public MainMenuState(Game game)
            : base(game)
        {
            //Re-initialize score and lives for a new game.
            GUIVariables.score = 0;
            GUIVariables.lives = 3;

            input = ContentStorageManager.Get<InputController>("input");

            //Create and set buttons
            Dictionary<string, ImageButton.Callback> menuButtons = new Dictionary<string, ImageButton.Callback>();
            menuButtons.Add("MainMenuStart", startButton);
            menuButtons.Add("MainMenuQuit", quitButton);

            //initialize menu
            MainMenu = new Menu(game, menuButtons, HLayout.Left, VLayout.Bottom, new Vector2(0, 0), 10); // HLayout is CENTER for PC

            titleLogo = game.Content.Load<Texture2D>("ParasiteTitle");
            Position.X -= 658 / 2 - game.GraphicsDevice.PresentationParameters.BackBufferWidth / 2;
            Position.Y = 150;
            Position.Width = 658;
            Position.Height = 206;

            //Start a new level to scroll in the background
            level = new Level(1);
            level.GenerateLevel(level.current_level);
            AudioManager.QueueSound("music", true);
        }
 public ControllableShip(Vector2 position, Vector2 velocity)
 {
     Me = this;
     this.velocity = velocity;
     s = new Sprite(ContentStorageManager.Get<Texture2D>("Ship01"));
     s.CenterOriginOnTexture();
     s.position = position;
     ic = ContentStorageManager.Get<InputController>("input");
 }
Beispiel #3
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 public ImageButton(string BackgroundImageName,Vector2 Position, Callback ClickMethod)
 {
     Game1 g = ContentStorageManager.Get<Game1>("game");
     input = ContentStorageManager.Get<InputController>("input");
     BackgroundImage = g.Content.Load<Texture2D>(BackgroundImageName);
     this.Position = Position;
     CollisionRect = BackgroundImage.Bounds;
     CollisionRect.X = (int)Position.X;
     CollisionRect.Y = (int)Position.Y;
     this.ClickMethod = ClickMethod;
 }
Beispiel #4
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 public TextButton(string BackgroundImageName, string FontName, string Text, Vector2 Position, Vector2 TextOffset, Callback ClickMethod)
 {
     Game1 g =ContentStorageManager.Get<Game1>("game");
     input=ContentStorageManager.Get<InputController>("input");
     this.Text = Text;
     Font=g.Content.Load<SpriteFont>(FontName);
     BackgroundImage=g.Content.Load<Texture2D>(BackgroundImageName);
     this.Position = Position;
     CollisionRect = BackgroundImage.Bounds;
         CollisionRect.X += (int)Position.X;
         CollisionRect.Y += (int)Position.Y;
         this.TextOffset = TextOffset;
         this.ClickMethod = ClickMethod;
 }
Beispiel #5
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        public Menu(Game game,Dictionary<string,ImageButton.Callback> NameMethods,HLayout HorizonalLayout,VLayout VerticalLayout,Vector2 Offset, int VerticalPadding)
        {
            //Need to move Mouse visability and mouse nav to state manager.

            game.IsMouseVisible = true;
            input = ContentStorageManager.Get<InputController>("input");
            int TotalHeight = -1 * VerticalPadding;
            foreach (string item in NameMethods.Keys)
            {
                ImageButton b = new ImageButton(item, Vector2.Zero, NameMethods[item]);
                Buttons.Add(b);

                b.Position.Y = TotalHeight + Offset.Y;
                TotalHeight += b.CollisionRect.Height + VerticalPadding;
                if (HorizonalLayout == HLayout.Left)
                    b.Position.X = Offset.X;
                if (HorizonalLayout == HLayout.Center)
                    b.Position.X -=b.CollisionRect.Width / 2 - game.GraphicsDevice.PresentationParameters.BackBufferWidth / 2;
                if (HorizonalLayout == HLayout.Right)
                    b.Position.X -= b.CollisionRect.Width - game.GraphicsDevice.PresentationParameters.BackBufferWidth+(int)Offset.X;
            }
            switch (VerticalLayout)
            {
                case VLayout.Top:
                    break;
                case VLayout.Middle:
                    int mid = TotalHeight / 2 - game.GraphicsDevice.PresentationParameters.BackBufferHeight / 2;
                    foreach (ImageButton item in Buttons)
                    {
                        item.Position.Y -= mid;
                    }
                    break;
                case VLayout.Bottom:
                     int mid1 = TotalHeight - game.GraphicsDevice.PresentationParameters.BackBufferHeight+ (int)Offset.Y;
                    foreach (ImageButton item in Buttons)
                    {
                        item.Position.Y -= mid1;
                    }
                    break;

                default:
                    break;
            }
        }
        ScreenText st; //used to display PAUSE while paused

        #endregion Fields

        #region Constructors

        public GameplayState(Game game)
            : base(game)
        {
            Game1 g = (Game1)game;

            input = ContentStorageManager.Get<InputController>("input");

            st = new ScreenText("Courier", "PAUSE", new Vector2(2, 2), new Vector2(300, 300));//initialize the PAUSE text

            //Create and set pause buttons
            Dictionary<string, ImageButton.Callback> menuButtons = new Dictionary<string, ImageButton.Callback>();
            menuButtons.Add("PauseResume", resumeButton);
            menuButtons.Add("MainMenuQuit", quitButton);

            //initialize menu
            pauseMenu = new Menu(g, menuButtons, HLayout.Center, VLayout.Bottom, new Vector2(300, 300), 10);

            player = new ControllableShip(new Vector2(Game1.ScreenSize.X / 2, Game1.ScreenSize.Y / 2), new Vector2(10, 10));
            parasite = new Parasite(player.Position, new Vector2(8,8));
            parasite.controlShip = player;
            level = new Level(1);
            // this method (level.Generate()) will be called when the level is needed to change. For now, its here.
            level.GenerateLevel(level.current_level);
        }
Beispiel #7
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        /// <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);

            input = new InputController(this);

            input.UseMouseNav = false;

            ContentStorageManager.Store<InputController>("input", input);
            ContentStorageManager.Store<Game1>("game", this);

            ContentStorageManager.Store<Texture2D>("Bullet00", Content.Load<Texture2D>("Bullet00"));
            ContentStorageManager.Store<Texture2D>("Ship00", Content.Load<Texture2D>("Ship00"));
            ContentStorageManager.Store<Texture2D>("Ship01", Content.Load<Texture2D>("Ship01"));
            ContentStorageManager.Store<Texture2D>("Ship02", Content.Load<Texture2D>("Ship02"));
            ContentStorageManager.Store<Texture2D>("Enemy01", Content.Load<Texture2D>("Enemy01"));
            ContentStorageManager.Store<Texture2D>("Enemy02", Content.Load<Texture2D>("Enemy02"));
            ContentStorageManager.Store<Texture2D>("Background00", Content.Load<Texture2D>("Background00"));

            ContentStorageManager.Store<Texture2D>("Shape00", Content.Load<Texture2D>("Shape00"));
            ContentStorageManager.Store<Texture2D>("Shape01", Content.Load<Texture2D>("Shape01"));
            ContentStorageManager.Store<Texture2D>("Shape02", Content.Load<Texture2D>("Shape02"));
            ContentStorageManager.Store<Texture2D>("parasite", Content.Load<Texture2D>("Parasite00"));

            ContentStorageManager.Store<SoundEffect>("music", Content.Load<SoundEffect>("music"));
            ContentStorageManager.Store<SoundEffect>("explosion", Content.Load<SoundEffect>("Explosion00"));
            ContentStorageManager.Store<SoundEffect>("hithurt", Content.Load<SoundEffect>("HitHurt00"));
            ContentStorageManager.Store<SoundEffect>("lasershoot", Content.Load<SoundEffect>("LaserShoot00"));
            ContentStorageManager.Store<SoundEffect>("powerup", Content.Load<SoundEffect>("PowerUp00"));

            StateManager.InitalizeStateManager<MainMenuState>(this);
        }
Beispiel #8
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        private void CheckMoveInput(InputController ic)
        {
            Vector2 tempVect = new Vector2(0, 0);

            if (ic.UpDown)
            {
                tempVect.Y -= velocity.Y;
            }
            else if (ic.DownDown)
            {
                tempVect.Y += velocity.Y;
            }

            if (ic.LeftDown)
            {
                tempVect.X -= velocity.X;
            }
            else if (ic.RightDown)
            {
                tempVect.X += velocity.X;
            }

            if (tempVect.LengthSquared() != 0)
                tempVect.Normalize();
            Position += tempVect * velocity;
        }
 public GameOverState(Game game)
     : base(game)
 {
     credits = game.Content.Load<Texture2D>("GameOverScreen");
     input = ContentStorageManager.Get<InputController>("input");
 }
        private void CheckFireInput(InputController ic)
        {
            if (isDying) return;
            if (ic.FireDown && lastFired > fireDelay)
            {
                lastFired = 0;

                if (bulletTypeFlag == 3)
                {
                    bulletType.Add(new SinBullet(Position, new Vector2(0, -12), 0, null));
                    bulletType.Add(new SinBullet(Position, new Vector2(0, -12), 3.14f, null));
                }
                else if (bulletTypeFlag == 2)
                {
                    bulletType.Add(new SprayBullet(Position, new Vector2(0, -12), 4, null));
                }
                else
                {
                    bulletType.Add(new StraitBullet(Position, new Vector2(0, -12)));
                }
                //bulletType.Add(new StraitBullet(Position, new Vector2(0, -12)));
                //AudioManager.QueueSound("lasershoot", false);
                foreach (Bullet b in bulletType)
                {
                    ObjectManager.AddBullet(b, true);
                }
            }
            lastFired++;
        }