MrGravity.Level.Load C# (CSharp) Method

Load() public method

Loads the level from the content manager
public Load ( Microsoft.Xna.Framework.Content.ContentManager content ) : void
content Microsoft.Xna.Framework.Content.ContentManager Content Manager to load from
return void
        public void Load(ContentManager content)
        {
            _mObjects.Clear();
            Reset();

            var importer = new Importer(content);
            importer.ImportLevel(this);

            _mPlayer = new Player(content, ref _mPhysicsEnvironment,
                _mControls, .8f, EntityInfo.CreatePlayerInfo(GridSpace.GetGridCoord(StartingPoint)));

            _mObjects.Add(_mPlayer);
            _mObjects.AddRange(importer.GetObjects(ref _mPhysicsEnvironment));

            _mPlayerEnd = importer.GetPlayerEnd();
            if (_mPlayerEnd != null)
                _mObjects.Add(_mPlayerEnd);

            _mObjects.AddRange(importer.GetWalls(this).Cast<GameObject>());

            _mRails = importer.GetRails();

            _mTrigger.AddRange(importer.GetTriggers());

            PrepareCollisionMatrix();

            MNumCollected = 0;
            MNumCollectable = 0;

            //Clear the collection lists
            _mCollected.Clear();
            _mRemoveCollected.Clear();

            foreach (var gObject in _mObjects)
            {
                if (gObject.CollisionType == XmlKeys.Collectable)
                    MNumCollectable++;
            }
        }

Same methods

Level::Load ( Microsoft.Xna.Framework.Content.ContentManager content, string assetName ) : void

Usage Example

コード例 #1
0
ファイル: WorldSelect.cs プロジェクト: DizWARE/Mr-Gravity
        /// <summary>
        /// Handle any changes while on the level selection menu
        /// </summary>
        /// <param name="gameTime">Current time within the game</param>
        /// <param name="gameState">Current gamestate of the game</param>
        /// <param name="currentLevel">Current level of the game</param>
        public void Update(GameTime gameTime, ref GameStates gameState, ref Level currentLevel)
        {
            //Handle loading after loading screen has been drawn
            if (_mLoading == Loading)
            {
                _mLoading = None;
                if (currentLevel != null) currentLevel.Dispose();
                currentLevel = _mLevels[_mCurrentWorld * 6 + _mCurrentIndex].Level;
                currentLevel.Load(_mContent);

                currentLevel.IdealTime = _mLevels[_mCurrentWorld * 6 + _mCurrentIndex].GetGoal(LevelInfo.StarTypes.Time);
                currentLevel.CollectableCount = _mLevels[_mCurrentWorld * 6 + _mCurrentIndex].GetGoal(LevelInfo.StarTypes.Collection);

                currentLevel.TimerStar = _mLevels[_mCurrentWorld * 6 + _mCurrentIndex].GetStar(LevelInfo.StarTypes.Time);
                currentLevel.CollectionStar = _mLevels[_mCurrentWorld * 6 + _mCurrentIndex].GetStar(LevelInfo.StarTypes.Collection);
                currentLevel.DeathStar = _mLevels[_mCurrentWorld * 6 + _mCurrentIndex].GetStar(LevelInfo.StarTypes.Death);

                gameState = GameStates.StartLevelSplash;
            }

            HandleAKey(ref gameState, ref currentLevel);
            HandleBKey(ref gameState);
            HandleDirectionKey();

            UpdateStarCount();
        }
All Usage Examples Of MrGravity.Level::Load