public void reset() { timerGameOver = 0; myGameState.init("normal"); if (panel_lever.isOn) { panel_lever.ForceInteraction(); } if (panel_buttonCool.isOn) { panel_buttonCool.ForceInteraction(); } if (panel_buttonElectricity.isOn) { panel_buttonElectricity.ForceInteraction(); } if (panel_gpsLever.isOn) { panel_gpsLever.ForceInteraction(); } if (panel_buttonOxygene.isOn) { panel_buttonOxygene.ForceInteraction(); } if (panel_buttonRefuel.isOn) { panel_buttonRefuel.ForceInteraction(); } }
/// <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); resolutionFactor = (float)GraphicsDevice.Viewport.Width / 1920; //TODO: use this.Content to load your game content here myIntroduction = new Introduction(); myGameover = new Gameover(); myWin = new Win(GraphicsDevice); myEnd = new End(); myGameState = new GameState(); myGameState.init("normal"); mySystemGenerator = new SystemGenerator(); myRandom = new Random(); myInterfaceManager = new InterfaceManager(); fontDefault = Content.Load <SpriteFont>("defaultFont"); fontTitle = Content.Load <SpriteFont>("titleFont"); fontMenu = Content.Load <SpriteFont>("menuFont"); fontIntro = Content.Load <SpriteFont>("introFont"); defaultEffect = new BasicEffect(GraphicsDevice); // -- LOAD ALL IMAGES img_launchPad = Content.Load <Texture2D>("launchpad"); img_rocket = Content.Load <Texture2D>("rocket"); img_controlpanel = Content.Load <Texture2D>("controlpanel"); img_jauge = Content.Load <Texture2D>("jauge"); img_ledOn = Content.Load <Texture2D>("greenlight"); img_ledOff = Content.Load <Texture2D>("redlight"); img_leverOff = Content.Load <Texture2D>("leverOff"); img_leverOn = Content.Load <Texture2D>("leverOn"); img_switchOff = Content.Load <Texture2D>("switchOff"); img_switchOn = Content.Load <Texture2D>("switchOn"); img_particleFire = Content.Load <Texture2D>("particle"); img_background = Content.Load <Texture2D>("background"); img_star = Content.Load <Texture2D>("star"); img_jaugeInverted = Content.Load <Texture2D>("jaugeinverted"); img_fragment1 = Content.Load <Texture2D>("fragment1"); img_fragment2 = Content.Load <Texture2D>("fragment2"); img_fragment3 = Content.Load <Texture2D>("fragment3"); img_fragment4 = Content.Load <Texture2D>("fragment4"); img_fragment5 = Content.Load <Texture2D>("fragment5"); img_fragment6 = Content.Load <Texture2D>("fragment6"); img_fragment7 = Content.Load <Texture2D>("fragment7"); fragmentArray = new Texture2D[7]; fragmentArray[0] = img_fragment1; fragmentArray[1] = img_fragment2; fragmentArray[2] = img_fragment3; fragmentArray[3] = img_fragment4; fragmentArray[4] = img_fragment5; fragmentArray[5] = img_fragment6; fragmentArray[6] = img_fragment7; img_backgroundsky = Content.Load <Texture2D>("backgroundsky"); img_cursor = Content.Load <Texture2D>("White"); MouseCursor.FromTexture2D(img_cursor, 0, 0); //-- LOAD ALL SOUNDS sound_clic = Content.Load <SoundEffect>("clic"); sound_engine = Content.Load <SoundEffect>("engine"); sound_refuel = Content.Load <SoundEffect>("refuel"); sound_explosion = Content.Load <SoundEffect>("explosion"); sound_air = Content.Load <SoundEffect>("air"); sound_music = Content.Load <SoundEffect>("music"); sound_cool = Content.Load <SoundEffect>("cool"); sound_key = Content.Load <SoundEffect>("key"); sound_alarm = Content.Load <SoundEffect>("alarm"); sound_switchOn = Content.Load <SoundEffect>("sd_switchOn"); sound_switchOff = Content.Load <SoundEffect>("sd_switchOff"); sound_refuelInstance = sound_refuel.CreateInstance(); sound_airInstance = sound_air.CreateInstance(); sound_musicInstance = sound_music.CreateInstance(); sound_musicInstance.IsLooped = true; sound_coolInstance = sound_cool.CreateInstance(); sound_alarmInstance = sound_alarm.CreateInstance(); InitMenuInterface(); panelHeight = GraphicsDevice.Viewport.Height - img_controlpanel.Height * resolutionFactor; myParticleStarManager = new ParticleManager(new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2)); defaultRocketPosition = new Vector2(GraphicsDevice.Viewport.Width / 2, panelHeight - img_launchPad.Height + 8); InitGameplayInterface(); }