public void ActivateTriggerWithCS() { Level level = GameManager.Levels[GameManager.CurrentLevel]; level.LevelState = LevelState.CutScene; level.Player1.ResetIdleGraphic(); level.CutScenes[level.CurrentCutScene].PlayFirstLine(); MusicManager.ChangeToVolume(MusicManager.VolumeTarget); }
public void ActivateSceneEvent() { SceneEvents[CurrentSceneEvent].Activate(this); // Next Scene Event to happen next time CurrentSceneEvent++; this.LevelState = LevelState.Playing; MusicManager.ChangeToVolume(MusicManager.CurrentVolume); }
public void Update(GameTime gT) { switch (this.LevelState) { #region Intro case LevelState.Intro: Player1.Update(gT); break; #endregion #region Cutscene case LevelState.CutScene: CutScenes[CurrentCutScene].PlayScene(gT); break; #endregion #region Playing case LevelState.Playing: // Update the Actors for (int i = 0; i < Actors.Count; i++) { Actors[i].Update(gT); } // Update Game Items for (int i = 0; i < GameItems.Count; i++) { GameItems[i].Update(gT); } // Update Enemy Spawners for (int i = 0; i < EnemySpawners.Count; i++) { EnemySpawners[i].Update(gT); } // Update Camera Position UpdateCameraPosition(gT); // Update Trigger this.CurrentTrigger.Update(); // Extend the play area? if (InputHelper.WasKeyPressed(Keys.Q)) { AddToPlayBounds(150); } break; #endregion #region Continue case LevelState.Continue: TimerContinue -= (float)gT.ElapsedGameTime.TotalSeconds; // TimerContinue Finished if (TimerContinue <= 0) { // Out of time, Game Over this.LevelState = LevelState.GameOver; } // if (InputHelper.WasButtonPressed(PlayerIndex.One, Buttons.A) || InputHelper.WasButtonPressed(PlayerIndex.One, Buttons.B) || InputHelper.WasButtonPressed(PlayerIndex.One, Buttons.X) || InputHelper.WasButtonPressed(PlayerIndex.One, Buttons.Y) || InputHelper.WasKeyPressed(Keys.NumPad7) || InputHelper.WasKeyPressed(Keys.NumPad8)) { this.TimerContinue--; SoundManager.PlaySound("PickUpItem"); } // Has player pressed Start to continue //if (InputHelper.WasKeyPressed(Keys.Space)) if (InputHelper.WasButtonPressed(PlayerIndex.One, Buttons.Start) || InputHelper.WasKeyPressed(Keys.Enter) || InputHelper.WasKeyPressed(Keys.Space)) { SoundManager.PlaySound("CrashGlass"); SoundManager.PlaySound("CodyWins"); this.Player1.Continue(); this.LevelState = LevelState.Playing; } break; #endregion #region GameOver case LevelState.GameOver: // Has player pressed Start to continue //if (InputHelper.WasKeyPressed(Keys.Space)) if (InputHelper.WasButtonPressed(PlayerIndex.One, Buttons.Start) || InputHelper.WasButtonPressed(PlayerIndex.One, Buttons.A) || InputHelper.WasButtonPressed(PlayerIndex.One, Buttons.B) || InputHelper.WasButtonPressed(PlayerIndex.One, Buttons.X) || InputHelper.WasButtonPressed(PlayerIndex.One, Buttons.Y) || InputHelper.WasKeyPressed(Keys.Space) || InputHelper.WasKeyPressed(Keys.Enter)) { SoundManager.PlaySound("CrashGlass"); SoundManager.PlaySound("CodyWins"); GameManager.GameState = GameState.MainMenu; } break; #endregion #region Completed Game case LevelState.Completed: if (InputHelper.WasKeyPressed(Keys.Space) || InputHelper.WasKeyPressed(Keys.Enter) || InputHelper.WasButtonPressed(PlayerIndex.One, Buttons.A) || InputHelper.WasButtonPressed(PlayerIndex.One, Buttons.Start)) { GameManager.GameState = GameState.MainMenu; MusicManager.PlaySong(Game1.MusicTitleScreen); SoundManager.PlaySound("CrashGlass"); SoundManager.PlaySound("GetOutOfMyFace"); MusicManager.ChangeToVolume(MusicManager.CurrentVolume); } break; #endregion #region FadeIn case LevelState.FadeIn: HUDManager.Opacity -= 0.008f; if (HUDManager.Opacity <= 0) { HUDManager.Opacity = 0; LevelState = LevelState.Intro; } break; #endregion #region FadeOut case LevelState.FadeOut: HUDManager.Opacity += 0.008f; if (HUDManager.Opacity >= 1f) { HUDManager.Opacity = 1; GameManager.GoToNextLevel(); } break; #endregion } }
public void PlayFirstLine() { currentTime = timers[0]; //SoundManager.PlayVoiceSound(voiceActing[0]); MusicManager.ChangeToVolume(MusicManager.VolumeTarget); }