Пример #1
0
        public void LevelUp(int oldRound, int lives)
        {
            //moves to the next level when the procedure is called
            switch (oldRound)
            {
            case -1:
                Components.Clear();
                blnGameOver = true;
                break;

            case 0:
                levelRocks = new LevelRocks(this, lives);
                Components.Add(levelRocks);
                Components.Remove(baseLevel);
                baseLevel = null;
                break;

            case 1:
                levelShooter = new LevelShooter(this, lives);
                Components.Add(levelShooter);
                Components.Remove(levelRocks);
                levelRocks = null;
                break;
            }
        }
Пример #2
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            //seed random gen. and start the BaseLevelShips
            rnd       = new Random();
            baseLevel = new BaseLevelShips(this);
            Components.Add(baseLevel);

            base.Initialize();
        }
Пример #3
0
        /// <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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            // TODO: Add your update logic here

            //If the user presses enter,
            if (blnGameOver)
            {
                if (Keyboard.GetState().IsKeyDown(Keys.Enter))
                {
                    baseLevel = new BaseLevelShips(this);
                    Components.Add(baseLevel);
                    blnGameOver = false;
                }
            }

            base.Update(gameTime);
        }
Пример #4
0
 public void LevelUp(int oldRound, int lives)
 {
     //moves to the next level when the procedure is called
     switch (oldRound)
     {
         case -1:
             Components.Clear();
             blnGameOver = true;
             break;
         case 0:
             levelRocks = new LevelRocks(this, lives);
             Components.Add(levelRocks);
             Components.Remove(baseLevel);
             baseLevel = null;
             break;
         case 1:
             levelShooter = new LevelShooter(this, lives);
             Components.Add(levelShooter);
             Components.Remove(levelRocks);
             levelRocks = null;
             break;
     }
 }
Пример #5
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            //seed random gen. and start the BaseLevelShips
            rnd = new Random();
            baseLevel = new BaseLevelShips(this);
            Components.Add(baseLevel);

            base.Initialize();
        }
Пример #6
0
        /// <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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            //If the user presses enter,
            if (blnGameOver)
            {
                if (Keyboard.GetState().IsKeyDown(Keys.Enter))
                {
                    baseLevel = new BaseLevelShips(this);
                    Components.Add(baseLevel);
                    blnGameOver = false;
                }
            }

            base.Update(gameTime);
        }