public MainMenu(GameStateStack gamestates, ContentManager Content) { states = gamestates; this.Content = Content; List <String> levels = Content.Load <List <String> >("Levels/Levels"); levelProtos = new List <SharedContent.LevelModel>(); foreach (String name in levels) { levelProtos.Add(Content.Load <SharedContent.LevelModel>("Levels/" + name)); } selectedLevel = 0; controllers = new List <PlayerIndex>(); if (GamePad.GetState(PlayerIndex.One).IsConnected) { controllers.Add(PlayerIndex.One); } if (GamePad.GetState(PlayerIndex.Two).IsConnected) { controllers.Add(PlayerIndex.Two); } if (GamePad.GetState(PlayerIndex.Three).IsConnected) { controllers.Add(PlayerIndex.Three); } if (GamePad.GetState(PlayerIndex.Four).IsConnected) { controllers.Add(PlayerIndex.Four); } players = new List <Entity>(); }
/// <summary> /// Initialize a GameState to a level as defined by the level model. /// </summary> /// <param name="stack"></param> /// <param name="level"></param> public GameState(GameStateStack stack, SharedContent.LevelModel level) : this(stack) { foreach (SharedContent.CreepSpawner spawner in level.SpawnPoints) nonInteractives.Add(new Entity(spawner, Resources.res.content)); gameObjectives.Add(Resources.getPrototype(level.GameObjectiveAsset)); leveltime = leveltimeleft = level.Duration; }
/// <summary> /// Create a GameState without initializing a level in it. /// </summary> /// <param name="stack">The GameStateStack to which this GameState belongs</param> public GameState(GameStateStack stack) : this() { this.stack = stack; this.bgRenderable = new Sprite(Resources.getRes("starfield")); this.bgRenderable.Tiled = true; this.view = new Viewport(Vector2.Zero, 500 * (Vector2.One + 0.667f * Vector2.UnitX)); }
/// <summary> /// Initialize a GameState to a level as defined by the level model. /// </summary> /// <param name="stack"></param> /// <param name="level"></param> public GameState(GameStateStack stack, SharedContent.LevelModel level) : this(stack) { foreach (SharedContent.CreepSpawner spawner in level.SpawnPoints) { nonInteractives.Add(new Entity(spawner, Resources.res.content)); } gameObjectives.Add(Resources.getPrototype(level.GameObjectiveAsset)); leveltime = leveltimeleft = level.Duration; }
public static GameState Create(GameStateStack stack, SharedContent.LevelModel level, List <Entity> players) { GameState ret = new GameState(stack, level); foreach (Entity player in players) { ret.addPlayer(player); } return(ret); }
public MainMenu(GameStateStack gamestates, ContentManager Content) { states = gamestates; this.Content = Content; List<String> levels = Content.Load<List<String>>("Levels/Levels"); levelProtos = new List<SharedContent.LevelModel>(); foreach (String name in levels) levelProtos.Add(Content.Load<SharedContent.LevelModel>("Levels/" + name)); selectedLevel = 0; controllers = new List<PlayerIndex>(); if (GamePad.GetState(PlayerIndex.One).IsConnected) controllers.Add(PlayerIndex.One); if (GamePad.GetState(PlayerIndex.Two).IsConnected) controllers.Add(PlayerIndex.Two); if (GamePad.GetState(PlayerIndex.Three).IsConnected) controllers.Add(PlayerIndex.Three); if (GamePad.GetState(PlayerIndex.Four).IsConnected) controllers.Add(PlayerIndex.Four); players = new List<Entity>(); }
public static GameState Create(GameStateStack stack, SharedContent.LevelModel level, List<Entity> players) { GameState ret = new GameState(stack, level); foreach (Entity player in players) ret.addPlayer(player); return ret; }
public PauseMenu(GameStateStack owner, PlayerIndex initiated) { this.owner = owner; this.initiated = initiated; }