/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); lvl1 = new Level1(player); effect = Content.Load <SoundEffect>("JUMP"); // TODO: use this.Content to load your game content here }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); lvl1 = new Level1(snowGroundTexture, snowTexture, rainTexture, player, groundBlockTexture, damagesprite, munkSprite, grenSprite, flyingsprite); effect = Content.Load <SoundEffect>("JUMP"); eatingMunk = Content.Load <SoundEffect>("The Heavy eating his Sandvich"); // TODO: use this.Content to load your game content here }
/// <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) { //All kod i regonen nedan alltså mellan de två gröna sträcken är av Kilian //=========================================================================================================================== #region Kilians del i Game1 // De olika if-satserna nedan som anroppar de olika "Update" metoderna // är till för att när man till exempel spelaren inte ska fortsätta springa runt // när man har pausat spelet. //Updaterar "testleveln och playern" if (gamestates == Gamestates.inGame) #region Allt i test level och player { IsMouseVisible = false; gamestates = lvl1.Update(gameTime, player, effect, eatingMunk); camera.Update(player.position); lvl1.Update(gameTime, player, effect, eatingMunk); } #endregion //Lämnar spelet if (gamestates == Gamestates.exitgame) { Exit(); } //Updaterar start menyn if (gamestates == Gamestates.startmenu) { IsMouseVisible = true; gamestates = startmenu.Update(); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Delete)) { Exit(); } } //Updaterar level menyn if (gamestates == Gamestates.levelmenu) { IsMouseVisible = true; gamestates = levelMenu.Update(player); } //Updaterar paus menyn if (gamestates == Gamestates.pausemenu) { IsMouseVisible = true; gamestates = pausemenu.Update(); if (gamestates == Gamestates.startmenu) { //Nollställer lvl1 när man lämnar spelet. lvl1 = new Level1(snowGroundTexture, snowTexture, rainTexture, player, groundBlockTexture, damagesprite, munkSprite, grenSprite, flyingsprite); //Nollställer player = new Player(playerSprite, playerSprite, healthTexture); } } //Updaterar shop menyn if (gamestates == Gamestates.shopmenu) { IsMouseVisible = true; gamestates = shopmenu.Update(player); } //Updaterar gameover menyn if (gamestates == Gamestates.gameOverMenu) { //Nollställertt lvl1 när man har förlorat. lvl1 = new Level1(snowGroundTexture, snowTexture, rainTexture, player, groundBlockTexture, damagesprite, munkSprite, grenSprite, flyingsprite); //Nollställer playern när man har förlorat. player = new Player(playerSprite, playerSprite, healthTexture); IsMouseVisible = true; gamestates = gameOverMenu.Update(player); } if (gamestates == Gamestates.youWinMenu) { IsMouseVisible = true; gamestates = youWinMenu.Update(); //Nollställer lvl1 när man lämnar spelet. lvl1 = new Level1(snowGroundTexture, snowTexture, rainTexture, player, groundBlockTexture, damagesprite, munkSprite, grenSprite, flyingsprite); //Nollställer player = new Player(playerSprite, playerSprite, healthTexture); } // TODO: Add your update logic here base.Update(gameTime); }