public override void render(SpriteBatch sb) { switch (state) { case LoadingState.LevelRunning: BackGroundAudio.changeVolume(1.0f); renderGameStuff(sb); break; case LoadingState.LevelPaused: BackGroundAudio.changeVolume(0.4f); renderGameStuff(sb); renderPauseOverlay(sb); break; case LoadingState.LevelLoading: renderLoadScreen(sb); break; default: break; } }
private void loadLevel() { for (int i = 0; i < GameCampaign.CampaignIntroductionValues[GameCampaign.PlayerLevelProgress].Length; i++) { GameCampaign.AvailableEntityTypes.Add(GameCampaign.CampaignIntroductionValues[GameCampaign.PlayerLevelProgress][i]); } nodeMap = generateFourDungeons(); //nodeMap = DungeonGenerator.generateEntityZoo(); map = new TileMap(this, nodeMap, GlobalGameConstants.TileSize); string tileSetName = "deathStar"; if (GameCampaign.PlayerFloorHeight == 0) { tileSetName = "hightech"; } if (GameCampaign.PlayerFloorHeight == 1) { tileSetName = "factory"; } if (GameCampaign.PlayerFloorHeight == 2) { tileSetName = "prisoncell"; } map.TileSkin[0] = TextureLib.getLoadedTexture(tileSetName + "/0.png"); map.TileSkin[1] = TextureLib.getLoadedTexture(tileSetName + "/1.png"); map.TileSkin[2] = TextureLib.getLoadedTexture(tileSetName + "/2.png"); map.TileSkin[3] = TextureLib.getLoadedTexture(tileSetName + "/3.png"); map.ElevatorRoomSkin = TextureLib.getLoadedTexture("elevator/0.png"); Thread.Sleep(250); endFlagReached = false; gui = new InGameGUI(this); keyModule = new LevelKeyModule(); particleSet = new ParticleSet(); Thread.Sleep(250); entityList = new List <Entity>(); acidSpitters = new List <MutantAcidSpitter>(); coinPool = new Coin[coinPoolSize]; freeCoinIndex = 0; for (int i = 0; i < coinPoolSize; i++) { coinPool[i] = new Coin(this, new Vector2(-100, -100)); entityList.Add(coinPool[i]); } Thread.Sleep(250); populateRooms(nodeMap, currentSeed); Thread.Sleep(250); for (int i = 0; i < entityList.Count; i++) { if (entityList[i] is Player && ((Player)entityList[i]).Index == InputDevice2.PPG_Player.Player_1) { cameraFocus = entityList[i]; } } fadeOutTime = 0.0f; elapsedLevelTime = 0.0f; elapsedCoinAmount = 0; player1Dead = false; end_flag_placed = false; BackGroundAudio.playSong("RPG Game", true); BackGroundAudio.changeVolume(1.0f); state = LoadingState.LevelRunning; }