Beispiel #1
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)
        {
            #region FPSTracking
            /*//Update FPS
            elapsedTime += (float)gameTime.ElapsedGameTime.TotalMilliseconds;
            totalFrames++;

            //1 Second has passed
            if (elapsedTime > 1000.0f)
            {
                fps = totalFrames;
                totalFrames = 0;
                elapsedTime = 0;
                Window.Title = fps.ToString();
            }*/
            #endregion

            #region MenuNavigation
            int selectedIndex = 0;
            KeyboardState ks = Keyboard.GetState();

            //Handle menu navigation
            if (baseScene == startScene)
            {
                //Return to START scene from all sub-scenes
                if (ks.IsKeyDown(Keys.Escape))
                {
                    hideAllScenes();
                    startScene.Show();
                    enabledScene = startScene;
                }

                if (enabledScene == startScene)
                {
                    //Get the selected item index from the menu
                    selectedIndex = startScene.Menu.SelectedIndex;

                    //Display the corresponding sub-scene based on user selection
                    if (selectedIndex == (int)MenuItemTitles.START && ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter))
                    {
                        //Display the Game scene
                        hideAllScenes();

                        //Reset game (to selected level)
                        actionScene.Reset(this, spriteBatch, levelList[0]);
                        //actionScene.Reset(this, spriteBatch, "Debug");
                        currentLevel = 1;
                        actionScene.Show();
                        baseScene = actionScene;
                        enabledScene = actionScene;
                    }
                    else if (selectedIndex == (int)MenuItemTitles.SELECT && ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter))
                    {
                        //Remove level selector scene
                        if (levelSelectScene != null)
                        {
                            scenes.Remove(levelSelectScene);
                            this.Components.Remove(levelSelectScene);
                        }

                        //Create a new level selector scene
                        levelSelectScene = new LevelSelectScene(this, spriteBatch, levelSelectBackground, NUMBER_OF_LEVELS, Utilities.Utilities.CheckLevelProgression());
                        scenes.Add(levelSelectScene);
                        this.Components.Add(levelSelectScene);

                        //Display the LevelSelector scene
                        hideAllScenes();
                        levelSelectScene.Show();
                        enabledScene = levelSelectScene;
                    }
                    else if (selectedIndex == (int)MenuItemTitles.HELP && ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter))
                    {
                        //Display the HELP scene
                        hideAllScenes();
                        helpScene.Show();
                        enabledScene = helpScene;
                    }
                    else if (selectedIndex == (int)MenuItemTitles.ABOUT && ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter))
                    {
                        //Display the ABOUT scene
                        hideAllScenes();
                        aboutScene.Show();
                        enabledScene = aboutScene;
                    }
                    else if (selectedIndex == (int)MenuItemTitles.HIGH_SCORE && ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter))
                    {
                        //Remove old high score scene
                        if (highScoreScene != null)
                        {
                            scenes.Remove(highScoreScene);
                            this.Components.Remove(highScoreScene);
                        }

                        //Create a new high score scene
                        highScoreScene = new HighScoreScene(this, spriteBatch, highScoreSceneBackground);
                        scenes.Add(highScoreScene);
                        this.Components.Add(highScoreScene);

                        //Display the high score screen
                        hideAllScenes();
                        highScoreScene.Show();
                        enabledScene = highScoreScene;
                    }
                    else if (selectedIndex == (int)MenuItemTitles.HOW_TO && ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter))
                    {
                        //Display the HowToPlay scene
                        hideAllScenes();
                        howToPlayScene.Show();
                        enabledScene = howToPlayScene;
                    }
                    else if (selectedIndex == (int)MenuItemTitles.QUIT && ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter))
                    {
                        //Exit
                        Exit();
                    }
                }
                else if (enabledScene == levelSelectScene)
                {
                    //DEBUG - Reset Level Progression
                    if (ks.IsKeyDown(Keys.OemTilde) && ks.IsKeyDown(Keys.R))
                    {
                        Utilities.Utilities.ResetLevelProgression();
                    }

                    if (ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter))
                    {
                        //Get the selected item index from the level selector menu
                        int selectedLevelIndex = levelSelectScene.SelectedIndex;

                        //Display the Game scene
                        hideAllScenes();

                        //Load selected level
                        actionScene.Reset(this, spriteBatch, levelList[selectedLevelIndex]);
                        currentLevel = selectedLevelIndex + 1;
                        actionScene.Show();
                        baseScene = actionScene;
                        enabledScene = actionScene;
                    }
                }
                else if (enabledScene == highScoreScene)
                {
                    //DEBUG - Reset the HighScores
                    if (ks.IsKeyDown(Keys.OemTilde) && ks.IsKeyDown(Keys.R))
                    {
                        Utilities.Utilities.ResetHighScores();
                    }
                    if (ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter))
                    {
                        hideAllScenes();
                        startScene.Show();
                        enabledScene = startScene;
                    }
                }
                else if ((enabledScene == highScoreScene || enabledScene == helpScene || enabledScene == aboutScene || enabledScene == howToPlayScene) &&
                    (ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter)))
                {
                    hideAllScenes();
                    startScene.Show();
                    enabledScene = startScene;
                }
            }
            else if (baseScene == actionScene)
            {
                if (enabledScene == actionScene)
                {
                    //Display pause menu
                    if (ks.IsKeyDown(Keys.Escape) && oldState.IsKeyUp(Keys.Escape))
                    {
                        //Pause the game
                        actionScene.DisableComponents();

                        //Show the pause menu
                        pauseMenuScene.Menu.SelectedIndex = 0;
                        pauseMenuScene.Show();
                        baseScene = pauseMenuScene;
                        enabledScene = pauseMenuScene;
                    }

                    //Display the LevelOver menu when the level ends
                    if (actionScene.Character.LevelComplete == true)
                    {
                        //Display the LevelOver menu if it is not the last level
                        if (currentLevel < NUMBER_OF_LEVELS)
                        {
                            //Pause the game
                            actionScene.DisableComponents();

                            //Update the Level Progression if necessary
                            if (currentLevel + 1 > Utilities.Utilities.CheckLevelProgression())
                            {
                                Utilities.Utilities.UpdateLevelProgression(currentLevel + 1);
                            }

                            //Remove the current LevelOver menu scene if one exists
                            if (levelOverScene != null)
                            {
                                scenes.Remove(levelOverScene);
                                this.Components.Remove(levelOverScene);
                            }

                            //Create a new LevelOver menu scene
                            levelOverScene = new LevelOverScene(this, spriteBatch, levelOverSceneBackground, actionScene.Character.Score);
                            scenes.Add(levelOverScene);
                            this.Components.Add(levelOverScene);

                            //Show the LevelOver menu
                            levelOverScene.Show();
                            baseScene = actionScene;
                            enabledScene = levelOverScene;

                            //Reset the level over tracker
                            actionScene.Character.LevelComplete = false;
                        }
                        //Display the GameOver menu if the last level has been completed
                        else
                        {
                            //Set game over to true
                            actionScene.GameOver = true;
                            actionScene.Character.LevelComplete = false;

                            //Update the Level Progression file
                            Utilities.Utilities.UpdateLevelProgression(NUMBER_OF_LEVELS);

                            //Play the game over sound effect
                            SoundEffect gameOver = Content.Load<SoundEffect>("Sounds/GameOver");
                            gameOver.Play();
                        }
                    }

                    //Display the Game Over menu when the game ends (player dies)
                    if (actionScene.GameOver == true)
                    {
                        //Pause the game
                        actionScene.DisableComponents();

                        //Remove the current GameOver menu scene if one exists
                        if (gameOverMenuScene != null)
                        {
                            scenes.Remove(gameOverMenuScene);
                            this.Components.Remove(gameOverMenuScene);
                        }

                        //Create a new GameOver menu scene
                        gameOverMenuScene = new GameOverMenuScene(this, spriteBatch, gameOverSceneBackground, actionScene.Character.Score);
                        scenes.Add(gameOverMenuScene);
                        this.Components.Add(gameOverMenuScene);

                        //Show the GameOver menu
                        gameOverMenuScene.Show();
                        baseScene = gameOverMenuScene;
                        enabledScene = gameOverMenuScene;
                    }
                }
                else if (enabledScene == levelOverScene)
                {
                    //Advance to the next level
                    if (ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter))
                    {
                        //Display the Game scene
                        hideAllScenes();

                        //Load selected level
                        actionScene.Reset(this, spriteBatch, levelList[++currentLevel - 1], actionScene.Character.Score, actionScene.Character.Lives);
                        actionScene.Show();
                        baseScene = actionScene;
                        enabledScene = actionScene;
                    }
                }
            }
            else if (baseScene == pauseMenuScene)
            {
                if (enabledScene == pauseMenuScene)
                {
                    //Get the selected menu item index from the Pause menu
                    selectedIndex = pauseMenuScene.Menu.SelectedIndex;

                    //Unpause the game
                    if (selectedIndex == (int)PauseMenuItems.RESUME && ks.IsKeyDown(Keys.Enter))
                    {
                        actionScene.EnableComponents();

                        pauseMenuScene.Hide();
                        baseScene = actionScene;
                        enabledScene = actionScene;
                    }

                    //Return to Main Menu (and reset game)
                    if (selectedIndex == (int)PauseMenuItems.MAIN_MENU && ks.IsKeyDown(Keys.Enter))
                    {
                        hideAllScenes();
                        startScene.Show();
                        baseScene = startScene;
                        enabledScene = startScene;
                    }

                    //Display How To Play menu
                    if (selectedIndex == (int)PauseMenuItems.HOW_TO && (ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter)))
                    {
                        pauseMenuScene.Hide();
                        howToPlayScene.Show();
                        enabledScene = howToPlayScene;
                    }

                    //Exit the game
                    if (selectedIndex == (int)PauseMenuItems.QUIT && ks.IsKeyDown(Keys.Enter))
                    {
                        Exit();
                    }
                }
                else if (enabledScene == howToPlayScene)
                {
                    //Return to the pause menu
                    if (ks.IsKeyDown(Keys.Escape) || (ks.IsKeyDown(Keys.Enter) && oldState.IsKeyUp(Keys.Enter)))
                    {
                        howToPlayScene.Hide();
                        pauseMenuScene.Show();
                        enabledScene = pauseMenuScene;
                    }
                }
            }
            else if (baseScene == gameOverMenuScene)
            {
                //Handle game over event
                if (gameOverMenuScene.Enabled)
                {
                    //Return to the Main Menu (and reset game)
                    if (gameOverMenuScene.HighScoreComponent.NameEntered == true && ks.IsKeyDown(Keys.Enter))
                    {
                        hideAllScenes();
                        startScene.Show();
                        startScene.Menu.SelectedIndex = 0;
                        baseScene = startScene;
                        enabledScene = startScene;
                    }
                }
            }
            else if (!startScene.Enabled)
            {
                //Should never get here!!!
                if (ks.IsKeyDown(Keys.Escape))
                {
                    hideAllScenes();
                    startScene.Show();
                    enabledScene = startScene;
                }
            }

            //Set the old keystate to the current keystate
            oldState = ks;
            #endregion

            //Debug Mode
            if (ks.IsKeyDown(Keys.Space))
            {
                Console.WriteLine("Debug Mode");
            }

            //Background music
            if (MediaPlayer.State != MediaState.Playing)
            {
                if (++backgroundMusicCounter > backgroundMusic.Count - 1)
                {
                    backgroundMusicCounter = 0;
                }

                MediaPlayer.Play(backgroundMusic[backgroundMusicCounter]);
            }

            base.Update(gameTime);
        }
Beispiel #2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            #region BackgroundMusic
            //Reset the background music index counter
            backgroundMusicCounter = 0;

            MediaPlayer.Volume = 0.2f;

            //Instantiate list of songs
            backgroundMusic = new List<Song>();

            //If you could, please credit me as 'Joe Reynolds - Professorlamp' Refer people to my website at - jrtheories.webs.com Thank you!
            //http://opengameart.org/content/energetic-platformer-music-drop-table-bass
            backgroundMusic.Add(Content.Load<Song>("Sounds/CinderellasBallgagM"));

            //If you could, please credit me as 'Joe Reynolds - Professorlamp' Refer people to my website at - jrtheories.webs.com Thank you!
            //http://opengameart.org/content/cinderellas-ballgag
            backgroundMusic.Add(Content.Load<Song>("Sounds/DropTableBassFinal"));
            #endregion

            #region LevelCreation
            //Create level list
            levelList = new List<string>() { "Level1", "Level2", "Level3", "Level4" };
            #endregion

            #region SceneCreation
            startSceneBackground = Content.Load<Texture2D>("ScreenBackgrounds/MainMenuScreen");
            pauseMenuBackground = Content.Load<Texture2D>("ScreenBackgrounds/PauseMenuScreen");
            levelSelectBackground = Content.Load<Texture2D>("ScreenBackgrounds/LevelSelectScreen");
            helpSceneBackground = Content.Load<Texture2D>("ScreenBackgrounds/HelpScreen");
            aboutSceneBackground = Content.Load<Texture2D>("ScreenBackgrounds/AboutScreen");
            highScoreSceneBackground = Content.Load<Texture2D>("ScreenBackgrounds/HighScoreScreen");
            howToPlaySceneBackground = Content.Load<Texture2D>("ScreenBackgrounds/ControlsScreen");
            levelOverSceneBackground = Content.Load<Texture2D>("ScreenBackgrounds/LevelOverScreen");
            gameOverSceneBackground = Content.Load<Texture2D>("ScreenBackgrounds/GameOverScreen");

            //Create all scenes and add to the Components list
            startScene = new StartScene(this, spriteBatch, startSceneBackground);
            scenes.Add(startScene);

            actionScene = new ActionScene(this, spriteBatch, levelList[0]);
            currentLevel = 1;
            scenes.Add(actionScene);

            pauseMenuScene = new PauseMenuScene(this, spriteBatch, pauseMenuBackground);
            scenes.Add(pauseMenuScene);

            levelSelectScene = new LevelSelectScene(this, spriteBatch, levelSelectBackground, NUMBER_OF_LEVELS, Utilities.Utilities.CheckLevelProgression());
            scenes.Add(levelSelectScene);

            helpScene = new HelpScene(this, spriteBatch, helpSceneBackground);
            scenes.Add(helpScene);

            aboutScene = new AboutScene(this, spriteBatch, aboutSceneBackground);
            scenes.Add(aboutScene);

            howToPlayScene = new HowToPlayScene(this, spriteBatch, howToPlaySceneBackground);
            scenes.Add(howToPlayScene);

            levelOverScene = new LevelOverScene(this, spriteBatch, levelOverSceneBackground, 0);
            scenes.Add(levelOverScene);

            gameOverMenuScene = new GameOverMenuScene(this, spriteBatch, gameOverSceneBackground, 0);
            scenes.Add(gameOverMenuScene);

            highScoreScene = new HighScoreScene(this, spriteBatch, highScoreSceneBackground);
            scenes.Add(highScoreScene);

            //Add each GameScene to the game's components
            foreach (GameScene gameScene in scenes)
            {
                this.Components.Add(gameScene);
            }

            //Display the home screen
            startScene.Show();
            baseScene = startScene;
            enabledScene = startScene;
            #endregion
        }