![]() |
Resonance Game
Team Walterio Fuchsbauer
|
This is the main type for your game. More...
Public Member Functions | |
GameScreen (ScreenManager scrn, int level) | |
override void | LoadContent () |
LoadContent will be called once per game and is the place to load all of your content. | |
void | loadLevel (int i) |
This method is used to load a level. MenuAction calls this method from a separate thread and therefore we can have an animated loading screen while you wait. | |
override void | UnloadContent () |
UnloadContent will be called once per game and is the place to unload all content. | |
override void | HandleInput (InputDevices input) |
override void | Update (GameTime gameTime) |
Allows the game to run logic such as updating the world, checking for collisions, gathering input, and playing audio. | |
void | pause () |
Ensure everything is paused. | |
void | takeScreenshot () |
Takes a screenshot of the game screen and saves a png in bin. | |
override void | Draw (GameTime gameTime) |
This is called when the game should draw itself. | |
Static Public Member Functions | |
static GoodVibe | getGV () |
Public Attributes | |
const int | BEGINNER = 0 |
const int | EASY = 1 |
const int | MEDIUM = 2 |
const int | HARD = 3 |
const int | EXPERT = 4 |
const int | INSANE = 5 |
const bool | USE_BV_SPAWNER = true |
const bool | USE_PICKUP_SPAWNER = true |
const bool | USE_MINIMAP = true |
const bool | USE_BADVIBE_AI = true |
const bool | USE_WHEATHER = true |
const bool | USE_PROFILER = false |
PickupSpawnManager | pickupSpawner |
Static Public Attributes | |
static int | DIFFICULTY = BEGINNER |
static GameMode | mode = new GameMode(GameMode.OBJECTIVES) |
static GameStats | stats = new GameStats() |
static float | VIBRATION = 0.4f |
static bool | GV_KILLED = false |
static bool | GV_KILLED_AT_GAME_END = false |
static bool | GAME_CAN_END = true |
Protected Member Functions | |
void | Initialize () |
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. | |
Properties | |
int | Iteration [get] |
World | World [get] |
TimeSpan | CountDown [get] |
This is the main type for your game.
Resonance.GameScreen.GameScreen | ( | ScreenManager | scrn, |
int | level | ||
) |
override void Resonance.GameScreen.Draw | ( | GameTime | gameTime | ) | [virtual] |
This is called when the game should draw itself.
gameTime | Provides a snapshot of timing values. |
Reimplemented from Resonance.Screen.
static GoodVibe Resonance.GameScreen.getGV | ( | ) | [static] |
override void Resonance.GameScreen.HandleInput | ( | InputDevices | input | ) | [virtual] |
void Resonance.GameScreen.Initialize | ( | ) | [protected] |
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.
override void Resonance.GameScreen.LoadContent | ( | ) | [virtual] |
LoadContent will be called once per game and is the place to load all of your content.
Reimplemented from Resonance.Screen.
void Resonance.GameScreen.loadLevel | ( | int | i | ) |
This method is used to load a level. MenuAction calls this method from a separate thread and therefore we can have an animated loading screen while you wait.
i | Int number of the level, taken from the level name, i.e Level1.xml |
void Resonance.GameScreen.pause | ( | ) |
Ensure everything is paused.
void Resonance.GameScreen.takeScreenshot | ( | ) |
Takes a screenshot of the game screen and saves a png in bin.
override void Resonance.GameScreen.UnloadContent | ( | ) | [virtual] |
UnloadContent will be called once per game and is the place to unload all content.
Reimplemented from Resonance.Screen.
override void Resonance.GameScreen.Update | ( | GameTime | gameTime | ) | [virtual] |
Allows the game to run logic such as updating the world, checking for collisions, gathering input, and playing audio.
gameTime | Provides a snapshot of timing values. |
Reimplemented from Resonance.Screen.
const int Resonance.GameScreen.BEGINNER = 0 |
int Resonance.GameScreen.DIFFICULTY = BEGINNER [static] |
const int Resonance.GameScreen.EASY = 1 |
const int Resonance.GameScreen.EXPERT = 4 |
bool Resonance.GameScreen.GAME_CAN_END = true [static] |
bool Resonance.GameScreen.GV_KILLED = false [static] |
bool Resonance.GameScreen.GV_KILLED_AT_GAME_END = false [static] |
const int Resonance.GameScreen.HARD = 3 |
const int Resonance.GameScreen.INSANE = 5 |
const int Resonance.GameScreen.MEDIUM = 2 |
GameMode Resonance.GameScreen.mode = new GameMode(GameMode.OBJECTIVES) [static] |
GameStats Resonance.GameScreen.stats = new GameStats() [static] |
const bool Resonance.GameScreen.USE_BADVIBE_AI = true |
const bool Resonance.GameScreen.USE_BV_SPAWNER = true |
const bool Resonance.GameScreen.USE_MINIMAP = true |
const bool Resonance.GameScreen.USE_PICKUP_SPAWNER = true |
const bool Resonance.GameScreen.USE_PROFILER = false |
const bool Resonance.GameScreen.USE_WHEATHER = true |
float Resonance.GameScreen.VIBRATION = 0.4f [static] |
TimeSpan Resonance.GameScreen.CountDown [get] |
int Resonance.GameScreen.Iteration [get] |