private void LoadNextLevel() { levelParser.LoadLevel(getLevelString(level)); ResetPlayer(); TryPlayingNextIntroAudio(); }
/// <summary> /// Manages all things /// </summary> /// <param name="graphicsDevice">Used to draw</param> /// <param name="content">Used to load content</param> public GameStateManager(GraphicsDevice graphicsDevice, ContentManager content) { this.LayerManager = new LayerManager(graphicsDevice, content); this.Camera = new CameraManager(graphicsDevice, 300, 1); this.Content = content; this.LayerManager = LevelParser.LoadLevel("test", graphicsDevice, content); //Centers the camera around the player Camera.MoveTo(new Point(-LayerManager.Player.Position.X, -LayerManager.Player.Position.Y)); }
private static LevelInfo GetLevelInfo(int id) { if (cachedLevelsInfo.ContainsKey(id)) { return(cachedLevelsInfo[id]); } var levelInfo = LevelParser.LoadLevel(levelList[id], tileSets); cachedLevelsInfo.Add(id, levelInfo); return(levelInfo); }
//Initialization of parameters. private static int[,] Init(int index) { int[,] lvl = LevelParser.LoadLevel(index); VectorBias = TilesResources.tileObjects[(TilesType)1].GetComponent <BoxCollider2D>().size; Vector2 screenEdge = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height)); InitialPosition = new Vector2(); InitialPosition.x = -screenEdge.x + ((screenEdge.x * 2) - (VectorBias.x * lvl.GetLength(1))) / 2f + VectorBias.x / 2f; InitialPosition.y = -screenEdge.y + screenEdge.y * 0.45f; return(lvl); }