Property | Type | Description | |
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LevelDirectory | string |
Method | Description | |
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CheckForSave ( ) : bool |
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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GetLevelCollect ( ) : int | ||
GetLevelDeath ( ) : int | ||
GetLevelTime ( ) : int | ||
Load ( Microsoft.Xna.Framework.Content.ContentManager content ) : void |
Loads all the content needed for the levels
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Reset ( ) : void |
Resets the world system
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Save ( ) : 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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UnlockWorld ( int world ) : void |
Unlocks the given world
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Update ( |
Handle any changes while on the level selection menu
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UpdateStarCount ( ) : void |
Updates the star count.
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WorldSelect ( IControlScheme controlScheme, GraphicsDeviceManager graphics ) : System |
Constructs the menu screen that allows the player to select a level
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Method | Description | |
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CreateRegions ( ) : void |
Creates all the regions for the level editor for easy placement within the Title Safe area
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DrawInfoBar ( |
Draw info bar on the right
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DrawLevelPanel ( |
Draws the levels in each of its panels
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DrawTitleBar ( |
Draw the title bar to the screen
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Exit ( GameStates &gameState ) : void |
Exits the level selection
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HandleAKey ( GameStates &gameState, |
Handles when the A key is pressed
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HandleBKey ( GameStates &gameState ) : void |
Handles when user presses the back key
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HandleDirectionKey ( ) : void |
Handles the directional keys
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SelectDevice ( IAsyncResult result ) : void |
public Draw ( |
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spriteBatch | Canvas we are drawing to | |
scale | Matrix | |
return | void |
public Load ( Microsoft.Xna.Framework.Content.ContentManager content ) : void | ||
content | Microsoft.Xna.Framework.Content.ContentManager | |
return | void |
public UnlockWorld ( int world ) : void | ||
world | int | The world. |
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 WorldSelect ( IControlScheme controlScheme, GraphicsDeviceManager graphics ) : System | ||
controlScheme | IControlScheme | Controls that the player are using |
graphics | GraphicsDeviceManager | |
return | System |