public static void NextLevel() { if (currentLevel == 1) { currentLevel = 2; //create mario/player for (int i = 0; i < controllers.Count; i++) { controllers[i].FullClear(); } //mario.RaiseCollisionEvent += player.HandleMarioCollision; //mario.RaiseInstantDeathEvent += player.HandleInstantDeathEvent; KeyboardController keyboard = new KeyboardController(); GamepadController gamepad = new GamepadController(); Loader.LoadLevel(camera, "LevelLoader/World1-2.txt"); level.SetUpLevel(); level.RaiseLevelEvent += mario.HandleLevelEvent; level.State = new Playing(level); level.State.Enter(); camera.Limits = level.GetTree().Bounds; } else { FullReset(); } }
public static void InitializeLevel(Game1 game) { currentLevel = 1; sound = SoundFactory.Instance.FirstLevel(); //create mario/player player = new Player { PlayerMario = new Mario(game.Content.Load<Texture2D>("mario/mario_sprites")) }; mario = player.PlayerMario; mario.RaiseCollisionEvent += player.HandleMarioCollision; mario.RaiseInstantDeathEvent += player.HandleInstantDeathEvent; KeyboardController keyboard = new KeyboardController(); GamepadController gamepad = new GamepadController(); Loader.LoadLevel(game.GameCamera, "LevelLoader/World1-1.txt"); controllers = new List<IController> { keyboard, gamepad }; theGame = game; camera = game.GameCamera; level.SetUpLevel(); Rectangle limits = level.GetTree().Bounds; limits.Height -= 16; camera.Limits = limits; level.RaiseLevelEvent += mario.HandleLevelEvent; level.State = new Playing(level); level.State.Enter(); }
public static void FullClear() { for(int i = 0; i < controllers.Count; i++) { controllers[i].FullClear(); } sound = SoundFactory.Instance.FirstLevel(); //create mario/player //mario.RaiseCollisionEvent += player.HandleMarioCollision; // mario.RaiseInstantDeathEvent += player.HandleInstantDeathEvent; KeyboardController keyboard = new KeyboardController(); GamepadController gamepad = new GamepadController(); Loader.LoadLevel(camera, "LevelLoader/World1-2.txt"); level.SetUpLevel(); level.RaiseLevelEvent += mario.HandleLevelEvent; level.State = new Playing(level); level.State.Enter(); }