public override void OnBackButton() { Pause(); BackgroundScreen pauseBg = new BackgroundScreen("Sprites\\Titles\\GamePaused"); ScreenManager.AddScreen(pauseBg, PlayerIndex.One); ScreenManager.AddScreen(new PauseScreen(pauseBg), PlayerIndex.One); }
/// <summary> /// The main game constructor. /// </summary> public Game1() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.IsFullScreen = true; graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings); // Frame rate is 60 fps IsFixedTimeStep = false; //TargetElapsedTime = TimeSpan.FromTicks(166667); #if WINDOWS graphics.IsFullScreen = false; #endif // you can choose whether you want a landscape or portait // game by using one of the two helper functions. InitializePortraitGraphics(); //InitializeLandscapeGraphics(); //Get CI ci = (CultureInfo)CultureInfo.CurrentCulture.Clone(); ci.NumberFormat.NumberDecimalSeparator = "."; ci.NumberFormat.NumberGroupSeparator = ","; //Load the waves wavedefines = Content.Load<BoardWaveDefines>("Maps\\Waves"); maxwave = wavedefines.GetMaxWave(); // Create the accounting table currentGameAccounting = new WaveAccountingTable(maxwave); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); //attempt to deserialize overall gameplay state. bool loaded; loaded = DeserializeState(); if (loaded == true) { boardSeed = state.boardSeed; currentwave = state.currentWave; finalscore = state.currentTotalScore; currentGameAccounting.Load(state.accountingentries); } // attempt to deserialize the screen manager from disk. if that // fails, we add our default screens. //if (!screenManager.DeserializeState()) //{ // Activate the first screens. background = new BackgroundScreen("sprites\\Titles\\MainMenu"); background.StartCursor(2.0f); screenManager.AddScreen(background, null); screenManager.AddScreen(new SplashScreen(), null); //screenManager.AddScreen(new GameOverScreen(), PlayerIndex.One); //screenManager.AddScreen(new GameplayScreen(), null); //} //music backgroundMusicManager = new BackgroundMusicManager(this); MainMenuSong = Content.Load<Song>("Sounds\\Music\\jm_menu_loop"); GameSong = Content.Load<Song>("Sounds\\Music\\jm_main_loop"); }
public void SetBackgroundScreen(BackgroundScreen screen) { background = screen; }
public void HighScoresAndRestartGame() { UInt64 score = GetFinalScore(); int wave = GetCurrentWave(); //reset everything to wave 1 and score 0 ResetAll(); //high score screen. BackgroundScreen screen = new BackgroundScreen("Sprites\\Titles\\HighScores"); screenManager.AddScreen(screen, PlayerIndex.One); screenManager.AddScreen(new MainMenuScreen(IsContinuing()), PlayerIndex.One); screenManager.AddScreen(new HighScoreScreenDynamic(score, wave), PlayerIndex.One); }
public void ExitCurrentLevel() { //find the gameplayScreen. GameScreen[] screens = screenManager.GetScreens(); foreach (GameScreen screen in screens) { if (screen is GameplayScreen) { ((GameplayScreen)(screen)).ExitScreen(); } } BackgroundScreen bgscreen = new BackgroundScreen("Sprites\\Titles\\MainMenu"); screenManager.AddScreen(bgscreen, PlayerIndex.One); screenManager.AddScreen(new MainMenuScreen(IsContinuing()), PlayerIndex.One); }
/// <summary> /// Constructor fills in the menu contents. /// </summary> public PauseScreen(BackgroundScreen bg) : base("") { backgroundScreen = bg; }