示例#1
0
 private void ResetPlay()
 {
     play = null;
     play = new ScenePlay(null, MusicResource["bgm_play"], Keys.None, Keys.Escape);
     play.InitCamera(gameRoot);
     ScenePlay.Score = 0;
 }
示例#2
0
        private void CreateScenes()
        {
            mainMenu = new SceneMenu(mainMenuTextures, pointerTextures, MusicResource["bgm_menu"], Keys.Enter, Keys.None);
            play     = new ScenePlay(null, MusicResource["bgm_play"], Keys.None, Keys.Escape);
            play.InitCamera(gameRoot);
            highScore = new SceneHighScore(
                highScoreTextures, pointerTextures, MusicResource["bgm_highScore"], Keys.Enter, Keys.None);

            mainMenu.Active = true;
            MediaPlayer.Play(mainMenu.BackingTrack);
            Scenes.Push(mainMenu);
        }
示例#3
0
    void Start()
    {
        scoring   = GameObject.Find("SceneCode").GetComponent <Scoring>();
        dt        = GameObject.Find("SceneCode").GetComponent <DriftingText>();
        cg        = GameObject.Find("SceneCode").GetComponent <CreateGrid>();
        scenePlay = GameObject.Find("SceneCode").GetComponent <ScenePlay>();

        wholeObjs.Add("diver", bonusDiver);
        wholeObjs.Add("angler", bonusAngler);
        wholeObjs.Add("puffer", bonusPuffer);
        wholeObjs.Add("urchin", bonusUrchin);
        wholeObjs.Add("submarine", bonusSubmarine);
        wholeObjs.Add("mermaid", bonusMermaid);
        wholeObjs.Add("treasurechest", bonusTreasureChest);

        // only show tutorial panel on first level of first world
        tutorial.SetActive(GameData.currWorldNum == 0 && GameData.currLevelNum == 0);
    }
示例#4
0
        public void Update(GameTime gameTime, List <Enemy> activeEnemies)
        {
            if (ScenePlay.ObjectWithinViewport(DestinationTower, Helper.GraphicsDevice.Viewport))
            {
                DestinationTower.UpdateAnimation(gameTime);
            }

            foreach (Enemy enemy in activeEnemies)
            {
                if (enemy.RequeueCheck())
                {
                    Enemies.Enqueue(CreateEnemy());
                }
            }

            activeEnemies.RemoveAll(enemy => enemy.RequeueCheck() == true);

            foreach (Enemy enemy in Enemies)
            {
                enemy.Update(gameTime);
            }

            UpdateAnimation(gameTime);
        }