public override void Update(Microsoft.Xna.Framework.GameTime gameTime)
        {
            if (playerBeenShot && this.Visible == true && timePlayerIsKilled < gameTime.TotalGameTime)
            {
                //player has been shot, reset
                this.Visible   = false;
                this.Texture   = this.Game.ShipTexture;
                playerBeenShot = false;
                this.Enabled   = false;
                return;
            }

            counter--;
            if (counter == 0)
            {
                this.Enabled = false;
                this.Visible = false;
            }

            //player ship input controls
            KeyboardState keyboardState = Keyboard.GetState();

            if (this.Enabled && !playerBeenShot && this.Visible)
            {
                if (keyboardState.IsKeyDown(Keys.Left))
                {
                    this.Position = new Vector2(this.Position.X - 5, this.Position.Y);
                }
                if (keyboardState.IsKeyDown(Keys.Right))
                {
                    this.Position = new Vector2(this.Position.X + 5, this.Position.Y);
                }
                if (this.Position.X < 0)
                {
                    this.Position = new Vector2(0, this.Position.Y);
                }
                if (this.Position.X > this.Game.Graphics.PreferredBackBufferWidth - this.Texture.Width)
                {
                    this.Position = new Vector2(this.Game.Graphics.PreferredBackBufferWidth - this.Texture.Width, this.Position.Y);
                }
            }

            if (keyboardState.IsKeyDown(Keys.LeftControl) &&
                lastFireTimeFriend < gameTime.TotalGameTime &&
                !playerBeenShot && this.Visible)
            {
                BulletSprite bullet = new BulletSprite(this.Game.FriendBullet, this.Game, true, TimeSpan.FromSeconds(1));
                bullet.Position = new Vector2(this.Position.X + 17, this.Position.Y - 16);
                this.Game.Components.Add(bullet);

                this.Game.Sound = this.Game.Content.Load <SoundEffect>("fire");
                this.Game.Sound.Play();

                lastFireTimeFriend = gameTime.TotalGameTime.Add(TimeSpan.FromSeconds(0.2));
            }
        }
Beispiel #2
0
        public void Update(GameTime gameTime)
        {
            switch (this.game.CurrentGameState)
            {
            case Main.GameState.MainMenu:

                break;

            case Main.GameState.Playing:

                //IF NOT BOSS DO THIS...
                if (bossOrNot == 1)
                {
                    //Logic for manuevouring
                    if (!this.startTime.HasValue)
                    {
                        this.startTime = gameTime.TotalGameTime;
                    }
                    else
                    {
                        if (enemiesGoingLeft)
                        {
                            float percentProgress = (float)(gameTime.TotalGameTime - this.startTime.Value).TotalMilliseconds / (float)this.journeyTime.TotalMilliseconds;
                            for (int i = 0; i < enemyList.Count; ++i)
                            {
                                enemyList[i].Position = new Vector2(enemyList[i].StartPosition.X - (percentProgress * distanceToTravel), enemyList[i].StartPosition.Y);
                            }

                            if (percentProgress > 1)
                            {
                                this.startTime = gameTime.TotalGameTime;
                                for (int i = 0; i < enemyList.Count; ++i)
                                {
                                    enemyList[i].StartPosition = new Vector2(enemyList[i].Position.X, enemyList[i].Position.Y);
                                }
                                enemiesGoingLeft = false;
                            }
                        }
                        else
                        {
                            float percentProgress = (float)(gameTime.TotalGameTime - this.startTime.Value).TotalMilliseconds / (float)this.journeyTime.TotalMilliseconds;
                            for (int i = 0; i < enemyList.Count; ++i)
                            {
                                enemyList[i].Position = new Vector2(enemyList[i].StartPosition.X + (percentProgress * distanceToTravel), enemyList[i].StartPosition.Y);
                            }

                            if (percentProgress > 1)
                            {
                                this.startTime = gameTime.TotalGameTime;
                                for (int i = 0; i < enemyList.Count; ++i)
                                {
                                    enemyList[i].StartPosition = new Vector2(enemyList[i].Position.X, enemyList[i].Position.Y);
                                }
                                enemiesGoingLeft = true;
                            }
                        }
                    }

                    //fire enemy bullets
                    if (lastFireTimeEnemy < gameTime.TotalGameTime && enemyList.Count > 0)
                    {
                        BulletSprite bullet = new BulletSprite(shipImage2, game, false, TimeSpan.FromSeconds(game.level), 34, 26);
                        bullet.Position = new Vector2(game.EnemyConductor.enemyList[generateRandom(0, game.EnemyConductor.enemyList.Count)].Position.X + 17,
                                                      game.EnemyConductor.enemyList[generateRandom(0, game.EnemyConductor.enemyList.Count)].Position.Y + 32);
                        game.Components.Add(bullet);

                        lastFireTimeEnemy = gameTime.TotalGameTime.Add(TimeSpan.FromSeconds(0.5));
                    }
                }

                //IF BOSS DO THIS...
                else if (bossOrNot != 1)
                {
                    //Anything but the alien
                    if (monster >= 3)
                    {
                        //Logic for manuevouring
                        if (!this.startTime.HasValue)
                        {
                            this.startTime = gameTime.TotalGameTime;
                        }
                        else
                        {
                            if (enemiesGoingLeft)
                            {
                                float percentProgress = (float)(gameTime.TotalGameTime - this.startTime.Value).TotalMilliseconds / (float)this.journeyTime.TotalMilliseconds;
                                for (int i = 0; i < enemyList.Count; ++i)
                                {
                                    enemyList[i].Position = new Vector2(enemyList[i].StartPosition.X - (percentProgress * distanceToTravel), enemyList[i].StartPosition.Y);
                                }

                                if (percentProgress > 1)
                                {
                                    this.startTime = gameTime.TotalGameTime;
                                    for (int i = 0; i < enemyList.Count; ++i)
                                    {
                                        enemyList[i].StartPosition = new Vector2(enemyList[i].Position.X, enemyList[i].Position.Y);
                                    }
                                    enemiesGoingLeft = false;
                                }
                            }
                            else
                            {
                                float percentProgress = (float)(gameTime.TotalGameTime - this.startTime.Value).TotalMilliseconds / (float)this.journeyTime.TotalMilliseconds;
                                for (int i = 0; i < enemyList.Count; ++i)
                                {
                                    enemyList[i].Position = new Vector2(enemyList[i].StartPosition.X + (percentProgress * distanceToTravel), enemyList[i].StartPosition.Y);
                                }

                                if (percentProgress > 1)
                                {
                                    this.startTime = gameTime.TotalGameTime;
                                    for (int i = 0; i < enemyList.Count; ++i)
                                    {
                                        enemyList[i].StartPosition = new Vector2(enemyList[i].Position.X, enemyList[i].Position.Y);
                                    }
                                    enemiesGoingLeft = true;
                                }
                            }
                        }
                        //fire boss bullets
                        if (lastFireTimeEnemy < gameTime.TotalGameTime && enemyList.Count > 0)
                        {
                            for (int i = 1; i <= 3; i++)
                            {
                                float        posX   = game.EnemyConductor.enemyList[generateRandom(0, game.EnemyConductor.enemyList.Count)].Position.X;
                                float        posY   = game.EnemyConductor.enemyList[generateRandom(0, game.EnemyConductor.enemyList.Count)].Position.Y;
                                BulletSprite bullet = new BulletSprite(shipImage2, game, false, TimeSpan.FromSeconds(generateRandom(1, 5)), 34, 26);
                                bullet.Position = new Vector2((posX + i) + (17), (posY + i) + (32));
                                game.Components.Add(bullet);

                                lastFireTimeEnemy = gameTime.TotalGameTime.Add(TimeSpan.FromSeconds(0.5));
                            }
                        }
                    }


                    //if boss is alien
                    else if (monster < 3)
                    {
                        //Logic for manuevouring
                        if (!this.startTime.HasValue)
                        {
                            this.startTime = gameTime.TotalGameTime;
                        }
                        else
                        {
                            if (enemiesGoingLeft)
                            {
                                float percentProgress = (float)(gameTime.TotalGameTime - this.startTime.Value).TotalMilliseconds / (float)this.journeyTime.TotalMilliseconds;
                                for (int i = 0; i < enemyList.Count; ++i)
                                {
                                    enemyList[i].Position = new Vector2(enemyList[i].StartPosition.X - (percentProgress * distanceToTravel), enemyList[i].StartPosition.Y);
                                }

                                if (percentProgress > 1)
                                {
                                    this.startTime = gameTime.TotalGameTime;
                                    for (int i = 0; i < enemyList.Count; ++i)
                                    {
                                        enemyList[i].StartPosition = new Vector2(enemyList[i].Position.X, enemyList[i].Position.Y);
                                    }
                                    enemiesGoingLeft = false;
                                }
                            }
                            else
                            {
                                float percentProgress = (float)(gameTime.TotalGameTime - this.startTime.Value).TotalMilliseconds / (float)this.journeyTime.TotalMilliseconds;
                                for (int i = 0; i < enemyList.Count; ++i)
                                {
                                    enemyList[i].Position = new Vector2(enemyList[i].StartPosition.X + (percentProgress * distanceToTravel), enemyList[i].StartPosition.Y);
                                }

                                if (percentProgress > 1)
                                {
                                    this.startTime = gameTime.TotalGameTime;
                                    for (int i = 0; i < enemyList.Count; ++i)
                                    {
                                        enemyList[i].StartPosition = new Vector2(enemyList[i].Position.X, enemyList[i].Position.Y);
                                    }
                                    enemiesGoingLeft = true;
                                }
                            }

                            if (timer == 0)
                            {
                                bossGetsMad = gameTime.TotalGameTime.Add(TimeSpan.FromSeconds(15));
                                timer      += 1;
                            }

                            //fire boss bullets
                            if (lastFireTimeEnemy < gameTime.TotalGameTime && enemyList.Count > 0)
                            {
                                for (int i = 1; i <= 3; i++)
                                {
                                    float        posX   = game.EnemyConductor.enemyList[generateRandom(0, game.EnemyConductor.enemyList.Count)].Position.X;
                                    float        posY   = game.EnemyConductor.enemyList[generateRandom(0, game.EnemyConductor.enemyList.Count)].Position.Y;
                                    BulletSprite bullet = new BulletSprite(shipImage2, game, false, TimeSpan.FromSeconds(generateRandom(1, 5)), 34, 26);
                                    bullet.Position = new Vector2((generateRandom(0, 1024)), (posY + i) + (32));
                                    game.Components.Add(bullet);

                                    lastFireTimeEnemy = gameTime.TotalGameTime.Add(TimeSpan.FromSeconds(0.5));
                                }
                            }

                            if (bossGetsMad < gameTime.TotalGameTime && timer == 1)
                            {
                                for (int i = 0; i <= 14; ++i)
                                {
                                    int left = 50 + (i * 45);

                                    createEnemy(shipImage6, left, 240, 2);
                                    createEnemy(shipImage5, left, 200, 2);
                                }

                                timer = 3;
                            }
                        }
                    }
                }
                break;

            //End of Second Case
            case Main.GameState.Ending:
                break;
            }
        }