Beispiel #1
0
        /// <summary>
        ///
        /// </summary>
        private void _GameWin()
        {
            AudioPlayer.Stop();

            TimeSpan span = AudioPlayer.PlayWin();

            _isGameFinished = true;

            _gameOverTimer.Interval = span.TotalMilliseconds;
            _gameOverTimer.Enabled  = true;
        }
Beispiel #2
0
        /// <summary>
        ///
        /// </summary>
        private void _GameOver()
        {
            AudioPlayer.Stop();

            TimeSpan span = AudioPlayer.PlayBomb();

            // Show game over screen and stop the game
            GameState.CurrentState = State.GameOver;

            _gameOverTimer.Interval = span.TotalMilliseconds;
            _gameOverTimer.Enabled  = true;
        }
Beispiel #3
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="gameTime"></param>
        private void _UpdateGame(GameTime gameTime)
        {
            _PauseGameIfNeeded();

            _controller.Update(gameTime, _keyboardState);

            if (!_gameSoudStarted)
            {
                AudioPlayer.Stop();
                AudioPlayer.PlayGame();
            }

            _menuSoudStarted = false;
            _gameSoudStarted = true;
        }
Beispiel #4
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="gameTime"></param>
        private void _UpdateMenu(GameTime gameTime)
        {
            _mouseCursor.UpdateMouse(_menu);
            _menu.Update(_keyboardState, _mouseCursor);
            var _mouseState = Mouse.GetState();

            // Update keys.
            if (_keyboardState.IsKeyDown(Keys.Enter) ||
                (_mouseState.LeftButton == ButtonState.Pressed &&
                 _menu.GetMenuItemIntersectedByMouse(_mouseCursor) != -1))
            {
                if (_menu.SelectedItem == (int)MenuState.Start)
                {
                    _controller.GameState.CurrentState = State.Game;
                    _controller.Initialize();
                    base.Initialize();
                }
                else if (_menu.SelectedItem == (int)MenuState.Exit)
                {
                    this.Exit();
                }
                else if (_menu.SelectedItem == (int)MenuState.Hits)
                {
                    _controller.GameState.CurrentState = State.Hits;
                }
            }
            else if (_mouseState.LeftButton == ButtonState.Pressed)
            {
                int clickedLevel = _menu.GetVolumeItemIntersectedByMouse(_mouseCursor);

                if (clickedLevel > -1)
                {
                    _menu.VolumeLevel = clickedLevel;

                    AudioPlayer.Volume = clickedLevel * 0.2f;
                }
            }

            // Update audio for Start application (menu start): it should play only once,
            // so we need to find exact time where we can start.
            if (GameHelper.IsItNearValues(gameTime.TotalGameTime, _span) && !_menuSoudStarted)
            {
                AudioPlayer.Stop();
                AudioPlayer.PlayMenu();
                _menuSoudStarted = true;
            }
        }
Beispiel #5
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            _keyboardState = Keyboard.GetState();

            // Catch keys in menu.
            if (_controller.GameState.CurrentState == State.Menu)
            {
                _UpdateMenu(gameTime);
                _gameSoudStarted = false;
            }
            else if (_controller.GameState.CurrentState == State.Game)
            {
                _UpdateGame(gameTime);

                if (_keyboardState.IsKeyDown(Keys.Escape) && !_controller.IsGameFinished)
                {
                    AudioPlayer.Stop();
                    AudioPlayer.PlayMenu();
                    _controller.GameState.CurrentState = State.UserInput;
                }
                else if (_keyboardState.IsKeyDown(Keys.Up))
                {
                    _controller.SpeedUp();
                }
                else if (_keyboardState.IsKeyUp(Keys.Up))
                {
                    _controller.SlowDown();
                }
            }
            else if (_controller.GameState.CurrentState == State.Paused)
            {
                _PauseGameIfNeeded();
            }

            else if (_controller.GameState.CurrentState == State.Hits)
            {
                _hitList.Update(_keyboardState);

                if (_keyboardState.IsKeyDown(Keys.Escape))
                {
                    _controller.GameState.CurrentState = State.Menu;
                }
            }
            else if (_controller.GameState.CurrentState == State.UserInput)
            {
                _userInput.Update(_keyboardState);

                if (_userInput.IsInputFinished)
                {
                    string userName = _userInput.UserName;
                    string score    = _userInput.Score;

                    _hitList.AddUserData(new UserData()
                    {
                        Score = score, UserName = userName, CreationTime = DateTime.Now
                    });

                    _controller.GameState.CurrentState = State.Hits;
                }
            }
            else
            {
                // Do nothing.
            }

            base.Update(gameTime);
        }