//public GameplayHelper helper, temp; public attackGame() { hel = hel as GameplayHelper; _To = "ovo jebeno izgleda da radi"; graphics = new GraphicsDeviceManager(this); PhoneApplicationService phoneAppService = PhoneApplicationService.Current; phoneAppService.UserIdleDetectionMode = IdleDetectionMode.Disabled; graphics.IsFullScreen = true; //Set the Windows Phone screen resolution graphics.PreferredBackBufferWidth = 480; graphics.PreferredBackBufferHeight = 800; // Content.RootDirectory = "Content"; backScreen = new SplashScreen(); loadingScreen = new LoadingScreen(1,2); //helper = helper as GameplayHelper; //temp = temp as GameplayHelper; // Hook up lifecycle events PhoneApplicationService.Current.Launching += new EventHandler<LaunchingEventArgs>(Current_Launching); PhoneApplicationService.Current.Activated += new EventHandler<ActivatedEventArgs>(Current_Activated); //PhoneApplicationService.Current.Closing += new EventHandler<ClosingEventArgs>(Current_Closing); PhoneApplicationService.Current.Deactivated += new EventHandler<DeactivatedEventArgs>(Current_Deactivated); // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromSeconds(1 / 30.0); //Create a new instance of the Screen Manager screenManager = new ScreenManager(this); Components.Add(screenManager); //Debug.WriteLine("konstruktor"); }
public AlienGame() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 480; graphics.PreferredBackBufferHeight = 800; Content.RootDirectory = "Content"; // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); // Create new instance of the screen manager screenManager = new ScreenManager(this); Components.Add(screenManager); // Add two new screens screenManager.AddScreen(new BackgroundScreen()); screenManager.AddScreen(new LoadingScreen()); }
public AlienGame() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 240; graphics.PreferredBackBufferHeight = 320; Content.RootDirectory = "Content"; screenManager = new ScreenManager(this); Components.Add(screenManager); // Add the background screen screenManager.AddScreen(new BackgroundScreen()); // This loading screen pre-loads all content the game needs. It // doesn't draw anything, so the user sees the background screen // then the title and menus pop up. screenManager.AddScreen(new LoadingScreen()); }
public AlienGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; screenManager = new ScreenManager(this); Components.Add(screenManager); // Zune use 30 frames per second this.TargetElapsedTime = TimeSpan.FromSeconds(1/30.0f); // The assets need to be stretched...put some quality graphics.PreferMultiSampling = true; // Add the background screen screenManager.AddScreen(new BackgroundScreen()); // This loading screen pre-loads all content the game needs. It // doesn't draw anything, so the user sees the background screen // then the title and menus pop up. screenManager.AddScreen(new LoadingScreen()); }
public AlienGame() { graphics = new GraphicsDeviceManager(this); //Set the Windows Phone screen resolution graphics.PreferredBackBufferWidth = 480; graphics.PreferredBackBufferHeight = 800; Content.RootDirectory = "Content"; // Hook up lifecycle events PhoneApplicationService.Current.Launching += Game_Launching; PhoneApplicationService.Current.Activated += Game_Activated; PhoneApplicationService.Current.Closing += Game_Closing; // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromSeconds(1 / 30.0); //Create a new instance of the Screen Manager screenManager = new ScreenManager(this); Components.Add(screenManager); }
void Current_Activated(object sender, ActivatedEventArgs e) { Debug.WriteLine("activating event..."); if (PhoneApplicationService.Current.State.ContainsKey("loading")) { } //if (MediaPlayer.State == MediaState.Playing) isBackgroundSong = true; backScreen = PhoneApplicationService.Current.State["background"] as SplashScreen; loadingScreen = PhoneApplicationService.Current.State["loading"] as LoadingScreen; if (PhoneApplicationService.Current.State.ContainsKey("Unsaved_To")) { tem = hel; attackGame.GameplayHelper = hel; //tem = PhoneApplicationService.Current.State["Unsaved_To"] as GameplayHelper; PhoneApplicationService.Current.State.Remove("Unsaved_To"); Debug.WriteLine("ima"); } ReloadRequired = true; //PhoneApplicationService.Current.State[InGameKey] = true; screenManager = new ScreenManager(this); // Display the main screen screenManager.AddScreen(new SplashScreen()); screenManager.AddScreen(new LoadingScreen()); }
/// <summary> /// Input helper method provided by GameScreen. Packages up the various input /// values for ease of use. Here it checks for pausing and handles controlling /// the player's tank. /// </summary> /// <param name="input">The state of the gamepads</param> public override void HandleInput(InputState input) { if (input == null) { throw new ArgumentNullException("input"); } if (input.PauseGame) { if (gameOver == true) { MediaPlayer.Stop(); foreach (GameScreen screen in ScreenManager.GetScreens()) { screen.ExitScreen(); } ScreenManager.AddScreen(new BackgroundScreen()); ScreenManager.AddScreen(new MainMenuScreen()); } else { ScreenManager.AddScreen(new PauseMenuScreen()); } } else { bool touchShoot = false; #if TARGET_IPHONE_SIMULATOR // This section handles tank movement. We only allow one "movement" action // to occur at once so that touchpad devices don't get double hits. player.Velocity.X = MathHelper.Min(input.CurrentGamePadStates.ThumbSticks.Left.X * 2.0f, 1.0f); touchShoot = input.MenuSelect; #else // Add the accelerometer support player.Velocity.X = MathHelper.Min(Accelerometer.GetState().Acceleration.X * 2.0f, 1.0f); // tap the screen to shoot foreach (TouchLocation location in input.TouchStates) { switch (location.State) { case TouchLocationState.Pressed: touchShoot = true; break; case TouchLocationState.Moved: break; case TouchLocationState.Released: break; } } #endif if (touchShoot) { //Mouse.SetPosition(0,0); if (player.FireTimer <= 0.0f && player.IsAlive && !gameOver) { Bullet bullet = CreatePlayerBullet(); bullet.Position = new Vector2((int)(player.Position.X + player.Width / 2) - bulletTexture.Width / 2, player.Position.Y - 4); bullet.Velocity = new Vector2(0, -256.0f); player.FireTimer = 0.5f; particles.CreatePlayerFireSmoke(player); playerFired.Play(); } } } }