public override void UnLoadContent() { TimerMan.Destroy(); TextureMan.Destroy(); ImageMan.Destroy(); GameSpriteMan.Destroy(); BoxSpriteMan.Destroy(); pSpriteBatchMan.Destroy(); ProxySpriteMan.Destroy(); GlyphMan.Destroy(); //GameObjectMan.Destroy(); ColPairMan.Destroy(); FontMan.Destroy(); ShipMan.Destroy(); }
public override void Update() { //first time through set a time to change states if (this.bStateToggle == true) { //inititally used the game to get time //Testing timer man //could use Timer Man for current time float curTime = TimerMan.GetCurrentTime(); this.ChangeStateTime = curTime + 10; this.bStateToggle = false; } else { SpaceInvaders pGame = GameMan.GetGame(); //time has elapsed start over if (this.ChangeStateTime <= pGame.GetTime()) { this.bStateToggle = true; SpriteBatch pSB_Intro = SpriteBatchMan.Find(SpriteBatch.Name.IntroScreen); pSB_Intro.bToggle = true; SpriteBatch pGameOverScreen = SpriteBatchMan.Find(SpriteBatch.Name.GameOver); pGameOverScreen.bToggle = false; //SpriteBatch pSB_Splats = SpriteBatchMan.Find(SpriteBatch.Name.Splats); //pSB_Splats.bToggle = false; //---------------------------------------------------------------------------------------------------- //Things we need to reset for the Next game? //---------------------------------------------------------------------------------------------------- // need to remove ship from its root GameObject pShipRoot = GONodeMan.Find(GameObject.Name.ShipRoot); GameObject pShip = (GameObject)pShipRoot.GetFirstChild(); if (pShip != null) { pShip.Remove(); } ShipMan.Destroy(); GraveyardMan.KillAll(); //GraveyardMan.DumpNodes(); GraveyardMan.Destroy(); TimerMan.ClearActiveList(); TimerMan.DumpTimeEvents(); AlienGroup pAlienGroup = (AlienGroup)GONodeMan.Find(GameObject.Name.AlienGrid); pAlienGroup.SetDeltaMove(15.0f); SpriteBatch pSB_Projectiles = SpriteBatchMan.Find(SpriteBatch.Name.Projectiles); pSB_Projectiles.bToggle = false; //---------------------------------------------------------------------------------------------------- pGame.SetGameState(GameMan.State.Intro); pGame.GetCurrentState().Update(); } } }