public static bool SaveGame(Upgrades upgrades) { string content = (upgrades.Motyka + ";" + upgrades.Nawoz + ";" + upgrades.Rolnik + ";" + upgrades.Opryski + ";" + upgrades.Traktor + ";" + upgrades.MotykaStaraCena + ";" + upgrades.NawozStaraCena + ";" + upgrades.RolnikStaraCena + ";" + upgrades.OpryskiStaraCena + ";" + upgrades.TraktorStaraCena + ";" + upgrades.Pieniadze); byte[] text = Encoding.ASCII.GetBytes(content); File path; File file; OutputStream ofile; string filename = "Angame.sav"; try { path = Android.OS.Environment.ExternalStorageDirectory; file = new File(path.AbsolutePath + "/" + "Angame", filename); file.Mkdir(); file.Delete(); file.CreateNewFile(); ofile = new FileOutputStream(file); ofile.Write(text); ofile.Close(); } catch (Exception) { return(false); } return(true); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { //sprawdzanie minionego czasu klatki++; if (klatki >= 60) { klatki -= 60; statusGry.Idle(); zapis++; } if (zapis >= 5) { if (!Upgrades.SaveGame(statusGry)) { zapise = true; } } //sprawdzanie aktywnego okna switch (_state) { case Gamestate.Gameplay: UpdateGameplay(gameTime); break; case Gamestate.BuyScreen: UpdateBuyScreen(gameTime); break; } }