Property | Type | Description | |
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Back | int | ||
LevelDirectory | string | ||
LevelList | string | ||
LevelThumbsDirectory | string | ||
Next | int | ||
Previous | int | ||
TrialLevelList | string |
Method | Description | |
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CheckForSave ( PlayerIndex player ) : void |
Checks if a save file for the game already exists - and loads it if so. Meant to be used solely on XBOX360. Should be used as soon as we know what PlayerIndex the "gamer" is using (IE right after the title screen). Note: if a save game does not exist the constructor for this class should have filled in the default values (0 stars, all but the first locked - on xbox our default xml file should always have the default values - we cannot save information to that file as it is a binary xnb file that can't be changed at run time) Do not call this until we know the PlayerIndex the player is using!
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Draw ( |
Draws the menu on the screen
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GetNextLevel ( ) : |
Gets the next level in the game
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LevelSelect ( IControlScheme controlScheme ) : System |
Constructs the menu screen that allows the player to select a level
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Load ( Microsoft.Xna.Framework.Content.ContentManager content, GraphicsDevice graphics ) : void |
Load the data that is needed to show the Level selection screen
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Reset ( ) : |
Resets all levels to be locked (except the first level) and resets all scores to 0 This should be changed a bit for our new world structure. Perhaps on xbox360 we can simply just reload the default xml file here (which is guaranteed to have default values within it if including it in the project in the proper state), and then save the game so the storage container contains the reset values as well. Additionally... I am not sure why this returns a level....
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Save ( PlayerIndex player ) : void |
Saves level unlock and scoring information PC saving is straightforward - but xDoc.Save() will not work on xbox360. Instead we use the built in XmlSerializer class to serialize an element out to an xml file. We build our Xelement like normal - but instead of saving that directly using XDocument.Save() we place this XElement into a struct, and use XmlSerializer to serialize the data out into a storage device on the xbox.
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UnlockNextLevel ( ) : void |
Unlocks the next level in the game(if it is already unlocked than it won't do anything)
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Update ( |
Handle any changes while on the level selection menu
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Method | Description | |
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HandleAPressed ( GameStates &gameState, |
Handle what happens when the player presses A for all options
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HandleDirectionKeys ( ) : void |
Handle actions for each direction the player may press on their controller
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public CheckForSave ( PlayerIndex player ) : void | ||
player | PlayerIndex | |
return | void |
public Draw ( |
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spriteBatch | Canvas we are drawing to | |
graphics | GraphicsDeviceManager | Information on the device's graphics |
scale | Matrix | |
return | void |
public LevelSelect ( IControlScheme controlScheme ) : System | ||
controlScheme | IControlScheme | Controls that the player are using |
return | System |
public Load ( Microsoft.Xna.Framework.Content.ContentManager content, GraphicsDevice graphics ) : void | ||
content | Microsoft.Xna.Framework.Content.ContentManager | Access to the content of the project |
graphics | GraphicsDevice | Graphics that draws to the screen |
return | void |
public Update ( |
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gameTime | Current time within the game | |
gameState | GameStates | Current gamestate of the game |
currentLevel | Current level of the game | |
return | void |
public static string LevelThumbsDirectory | ||
return | string |