public void PlayerDamage() { SwitchScreen s = this.GetComponent <SwitchScreen>(); lives -= 1; if (lives <= 0) //should never be less than 0 but just in case { s.loadScreen("level1"); //go reset game } else { PlayerPrefs.SetInt("lives", lives); s.switchScreen("level1"); } }
/* The PokemonEngine() constructor initializes all of the important parts of the engine, including managers and screens. */ public PokemonEngine() { /* The GraphicsDeviceManager is initialized, and the PreferredBackBuffer properties are set to the constants screenWidth and screenHeight. * This means that the engine window will have these dimensions, if possible. * The ScreenRectangle is also initialized with a position of zero and the screen width and height. */ graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = screenWidth; graphics.PreferredBackBufferHeight = screenHeight; ScreenRectangle = new Rectangle(0, 0, screenWidth, screenHeight); /* The two vital components of the engine, the InputHandler and the GameStateManager, are initialized and added to the engine's master component list. * Whenever base.Update() and base.Draw() are called from this class, everything on the component list is updated and drawn. * Since these classes contain all code for handling input and for drawing the game states, everything will now be updated and drawn properly. */ Components.Add(new InputHandler(this)); stateManager = new GameStateManager(this); Components.Add(stateManager); /* Every screen is initialized. Each has a reference to the engine and the state manager passed in. */ SplashScreen = new SplashScreen(this, stateManager); StartScreen = new StartScreen(this, stateManager); WorldScreen = new WorldScreen(this, stateManager); CharacterSelectScreen = new CharacterSelectScreen(this, stateManager); LoadGameScreen = new LoadGameScreen(this, stateManager); StarterSelectScreen = new StarterSelectScreen(this, stateManager); InventoryScreen = new InventoryScreen(this, stateManager); BattleScreen = new BattleScreen(this, stateManager); SwitchScreen = new SwitchScreen(this, stateManager); /* The state stack is reset and the SplashScreen is pushed on. This means the first thing to appear when the engine is run will be the SplashScreen. */ stateManager.ChangeState(SplashScreen); /* The content root directory is set to the "/Content/" folder, meaning every filename string passed to Content.Load<T>() will start in this folder. */ Content.RootDirectory = "Content"; /* Type matchups are initialized in the PkmnUtils class, which creates the type advantage lookup table. */ PkmnUtils.InitTypeMatchups(); /* These two settings make the game run as many times per second as it can. * They could be changed later depending on how well the engine performs. */ IsFixedTimeStep = false; graphics.SynchronizeWithVerticalRetrace = false; }
public void Start() { ss = GameObject.Find("DataCenter").GetComponent<SwitchScreen>(); }
//Set switch screen public static string SetSwitchTime() { string cmd = header + SwitchScreen.SetSwitchTime() + end; return(cmd); }
public static void NavigateToSwitchScreen(object parameter) { SwitchScreen?.Invoke(parameter); }