/// <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() { this.IsMouseVisible = true; ContentLibrary.LoadContentLibrary(Content); m_scoreList = new List <Score>(); m_scoreList = LevelIO.LoadScore("scores.bin"); //GameState Manager Stuff m_gameStateManager = new GameStateManager(this); PlayingGameState m_playingGameState = new PlayingGameState(m_gameStateManager, windowRes); LevelEditor m_editor = new LevelEditor(m_gameStateManager, windowRes); SplashScreen m_splash = new SplashScreen(m_gameStateManager, windowRes); MenuGameState m_menu = new MenuGameState(m_gameStateManager, windowRes); PauseGameState m_pause = new PauseGameState(m_gameStateManager, windowRes); TutorialGameState m_tutorial = new TutorialGameState(m_gameStateManager, windowRes); Level1GameState m_level1 = new Level1GameState(m_gameStateManager, windowRes); Level2GameState m_level2 = new Level2GameState(m_gameStateManager, windowRes); Level3GameState m_level3 = new Level3GameState(m_gameStateManager, windowRes); m_gameStateManager.SetState("playingGS", m_playingGameState); m_gameStateManager.SetState("editor", m_editor); m_gameStateManager.SetState("splashScreen", m_splash); m_gameStateManager.SetState("menu", m_menu); m_gameStateManager.SetState("pause", m_pause); m_gameStateManager.SetState("tutorial", m_tutorial); m_gameStateManager.SetState("level1", m_level1); m_gameStateManager.SetState("level2", m_level2); m_gameStateManager.SetState("level3", m_level3); m_gameStateManager.PushState("splashScreen"); base.Initialize(); for (int i = 0; i < m_scoreList.Count; i++) { Console.WriteLine(m_scoreList[i].m_level); Console.WriteLine(m_scoreList[i].m_time); Console.WriteLine(m_scoreList[i].m_deaths); } }
/// <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() { this.IsMouseVisible = true; ContentLibrary.LoadContentLibrary(Content); m_scoreList = new List<Score>(); m_scoreList = LevelIO.LoadScore("scores.bin"); //GameState Manager Stuff m_gameStateManager = new GameStateManager(this); PlayingGameState m_playingGameState = new PlayingGameState(m_gameStateManager, windowRes); LevelEditor m_editor = new LevelEditor(m_gameStateManager, windowRes); SplashScreen m_splash = new SplashScreen(m_gameStateManager, windowRes); MenuGameState m_menu = new MenuGameState(m_gameStateManager, windowRes); PauseGameState m_pause = new PauseGameState(m_gameStateManager, windowRes); TutorialGameState m_tutorial = new TutorialGameState(m_gameStateManager, windowRes); Level1GameState m_level1 = new Level1GameState(m_gameStateManager, windowRes); Level2GameState m_level2 = new Level2GameState(m_gameStateManager, windowRes); Level3GameState m_level3 = new Level3GameState(m_gameStateManager, windowRes); m_gameStateManager.SetState("playingGS", m_playingGameState); m_gameStateManager.SetState("editor", m_editor); m_gameStateManager.SetState("splashScreen", m_splash); m_gameStateManager.SetState("menu", m_menu); m_gameStateManager.SetState("pause", m_pause); m_gameStateManager.SetState("tutorial", m_tutorial); m_gameStateManager.SetState("level1", m_level1); m_gameStateManager.SetState("level2", m_level2); m_gameStateManager.SetState("level3", m_level3); m_gameStateManager.PushState("splashScreen"); base.Initialize(); for (int i = 0; i < m_scoreList.Count; i++) { Console.WriteLine(m_scoreList[i].m_level); Console.WriteLine(m_scoreList[i].m_time); Console.WriteLine(m_scoreList[i].m_deaths); } }