(new Vector2(90f, 150f), 20f, 20f, "fatCat"); //"KelvinHead"); base.InitializeWorld(); XNACS1Base.PlayBackgroundAudio("PluckyDaisy", 1.0f); }