/// <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); LineBatch.init(GraphicsDevice); levelManager = new RC_GameStateManager(); levelManager.AddLevel(0, new SplashScreen()); levelManager.getLevel(0).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(0).LoadContent(); levelManager.setLevel(0); levelManager.AddLevel(1, new GameLevel1()); levelManager.getLevel(1).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(1).LoadContent(); levelManager.AddLevel(2, new EndScreen()); levelManager.getLevel(2).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(2).LoadContent(); levelManager.AddLevel(3, new Pause()); levelManager.getLevel(3).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(3).LoadContent(); levelManager.AddLevel(4, new StartScreen()); levelManager.getLevel(4).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(4).LoadContent(); }
public LevelManager(List <Player> players, RC_GameStateManager manager) { this.players = players; this.deadPlayers = new List <Player>(); this.gameActive = true; this.gameStateManager = manager; }
/// <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); LineBatch.init(GraphicsDevice); // TODO: use this.Content to load your game content here levelManager = new RC_GameStateManager(); levelManager.AddLevel(0, new TutorialLevel()); levelManager.getLevel(0).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(0).LoadContent(); levelManager.AddLevel(1, new Level1()); levelManager.getLevel(1).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(1).LoadContent(); levelManager.AddLevel(2, new Level2()); levelManager.getLevel(2).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(2).LoadContent(); levelManager.AddLevel(3, new Level3()); levelManager.getLevel(3).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(3).LoadContent(); levelManager.AddLevel(4, new Level4()); levelManager.getLevel(4).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(4).LoadContent(); levelManager.AddLevel(5, new Level5()); levelManager.getLevel(5).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(5).LoadContent(); levelManager.AddLevel(6, new MenuScreen()); levelManager.getLevel(6).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(6).LoadContent(); levelManager.setLevel(6); Player.soundDash = Content.Load <SoundEffect>("sounds/Dash"); Player.soundJump = Content.Load <SoundEffect>("sounds/Jump"); Player.soundDoubleJump = Content.Load <SoundEffect>("sounds/DoubleJump"); BaseLevel.soundDeath = Content.Load <SoundEffect>("sounds/Death"); BaseLevel.soundSlice = Content.Load <SoundEffect>("sounds/Slice"); BaseLevel.soundRespawn = Content.Load <SoundEffect>("sounds/Respawn"); BaseLevel.soundSliceHit = Content.Load <SoundEffect>("sounds/SliceHit"); Player.soundGroundHit = Content.Load <SoundEffect>("sounds/GroundHit"); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); LineBatch.init(GraphicsDevice); levelManager = new RC_GameStateManager(); levelManager.AddLevel(0, new SplashScreen()); levelManager.getLevel(0).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager, this); levelManager.getLevel(0).LoadContent(); levelManager.setLevel(0); levelManager.AddLevel(1, new MainMenu()); levelManager.getLevel(1).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager, this); levelManager.getLevel(1).LoadContent(); levelManager.AddLevel(2, new PauseMenu()); levelManager.getLevel(2).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager, this); levelManager.getLevel(2).LoadContent(); levelManager.AddLevel(3, new WinState()); levelManager.getLevel(3).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager, this); levelManager.getLevel(3).LoadContent(); //Load content for levels only when called levelManager.AddLevel(4, new Level0()); levelManager.getLevel(4).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager, this); levelManager.AddLevel(5, new Instructions()); levelManager.getLevel(5).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager, this); levelManager.getLevel(5).LoadContent(); levelManager.AddLevel(6, new Level1()); levelManager.getLevel(6).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager, this); levelManager.AddLevel(7, new Level3()); levelManager.getLevel(7).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager, this); levelManager.AddLevel(8, new FinalGame.Levels.Achievement()); levelManager.getLevel(8).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager, this); levelManager.getLevel(8).LoadContent(); }
public static void handleLevelHotKeys(RC_GameStateManager gameStateManager) { // Handle Help Button if (PlayerInput.KeyOldPressed(Keys.F1)) { gameStateManager.pushLevel(8); } // Handle Pausing if (PlayerInput.KeyPressed(Keys.P)) { gameStateManager.pushLevel(7); } // Enable Level Cheat if (PlayerInput.KeyPressed(Keys.C)) { Resources.cheatingFlag = !Resources.cheatingFlag; } }
public static void handleLevelUpdate(GameTime gameTime, RC_GameStateManager gameStateManager, EnemySpawner enemySpawner, PickupSpawner pickupSpawner, PlayerGUI playerGUI, int scoreReq, int nxtLvl) { // Check our win conditions if (Resources.score > scoreReq) { gameStateManager.setLevel(nxtLvl); } Levels.handleLevelHotKeys(gameStateManager); // Update our Sprite Manager Game1.spriteManager.Update(); // Update our Particle manager Game1.particleManager.Update(gameTime); // Update our Enemy Spawner enemySpawner.Update(Game1.spriteManager.count); // Update our Pickup Spawner pickupSpawner.Update(Game1.spriteManager.count); }
/// <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); gameStateManager = new RC_GameStateManager(); // TODO: use this.Content to load your game content here LineBatch.init(GraphicsDevice); Dir.dir = Util.findDirWithFile(@"Art\Sea04.png"); gameStateManager = new RC_GameStateManager(); gameStateManager.AddLevel(0, new GameLevel_0_Default()); gameStateManager.getLevel(0).InitializeLevel(GraphicsDevice, spriteBatch, Content, gameStateManager); gameStateManager.getLevel(0).LoadContent(); gameStateManager.AddLevel(1, new GameLevel_1()); gameStateManager.getLevel(1).InitializeLevel(GraphicsDevice, spriteBatch, Content, gameStateManager); gameStateManager.getLevel(1).LoadContent(); gameStateManager.AddLevel(2, new GameLevel_2()); gameStateManager.getLevel(2).InitializeLevel(GraphicsDevice, spriteBatch, Content, gameStateManager); gameStateManager.getLevel(2).LoadContent(); gameStateManager.AddLevel(3, new GameLevel_Pause()); gameStateManager.getLevel(3).InitializeLevel(GraphicsDevice, spriteBatch, Content, gameStateManager); gameStateManager.getLevel(3).LoadContent(); gameStateManager.AddLevel(4, new GameLevel_End()); gameStateManager.getLevel(4).InitializeLevel(GraphicsDevice, spriteBatch, Content, gameStateManager); gameStateManager.getLevel(4).LoadContent(); gameStateManager.AddLevel(5, new GameLevel_Instructions()); gameStateManager.getLevel(5).InitializeLevel(GraphicsDevice, spriteBatch, Content, gameStateManager); gameStateManager.getLevel(5).LoadContent(); gameStateManager.setLevel(2); }
/// <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); // TODO: use this.Content to load your game content here LineBatch.init(GraphicsDevice); levelManager = new RC_GameStateManager(); levelManager.AddLevel(0, new GameLevel_0()); levelManager.getLevel(0).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(0).LoadContent(); levelManager.setLevel(0); levelManager.AddLevel(1, new GameLevel_1()); levelManager.getLevel(1).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(1).LoadContent(); levelManager.AddLevel(2, new GameLevel_2()); levelManager.getLevel(2).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(2).LoadContent(); levelManager.AddLevel(3, new GameLevel_3_Pause()); levelManager.getLevel(3).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(3).LoadContent(); levelManager.AddLevel(4, new GameLevel_4()); levelManager.getLevel(4).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(4).LoadContent(); levelManager.AddLevel(5, new GameLevel_5()); levelManager.getLevel(5).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(5).LoadContent(); }
public override void InitializeLevel(GraphicsDevice g, SpriteBatch s, ContentManager c, RC_GameStateManager lm) { playerGUI = new PlayerGUI("KILL HEXAGON GUY"); //ticksRemaining = ticksToWait; base.InitializeLevel(g, s, c, lm); }
public override void InitializeLevel(GraphicsDevice g, SpriteBatch s, ContentManager c, RC_GameStateManager lm) { scoreRequired = Resources.levelFourNeeded; playerGUI = new PlayerGUI("" + scoreRequired); //ticksRemaining = ticksToWait; base.InitializeLevel(g, s, c, lm); }
public override void InitializeLevel(GraphicsDevice g, SpriteBatch s, ContentManager c, RC_GameStateManager lm) { scoreRequired = Resources.levelOneNeeded; playerGUI = new PlayerGUI("" + scoreRequired); // Add our player //Game1.spriteManager.addSpriteActor(new Player(Resources.Player, Game1.screenSize / 2, Vector2.Zero)); base.InitializeLevel(g, s, c, lm); }
/// <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); // Setup basics Resources.LoadContent(Content); SoundManager.LoadContent(Content); LineBatch.init(GraphicsDevice); HighScoreManager.Initialize(); SaveGameManager.Initialize(); // Setup our media palyer MediaPlayer.IsRepeating = true; MediaPlayer.Play(SoundManager.getSong()); MediaPlayer.Volume = Resources.volume; levelManager = new RC_GameStateManager(); // Add our player that we will keep throughout the entire run of this game Game1.spriteManager.addSpriteActor(new Player(Resources.Player, Game1.screenSize / 2, Vector2.Zero)); // heaps of levels is most likely in-efficient use of state management, better to combine large amounts of these levels // and then have minor nested state management, e.g. combining levels 1-4 and menu/options, etc. However, due to the scale // of this game and time limits, I believe the below code suffices. levelManager.AddLevel(0, new LevelOne()); levelManager.getLevel(0).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.AddLevel(1, new LevelTwo()); levelManager.getLevel(1).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.AddLevel(2, new LevelThree()); levelManager.getLevel(2).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.AddLevel(3, new LevelSplash()); levelManager.getLevel(3).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.AddLevel(4, new LevelMenu()); levelManager.getLevel(4).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.AddLevel(5, new LevelOptions()); levelManager.getLevel(5).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.AddLevel(6, new LevelLoad()); levelManager.getLevel(6).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); // Preferrable to load in pause content now levelManager.AddLevel(7, new LevelPause()); levelManager.getLevel(7).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(7).LoadContent(); // Preferrable to load in how to play content now (works on push/pop stack same as pause) levelManager.AddLevel(8, new LevelHowToPlay()); levelManager.getLevel(8).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.getLevel(8).LoadContent(); levelManager.AddLevel(9, new LevelGameOver()); levelManager.getLevel(9).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.AddLevel(10, new LevelFour()); levelManager.getLevel(10).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.AddLevel(11, new LevelFiveBoss()); levelManager.getLevel(11).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.AddLevel(12, new LevelWin()); levelManager.getLevel(12).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.AddLevel(13, new LevelHighScores()); levelManager.getLevel(13).InitializeLevel(GraphicsDevice, spriteBatch, Content, levelManager); levelManager.setLevel(3); }
public override void InitializeLevel(GraphicsDevice g, SpriteBatch s, ContentManager c, RC_GameStateManager lm) { base.InitializeLevel(g, s, c, lm); }