/// <summary> /// Zapis stanu gry do pliku zwi¹zanego z aktualnym graczem /// </summary> public void SaveGameState() { // Create the data to save IAsyncResult result = StorageDevice.BeginShowSelector(PlayerIndex.One, null, null); //za³adowanie pliku z wynikami dla odpowiedniego poziomu GameState.GameStateData saved_data = GameState.LoadGameState(result, player.Name); GameState.GameStateData new_saved_data = new GameState.GameStateData(saved_data.Count + 1, game_map.getWidth(), game_map.getHeight()); for (int i = 0; i < saved_data.Count; i++) { new_saved_data.Date[i] = saved_data.Date[i]; new_saved_data.Dynamites[i] = saved_data.Dynamites[i]; new_saved_data.Rackets[i] = saved_data.Rackets[i]; new_saved_data.Points[i] = saved_data.Points[i]; new_saved_data.Levels[i] = saved_data.Levels[i]; new_saved_data.TotalMinutes[i] = saved_data.TotalMinutes[i]; new_saved_data.TotalSeconds[i] = saved_data.TotalSeconds[i]; new_saved_data.GameMaps[i] = saved_data.GameMaps[i]; } new_saved_data.Date[new_saved_data.Count - 1] = System.DateTime.Now.ToString(); new_saved_data.Dynamites[new_saved_data.Count - 1] = player.Dynamite; new_saved_data.Rackets[new_saved_data.Count - 1] = player.Rackets; new_saved_data.Points[new_saved_data.Count - 1] = player.Points; new_saved_data.Levels[new_saved_data.Count - 1] = game_map.gameLevel; new_saved_data.TotalMinutes[new_saved_data.Count - 1] = totalMinutes; new_saved_data.TotalSeconds[new_saved_data.Count - 1] = totalSeconds; new_saved_data.GameMaps[new_saved_data.Count - 1] = game_map.getIntMap(); GameState.gameStateToSave = new_saved_data; GameState.SaveToDevice(result, player.Name); Form.load_game_panel.updateListItems(new_saved_data.Date[new_saved_data.Count - 1]); }