/// <summary> /// Update /// </summary> public override void Update() { base.Update(); mPlayerOne.Update(); mPlayerTwo.Update(); mFlagOne.Update(); mFlagTwo.Update(); if (mWinningPlayer != 0) { if (mTimeoutUntilReset > 0) { mTimeoutUntilReset -= Time.deltaTime; if (mTimeoutUntilReset <= 0) { SceneTitle scene = new SceneTitle(); scene.Initialize(); var game = (SuperFlagRun)RB.Game; game.SwitchScene(scene); } } } }
/// <summary> /// Initialize /// </summary> /// <returns>True if successful</returns> public bool Initialize() { assets.LoadAll(); if (!LoadMap()) { return(false); } RB.MusicVolumeSet(0.5f); RB.MusicPlay(assets.musicGame); SceneTitle scene = new SceneTitle(); scene.Initialize(); SwitchScene(scene); RB.EffectSet(RB.Effect.Scanlines, 0.25f); RB.EffectSet(RB.Effect.Noise, 0.05f); if (!mStandalone) { RB.PresentDisable(); } return(true); }
/// <summary> /// Initialize /// </summary> /// <returns>True if successful</returns> public bool Initialize() { RB.SpriteSheetSetup(SPRITESHEET_SPRITES, "Demos/SuperFlagRun/Sprites", new Vector2i(16, 16)); RB.SpriteSheetSetup(SPRITESHEET_TITLE, "Demos/SuperFlagRun/SpritesTitle", new Vector2i(16, 16)); RB.SpriteSheetSetup(SPRITESHEET_TERRAIN, "Demos/SuperFlagRun/TilemapTerrain", new Vector2i(16, 16)); RB.SpriteSheetSetup(SPRITESHEET_DECO, "Demos/SuperFlagRun/TilemapDeco", new Vector2i(16, 16)); RB.SpriteSheetSet(SPRITESHEET_SPRITES); RB.FontSetup(GAME_FONT, 'A', 'Z', new Vector2i(0, 130), 0, new Vector2i(12, 12), 6, 1, -1, false); if (!LoadMap()) { return(false); } RB.SoundSetup(SOUND_JUMP, "Demos/SuperFlagRun/Jump"); RB.SoundSetup(SOUND_PICKUP_FLAG, "Demos/SuperFlagRun/Pickup"); RB.SoundSetup(SOUND_DROP_FLAG, "Demos/SuperFlagRun/DropFlag"); RB.SoundSetup(SOUND_START_GAME, "Demos/SuperFlagRun/StartGame"); RB.SoundSetup(SOUND_FOOT_STEP, "Demos/SuperFlagRun/FootStep"); RB.MusicSetup(0, "Demos/SuperFlagRun/Music/GoLucky"); RB.MusicVolumeSet(0.5f); RB.MusicPlay(0); SceneTitle scene = new SceneTitle(); scene.Initialize(); SwitchScene(scene); RB.EffectSet(RB.Effect.Scanlines, 0.25f); RB.EffectSet(RB.Effect.Noise, 0.05f); if (!mStandalone) { RB.PresentDisable(); } return(true); }