/// <summary> /// Creates a new instance of the SpriteFontFloatScore class, copying from the source. /// </summary> /// <param name="copySource">The source SpriteFontFloatScore to copy from.</param> internal SpriteFontFloatScore(SpriteFontFloatScore copySource) { this.Score = copySource.Score; this.Position = copySource.Position; this.Alive = copySource.Alive; this.SpriteFont = copySource.SpriteFont; this.Color = copySource.Color; this.EndPosition = copySource.EndPosition; this.StartPosition = copySource.StartPosition; this.LifeSpan = copySource.LifeSpan; this.LifeLeft = copySource.LifeLeft; this.SizeTime = copySource.SizeTime; this.SizeTimeLeft = copySource.SizeTimeLeft; this.Spawn3DCoordinates = copySource.Spawn3DCoordinates; this.Scale = copySource.Scale; this.RotationDegrees = copySource.RotationDegrees; this.LayerDepth = copySource.LayerDepth; this.ShadowEffect = copySource.ShadowEffect; this.ColorChange = copySource.ColorChange; }
/// <summary> /// Creates a set of floating scores, copying from the source scores. /// </summary> /// <param name="copySource">Collection of SpriteFontFloatScore(s) to replicate.</param> internal SpriteFontFloatScores(SpriteFontFloatScores copySource) : this() { foreach (AstroFlare.SpriteFontFloatScore entry in copySource) { AstroFlare.SpriteFontFloatScore newEntry = new AstroFlare.SpriteFontFloatScore(entry); this.Add(newEntry); } }
public static void AddFloatingScore(SpriteFontFloatScores floatingScores, int Score, Vector2 Position, Color color, float colorChange) { //string strScore = ""; SpriteFontFloatScore floatScore = new SpriteFontFloatScore(); floatScore.SpriteFont = floatingScoreFont; floatScore.LifeSpan = 1500; floatScore.Color = color; floatScore.Alive = true; floatScore.ShadowEffect = false; floatScore.EndPosition = new Vector2(20, -20); floatScore.SizeTime = 500; floatScore.StartPosition = Position; floatScore.LayerDepth = 0.7f; floatScore.ColorChange = colorChange; //floatScore.Spawn3DCoordinates = Position; //if (Score > 0) //{ // strScore += "+ "; // floatScore.Color = Color.Yellow; //} //else //{ // strScore += "- "; // floatScore.Color = Color.Red; //} //strScore += Math.Abs(Score).ToString(); //floatScore.Score = strScore; floatScore.Score = "+" + Score; floatingScores.Add(floatScore); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); //Example message box for error display //List<string> MBOPTIONS = new List<string>(); //MBOPTIONS.Add("OK"); //string msg = "Text that was typed on the keyboard will be displayed here.\nClick OK to continue..."; //Guide.BeginShowMessageBox("Pause", msg, MBOPTIONS, 0, MessageBoxIcon.Alert, null, null); // if memory leak, try using a new content manager and unloading. //ContentManager levelContent = new ContentManager(services, "Content"); //extensions.initialise_texture(ScreenManager.SpriteBatch); Config.timeDropChance = 200; Config.shieldDropChance = 8 + (int)Math.Round(((float)8 / 100) * Config.PowerupDropChance); Config.projectileDropChance = 38 + (int)Math.Round(((float)38 / 100) * Config.PowerupDropChance); Config.missileDropChance = 68 + (int)Math.Round(((float)68 / 100) * Config.PowerupDropChance); Config.firerateDropChance = 128 + (int)Math.Round(((float)128 / 100) * Config.PowerupDropChance); Config.laserDropChance = 188 + (int)Math.Round(((float)158 / 100) * Config.PowerupDropChance); //Config.projectileDropChance = 68 + (int)Math.Round(((float)38 / 100) * Config.PowerupDropChance); //Config.missileDropChance = 98 + (int)Math.Round(((float)68 / 100) * Config.PowerupDropChance); //Config.firerateDropChance = 158 + (int)Math.Round(((float)128 / 100) * Config.PowerupDropChance); //Config.laserDropChance = 218 + (int)Math.Round(((float)158 / 100) * Config.PowerupDropChance); multiplierTracker = 2; Config.KillStreak = 0; Config.KillStreakBuildpoints = 0; Config.Score = 0; Config.Multi = 1; Config.AIScore = 0; Config.AIMulti = 1; Config.EmemiesKilled = 0; Config.CoinsCollected = 0; Config.EnemySpeed = 6; playerLives = Config.PlayerLives; playerAbilityUses = Config.PlayerSpecialAbilityUses; KillStreakBarBackground = new Bar(200, 20, new Color(0, 0, 0, 128)); KillStreakBarBackground.Position = new Vector2(300, 455); KillStreakBarBackground.Percent = 1f; KillStreakBar = new Bar(200, 20, new Color(0,128,0,128)); KillStreakBar.Position = new Vector2(300, 455); laserCharges = "0"; thumbstick = content.Load<Texture2D>("thumbstick2"); //introExtermination = content.Load<Texture2D>(@"Gamescreens\AlterEgo"); phaserTexture = content.Load<Texture2D>(@"phaser"); levelTimeColorInterval = new Timer(); levelTimeColorInterval.Fire += new NotifyHandler(levelTimeColorInterval_Fire); switch (Config.Level) { case LevelSelect.One: stars = content.Load<Texture2D>(@"Background\Stars3"); backgroundClouds2 = content.Load<Texture2D>(@"Background\BackgroundClouds2"); musicLevel1 = content.Load<Song>(@"Music\throughthestars"); musicLevel1 = content.Load<Song>(@"Music\throughthestars"); levelTime = 300; break; case LevelSelect.Two: stars = content.Load<Texture2D>(@"Background\Stars2"); //backgroundClouds2 = content.Load<Texture2D>(@"Background\cloudlayer2"); backgroundClouds2 = content.Load<Texture2D>(@"Background\BackgroundClouds2"); musicLevel1 = content.Load<Song>(@"Music\galacticstruggle"); levelTime = 300; levelTimeColor = Color.Green; break; case LevelSelect.Three: //stars = content.Load<Texture2D>(@"Background\stars"); //backgroundClouds2 = content.Load<Texture2D>(@"Background\nova2"); //backgroundClouds1 = content.Load<Texture2D>(@"Background\stars4"); stars = content.Load<Texture2D>(@"Background\Stars8"); backgroundClouds2 = content.Load<Texture2D>(@"Background\stars7"); backgroundClouds1 = content.Load<Texture2D>(@"Background\cloudlayer2"); musicLevel1 = content.Load<Song>(@"Music\survival"); levelTime = 300; playerLives = 3; respawnTime = TimeSpan.FromSeconds(5); break; case LevelSelect.Four: stars = content.Load<Texture2D>(@"Background\stars"); backgroundClouds2 = content.Load<Texture2D>(@"Background\stars10"); backgroundClouds1 = content.Load<Texture2D>(@"Background\stars7"); musicLevel1 = content.Load<Song>(@"Music\holo"); levelTime = 300; playerLives = 3; respawnTime = TimeSpan.FromSeconds(5); break; case LevelSelect.Five: //stars = content.Load<Texture2D>(@"Background\Stars5"); //backgroundClouds2 = content.Load<Texture2D>(@"Background\Stars4"); //backgroundClouds1 = content.Load<Texture2D>(@"Background\cloudlayer2"); stars = content.Load<Texture2D>(@"Background\Stars5"); backgroundClouds2 = content.Load<Texture2D>(@"Background\Stars4"); backgroundClouds1 = content.Load<Texture2D>(@"Background\stars7"); musicLevel1 = content.Load<Song>(@"Music\giantrobotsfighting"); levelTime = 60; break; case LevelSelect.Six: stars = content.Load<Texture2D>(@"Background\stars"); backgroundClouds2 = content.Load<Texture2D>(@"Background\nova2"); backgroundClouds1 = content.Load<Texture2D>(@"Background\stars4"); musicLevel1 = content.Load<Song>(@"Music\AgainstTheOdds"); levelTime = 300; break; case LevelSelect.Practise: //UIdescription = content.Load<Texture2D>(@"Gamescreens\UIdescription"); stars = content.Load<Texture2D>(@"Background\Stars3"); backgroundClouds2 = content.Load<Texture2D>(@"Background\BackgroundClouds2"); musicLevel1 = content.Load<Song>(@"Music\throughthestars"); levelTime = 300; break; } font = content.Load<SpriteFont>(@"Fonts\Tahoma14"); floatingScoreFont = content.Load<SpriteFont>(@"Fonts\Andy22"); floatingPowerupFont = content.Load<SpriteFont>(@"Fonts\Andy22"); floatingMultiplierMsgFont = content.Load<SpriteFont>(@"Fonts\Andy48"); andy14 = content.Load<SpriteFont>(@"Fonts\Andy14"); andy18 = content.Load<SpriteFont>(@"Fonts\Andy18"); andy22 = content.Load<SpriteFont>(@"Fonts\Andy22"); andy48 = content.Load<SpriteFont>(@"Fonts\Andy48"); SpriteSheet.LoadContent(content, ScreenManager.GraphicsDevice); cam = new Camera2D(ScreenManager.GraphicsDevice, worldBounds.Right, worldBounds.Bottom); //GameStateManagementGame.Instance.soundManager.LoadSound("Shot3", @"SoundEffects\Shot3"); //GameStateManagementGame.Instance.soundManager.LoadSound("coin", @"SoundEffects\coin"); //GameStateManagementGame.Instance.soundManager.LoadSound("ShipSpawn", @"SoundEffects\ShipSpawn"); //GameStateManagementGame.Instance.soundManager.LoadSound("ShipExplode", @"SoundEffects\ShipExplode"); Player.SpawnShip(); //Player = new Player(); switch (Config.Level) { case LevelSelect.One: level1 = new Level1(); break; case LevelSelect.Two: level2 = new Level2(); break; case LevelSelect.Three: level3 = new Level3(); Player.SpawnEnemyShip(); break; case LevelSelect.Four: level4 = new Level4(); Player.SpawnEnemyShip(); break; case LevelSelect.Five: level5 = new Level5(); break; case LevelSelect.Six: level6 = new Level6(); break; case LevelSelect.Practise: practise = new Practise(); break; } //bud = new BuddyMissile(Config.BuddySpriteSheet); //bud.Position = Player.Ship.Position; //if (Player.Ship == null) //{ // Player.SpawnShip(); //} //ParticleEngineEffect = new ParticleEffects(graphicsDeviceManager, cam, GraphicsDevice); ParticleEffects.Initialize(ScreenManager.GraphicsDeviceManager, ScreenManager.GraphicsDevice); //ParticleEngineEffect.LoadContent(content); ParticleEffects.LoadContent(content); FloatingScoreList = new SpriteFontFloatScores(); //FloatingScore = new SpriteFontFloatScore(); //FloatingScore.Color = Color.Green; //FloatingScore.Score = "+"; //FloatingScore.SpriteFont = floatingScoreFont; //FloatingScore.LifeSpan = 1000f; //FloatingScore.SizeTime = 500f; //FloatingScore.ShadowEffect = false; //FloatingScore.EndPosition = new Vector2(20, -20); FloatingPowerupText = new SpriteFontFloatScore(); FloatingPowerupText.Color = Color.White; FloatingPowerupText.Score = "+"; FloatingPowerupText.SpriteFont = floatingPowerupFont; FloatingPowerupText.LifeSpan = 1000f; FloatingPowerupText.SizeTime = 500f; FloatingPowerupText.ShadowEffect = false; FloatingPowerupText.EndPosition = new Vector2(20, -20); FloatingPowerupText.LayerDepth = 0.7f; FloatingMultiplierText = new SpriteFontFloatScore(); FloatingMultiplierText.Color = Color.White; FloatingMultiplierText.Score = "Multiplyer"; FloatingMultiplierText.SpriteFont = floatingMultiplierMsgFont; FloatingMultiplierText.LifeSpan = 1000f; FloatingMultiplierText.SizeTime = 500f; FloatingMultiplierText.ShadowEffect = true; FloatingMultiplierText.EndPosition = Vector2.Zero; FloatingPowerupText.LayerDepth = 1.0f; //if (queueBullet.queue.Count < 1) //{ // for (int i = 0; i < 100; i++) // { // queueBullet.queue.Enqueue(new queueBullet(Config.BulletSheetEnergyPurple)); // } //} if (Config.MusicOn && MediaPlayer.GameHasControl) GameStateManagementGame.Instance.musicManager.Play(musicLevel1); //GameStateManagementGame.Instance.musicManager.Stop(); Bar.Texture = content.Load<Texture2D>("Textures/Fill22"); multiHud = new Sprite(Config.MultiHud); multiHud.Scale = 0.5f; multiHud.Color = Color.Green; multi = (Math.Round(Config.Multi, 2)).ToString() + "x"; healthHud = new Sprite(Config.MultiHud); healthHud.Scale = 0.3f; healthHud.Color = Color.Red; shieldHud = new Sprite(Config.MultiHud); shieldHud.Scale = 0.5f; shieldHud.Color = Color.RoyalBlue; AImultiHud = new Sprite(Config.MultiHud); AImultiHud.Scale = 0.5f; AImultiHud.Color = Color.Green; AImulti = (Math.Round(Config.AIMulti, 2)).ToString() + "x"; AIHealthHud = new Sprite(Config.MultiHud); AIHealthHud.Scale = 0.3f; AIHealthHud.Color = Color.Red; AIShieldHud = new Sprite(Config.MultiHud); AIShieldHud.Scale = 0.5f; AIShieldHud.Color = Color.RoyalBlue; GC.Collect(); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } //#if WINDOWS_PHONE // if (Microsoft.Phone.Shell.PhoneApplicationService.Current.State.ContainsKey("PlayerPosition")) // { // playerPosition = (Vector2)Microsoft.Phone.Shell.PhoneApplicationService.Current.State["PlayerPosition"]; // enemyPosition = (Vector2)Microsoft.Phone.Shell.PhoneApplicationService.Current.State["EnemyPosition"]; // } //#endif }
protected override void OnNavigatedTo(NavigationEventArgs e) { // Set the sharing mode of the graphics device to turn on XNA rendering SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true); //MainPage.myGame.GameManager.SinglePlayerTools.StartPractice(null); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice); Config.timeDropChance = 200; Config.shieldDropChance = 8 + (int)Math.Round(((float)8 / 100) * Config.PowerupDropChance); Config.projectileDropChance = 38 + (int)Math.Round(((float)38 / 100) * Config.PowerupDropChance); Config.missileDropChance = 68 + (int)Math.Round(((float)68 / 100) * Config.PowerupDropChance); Config.firerateDropChance = 128 + (int)Math.Round(((float)128 / 100) * Config.PowerupDropChance); Config.laserDropChance = 188 + (int)Math.Round(((float)158 / 100) * Config.PowerupDropChance); //Config.projectileDropChance = 68 + (int)Math.Round(((float)38 / 100) * Config.PowerupDropChance); //Config.missileDropChance = 98 + (int)Math.Round(((float)68 / 100) * Config.PowerupDropChance); //Config.firerateDropChance = 158 + (int)Math.Round(((float)128 / 100) * Config.PowerupDropChance); //Config.laserDropChance = 218 + (int)Math.Round(((float)158 / 100) * Config.PowerupDropChance); Config.CoinsCollected = 0; multiplierTracker = 2; Config.KillStreak = 0; Config.KillStreakBuildpoints = 0; Config.Score = 0; Config.Multi = 1; Config.AIScore = 0; Config.AIMulti = 1; Config.EmemiesKilled = 0; Config.CoinsCollected = 0; Config.EnemySpeed = 6; playerLives = Config.PlayerLives; playerAbilityUses = Config.PlayerSpecialAbilityUses; if (Config.boostPrepared > 0) { playerAbilityUses++; Config.boostPrepared--; } if (Config.boostShieldsUp > 0) { boostShieldsUpActive = true; } if (Config.boostLastStand > 0) { boostLastStandActive = true; } KillStreakBarBackground = new Bar(200, 20, new Color(0, 0, 0, 128)); KillStreakBarBackground.Position = new Vector2(300, 455); KillStreakBarBackground.Percent = 1f; KillStreakBar = new Bar(200, 20, new Color(0, 128, 0, 128)); KillStreakBar.Position = new Vector2(300, 455); laserCharges = "0"; thumbstick = contentManager.Load<Texture2D>("thumbstick2"); //thumbstick = content.Load<Texture2D>("thumbstick2"); //introExtermination = content.Load<Texture2D>(@"Gamescreens\AlterEgo"); phaserTexture = contentManager.Load<Texture2D>(@"phaser"); levelTimeColorInterval = new Timer(); levelTimeColorInterval.Fire += new NotifyHandler(levelTimeColorInterval_Fire); switch (Config.Level) { case LevelSelect.One: stars = contentManager.Load<Texture2D>(@"Background\Stars3"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\BackgroundClouds2"); //musicLevel1 = contentManager.Load<Song>(@"Music\throughthestars"); //musicLevel1 = contentManager.Load<Song>(@"Music\throughthestars"); levelTime = 300; (Application.Current as App).TryPlayBackgroundMusic(1); break; case LevelSelect.Two: stars = contentManager.Load<Texture2D>(@"Background\Stars2"); //backgroundClouds2 = content.Load<Texture2D>(@"Background\cloudlayer2"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\BackgroundClouds2"); //musicLevel1 = contentManager.Load<Song>(@"Music\galacticstruggle"); levelTime = 300; levelTimeColor = Color.Green; (Application.Current as App).TryPlayBackgroundMusic(2); break; case LevelSelect.Three: //stars = content.Load<Texture2D>(@"Background\stars"); //backgroundClouds2 = content.Load<Texture2D>(@"Background\nova2"); //backgroundClouds1 = content.Load<Texture2D>(@"Background\stars4"); stars = contentManager.Load<Texture2D>(@"Background\Stars8"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\stars7"); backgroundClouds1 = contentManager.Load<Texture2D>(@"Background\cloudlayer2"); //musicLevel1 = contentManager.Load<Song>(@"Music\survival"); levelTime = 300; playerLives = 3; respawnTime = TimeSpan.FromSeconds(5); (Application.Current as App).TryPlayBackgroundMusic(3); break; case LevelSelect.Four: stars = contentManager.Load<Texture2D>(@"Background\stars"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\stars10"); backgroundClouds1 = contentManager.Load<Texture2D>(@"Background\stars7"); //musicLevel1 = contentManager.Load<Song>(@"Music\holo"); levelTime = 300; playerLives = 3; respawnTime = TimeSpan.FromSeconds(5); (Application.Current as App).TryPlayBackgroundMusic(4); break; case LevelSelect.Five: //stars = content.Load<Texture2D>(@"Background\Stars5"); //backgroundClouds2 = content.Load<Texture2D>(@"Background\Stars4"); //backgroundClouds1 = content.Load<Texture2D>(@"Background\cloudlayer2"); stars = contentManager.Load<Texture2D>(@"Background\Stars5"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\Stars4"); backgroundClouds1 = contentManager.Load<Texture2D>(@"Background\stars7"); //musicLevel1 = contentManager.Load<Song>(@"Music\giantrobotsfighting"); levelTime = 60; (Application.Current as App).TryPlayBackgroundMusic(5); break; case LevelSelect.Six: stars = contentManager.Load<Texture2D>(@"Background\stars"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\nova2"); backgroundClouds1 = contentManager.Load<Texture2D>(@"Background\stars4"); //musicLevel1 = contentManager.Load<Song>(@"Music\AgainstTheOdds"); levelTime = 300; (Application.Current as App).TryPlayBackgroundMusic(6); break; case LevelSelect.Practise: //UIdescription = content.Load<Texture2D>(@"Gamescreens\UIdescription"); stars = contentManager.Load<Texture2D>(@"Background\Stars3"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\BackgroundClouds2"); //musicLevel1 = contentManager.Load<Song>(@"Music\throughthestars"); levelTime = 300; (Application.Current as App).TryPlayBackgroundMusic(1); break; } font = contentManager.Load<SpriteFont>(@"Fonts\Tahoma14"); floatingScoreFont = contentManager.Load<SpriteFont>(@"Fonts\Andy22"); floatingPowerupFont = contentManager.Load<SpriteFont>(@"Fonts\Andy22"); floatingMultiplierMsgFont = contentManager.Load<SpriteFont>(@"Fonts\Andy48"); andy14 = contentManager.Load<SpriteFont>(@"Fonts\Andy14"); andy18 = contentManager.Load<SpriteFont>(@"Fonts\Andy18"); andy22 = contentManager.Load<SpriteFont>(@"Fonts\Andy22"); andy48 = contentManager.Load<SpriteFont>(@"Fonts\Andy48"); SpriteSheet.LoadContent(contentManager, SharedGraphicsDeviceManager.Current.GraphicsDevice); cam = new Camera2D(SharedGraphicsDeviceManager.Current.GraphicsDevice, worldBounds.Right, worldBounds.Bottom); //GameStateManagementGame.Instance.soundManager.LoadSound("Shot3", @"SoundEffects\Shot3"); //GameStateManagementGame.Instance.soundManager.LoadSound("coin", @"SoundEffects\coin"); //GameStateManagementGame.Instance.soundManager.LoadSound("ShipSpawn", @"SoundEffects\ShipSpawn"); //GameStateManagementGame.Instance.soundManager.LoadSound("ShipExplode", @"SoundEffects\ShipExplode"); Player.SpawnShip(); //Player = new Player(); switch (Config.Level) { case LevelSelect.One: level1 = new Level1(); break; case LevelSelect.Two: level2 = new Level2(); break; case LevelSelect.Three: level3 = new Level3(); Player.SpawnEnemyShip(); break; case LevelSelect.Four: level4 = new Level4(); Player.SpawnEnemyShip(); break; case LevelSelect.Five: level5 = new Level5(); break; case LevelSelect.Six: level6 = new Level6(); break; case LevelSelect.Practise: practise = new Practise(); break; } //bud = new BuddyMissile(Config.BuddySpriteSheet); //bud.Position = Player.Ship.Position; //if (Player.Ship == null) //{ // Player.SpawnShip(); //} //ParticleEngineEffect = new ParticleEffects(graphicsDeviceManager, cam, GraphicsDevice); ParticleEffects.Initialize(SharedGraphicsDeviceManager.Current, SharedGraphicsDeviceManager.Current.GraphicsDevice); //ParticleEngineEffect.LoadContent(content); ParticleEffects.LoadContent(contentManager); FloatingScoreList = new SpriteFontFloatScores(); //FloatingScore = new SpriteFontFloatScore(); //FloatingScore.Color = Color.Green; //FloatingScore.Score = "+"; //FloatingScore.SpriteFont = floatingScoreFont; //FloatingScore.LifeSpan = 1000f; //FloatingScore.SizeTime = 500f; //FloatingScore.ShadowEffect = false; //FloatingScore.EndPosition = new Vector2(20, -20); FloatingPowerupText = new SpriteFontFloatScore(); FloatingPowerupText.Color = Color.White; FloatingPowerupText.Score = "+"; FloatingPowerupText.SpriteFont = floatingPowerupFont; FloatingPowerupText.LifeSpan = 1000f; FloatingPowerupText.SizeTime = 500f; FloatingPowerupText.ShadowEffect = false; FloatingPowerupText.EndPosition = new Vector2(20, -20); FloatingPowerupText.LayerDepth = 0.7f; FloatingMultiplierText = new SpriteFontFloatScore(); FloatingMultiplierText.Color = Color.Green; FloatingMultiplierText.Score = "Multiplyer"; FloatingMultiplierText.SpriteFont = floatingMultiplierMsgFont; FloatingMultiplierText.LifeSpan = 1000f; FloatingMultiplierText.SizeTime = 500f; FloatingMultiplierText.ShadowEffect = true; FloatingMultiplierText.EndPosition = Vector2.Zero; FloatingPowerupText.LayerDepth = 1.0f; //if (queueBullet.queue.Count < 1) //{ // for (int i = 0; i < 100; i++) // { // queueBullet.queue.Enqueue(new queueBullet(Config.BulletSheetEnergyPurple)); // } //} //if (Config.MusicOn && MediaPlayer.GameHasControl) // GameStateManagementGame.Instance.musicManager.Play(musicLevel1); //GameStateManagementGame.Instance.musicManager.Stop(); Bar.Texture = contentManager.Load<Texture2D>("Textures/Fill22"); multiHud = new Sprite(Config.MultiHud); multiHud.Scale = 0.5f; multiHud.Color = Color.Green; multi = (Math.Round(Config.Multi, 2)).ToString() + "x"; healthHud = new Sprite(Config.MultiHud); healthHud.Scale = 0.3f; healthHud.Color = Color.Red; shieldHud = new Sprite(Config.MultiHud); shieldHud.Scale = 0.5f; shieldHud.Color = Color.RoyalBlue; AImultiHud = new Sprite(Config.MultiHud); AImultiHud.Scale = 0.5f; AImultiHud.Color = Color.Green; AImulti = (Math.Round(Config.AIMulti, 2)).ToString() + "x"; AIHealthHud = new Sprite(Config.MultiHud); AIHealthHud.Scale = 0.3f; AIHealthHud.Color = Color.Red; AIShieldHud = new Sprite(Config.MultiHud); AIShieldHud.Scale = 0.5f; AIShieldHud.Color = Color.RoyalBlue; GC.Collect(); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. //ScreenManager.Game.ResetElapsedTime(); // Start the timer timer.Start(); if (Config.ControlOption == 3) AccelerometerHelper.Instance.Active = true; PhoneApplicationService.Current.UserIdleDetectionMode = IdleDetectionMode.Disabled; base.OnNavigatedTo(e); }