// Initialize global content public static void Init(AssetPack assets) { sJump = assets.GetSample("jump"); sTongue = assets.GetSample("tongue"); sHurt = assets.GetSample("hurt"); sDie = assets.GetSample("die"); }
// Initialize global content static public void Init(AssetPack assets) { bmpFont = assets.GetBitmap("font"); sSelect = assets.GetSample("select"); sAccept = assets.GetSample("accept"); }
// Initialize global content static public void Init(AssetPack assets, AudioManager audio) { // Bitmaps bmpEnemy = assets.GetBitmap("enemy"); // Samples sThwomp = assets.GetSample("thwomp"); Enemy.audio = audio; }
// Constructor public ObjectManager(AssetPack assets) { // Create spiral spiral = new Spiral(assets); // Create list of enemies enemies = new List <Enemy>(); // Get assets sSpawn = assets.GetSample("spawn"); }
// Initialize public override void Init() { // Get global components Global gs = (Global)globalScene; AssetPack assets = gs.GetAssets(); trans = gs.GetTransition(); // Get assets bmpFont = assets.GetBitmap("font"); sAccept = assets.GetSample("accept"); timeString = ""; }
// Initialize global content public static void Init(AssetPack assets) { sCancel = assets.GetSample("cancel"); }
// Initialize public override void Init() { const float FADE_SPEED = 1.0f; // Get global components Global gs = (Global)globalScene; AssetPack assets = gs.GetAssets(); trans = gs.GetTransition(); // Get assets bmpFont = assets.GetBitmap("font"); bmpLogo = assets.GetBitmap("logo"); bmpIntro = assets.GetBitmap("intro"); sPause = assets.GetSample("pause"); sMenuMusic = assets.GetSample("menu"); // Create a "shallow" stage stage = new Stage(assets, true); // Create menu menu = new Menu( new String[] { "Play Game", "Settings", "Quit" }, new Menu.Callback[] { // Resume delegate(Object self) { changingToGame = true; // Fade out music audio.FadeCurrentLoopedSample(500, 0.0f); // Change to game trans.Activate(Transition.Mode.In, 2.0f, delegate { sceneMan.ChangeScene("game"); }); }, // Settings delegate(Object self) { settings.Activate(true); }, // Quit delegate(Object self) { changingToGame = false; // Quit trans.Activate(Transition.Mode.In, 2.0f, eventMan.Terminate); }, } ); // Create "settings" settings = new Pause(this); // Set some default values scale = 1.0f; phase = -1; alphaTimer = (float)Math.PI / 2.0f; // Fade out trans.Activate(Transition.Mode.Out, FADE_SPEED, null); }