public GameOverScreen(Player player, gameOverType gtt)
        {
            IsPopup = false;

            TransitionOnTime = TimeSpan.FromSeconds(0.2);
            TransitionOffTime = TimeSpan.FromSeconds(0.2);

            if (player != null)HighScores.sendScore(player.name, player.score);
            got = gtt;
            this.player = player;
        }
        public HighScoreScreen(Player player)
        {
            IsPopup = false;

            TransitionOnTime = TimeSpan.FromSeconds(0.2);
            TransitionOffTime = TimeSpan.FromSeconds(0.2);

            highScores = HighScores.getScores("");

            p = player;
        }
        public LevelCompleteScreen(Player player, GameDifficulty gd, float acc)
        {
            this.player = player;

            IsPopup = false;

            TransitionOnTime = TimeSpan.FromSeconds(0.2);
            TransitionOffTime = TimeSpan.FromSeconds(0.2);

            this.score = player.score;
            this.lives = player._lives;
            this.gameDiff = gd;
        }
        public override void LoadContent()
        {
            ContentManager content = ScreenManager.Game.Content;

            sound = content.Load<SoundEffect>("Sounds\\clicksound");

            Texture2D norm = content.Load<Texture2D>("Buttons\\exitButtonGlow");
            Texture2D glow = content.Load<Texture2D>("Buttons\\exitButton");
            exitButton = new MenuButton(glow, norm, new Vector2(800 / 2 - (norm.Width / 2), 510), sound);

            instructions = content.Load<Texture2D>("instructions");
            title = content.Load<Texture2D>("backgrounds\\instructions");
            background = content.Load<Texture2D>("backgrounds\\title");

            Texture2D playerTexture = content.Load<Texture2D>("manwalk");
            mouse = new Mouse(content, "cursor");
            player = new Player(playerTexture, mouse.texture, new Vector2(700, 500), content);
        }
Beispiel #5
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        public void Update(Player player, List<TileObject> objList ,TileLayer tLayer)
        {
            KeyboardState kbs = Keyboard.GetState();

            isMovingLeft = false;
            isMovingRight = false;
            isMovingDown = false;
            isMovingUp = false;

            prevPosition = position;

            //BORDER TOP
            if (player._playerRec.Y <= (200 + player._playerRec.Height) && kbs.IsKeyDown(Keys.W) && !player.collision(new Vector2(0, -3), objList))
            {
                position.Y -= 3;

                if (position.Y < 0)
                {
                    position.Y = 0;
                }
                else
                {
                    isMovingUp = true;
                }
            }
            else
            {
                isMovingUp = false;
            }
            //BOREDER BOTTOM
            if (player._playerRec.Y >= (screenHeight - 200 - player._playerRec.Height) && kbs.IsKeyDown(Keys.S) && !player.collision(new Vector2(0, 3), objList))
            {
                position.Y += 3;

                if (position.Y > tLayer.MapHeight - screenHeight)
                {
                    position.Y = tLayer.MapHeight - screenHeight;
                }
                else
                {
                    isMovingDown = true;
                }
            }
            else
            {
                isMovingDown = false;
            }
            //BORDER RIGHT
            if (player._playerRec.X <= (200 + player._playerRec.Width) && kbs.IsKeyDown(Keys.A) && !player.collision(new Vector2(-3, 0), objList))
            {
                position.X -= 3;

                if (position.X < 0)
                {
                    position.X = 0;

                }

                else
                {
                    isMovingLeft = true;
                }
            }
            else
            {
                isMovingLeft = false;
            }
            //BORDER LEFT
            if (player._playerRec.X >= (screenWidth - 200 - player._playerRec.Width) && kbs.IsKeyDown(Keys.D) && !player.collision(new Vector2(3, 0), objList))
            {
                position.X += 3;

                if (position.X > tLayer.MapWidth - screenWidth)
                {
                    position.X = tLayer.MapWidth - screenWidth;
                }

                else
                {
                    isMovingRight = true;
                }
            }
            else
            {
                isMovingRight = false;
            }

            if (position == prevPosition)
            {
                isMovingLeft = false;
                isMovingDown = false;
                isMovingRight = false;
                isMovingUp = false;
                hasMoved = false;
            }
            else {
                hasMoved = true;
            }
        }
        public override void LoadContent()
        {
            System.Threading.Thread.Sleep(10);
            levelstart = true;
            animList = new List<AnimatedSprite>();

            if (content == null)
                content = new ContentManager(ScreenManager.Game.Services, "Content");

            sound = content.Load<SoundEffect>("Sounds\\explode");

            explosionTexture = content.Load<Texture2D>("sprites/explosion2");
            playerTexture = content.Load<Texture2D>("manwalk");
            mouseTexture = content.Load<Texture2D>("cursor");
            playerSpawn = new Vector2(150,150);

            player = new Player(playerTexture, mouseTexture, playerSpawn, content);
            player.name = name;
            if (!isFirstLevel)
            {
                player.level = pLevel;
                player.score = pScore;
                player._health = pHealth;
                player._lives = pLives;
            }
            if (diff == GameDifficulty.HARD_MODE) player.MAX_SHOTS = 3;
            heart = content.Load<Texture2D>("1up");
            isLevelComplete = false;

            enemyDeleteList = new List<Enemy>();
            bulletDeleteList = new List<Bullet>();
            eBulletDeleteList = new List<Bullet>();

            cam = new Camera(new Vector2(0,0));

            particleComponent = new ParticleComponent(ScreenManager.Game);
            ScreenManager.Game.Components.Add(particleComponent);

            if (player.level == 1)
            {
                objList = new List<TileObject>();
                objList = TileHandler.getTileObjectLayout(content, "Content/Layers/LevelOneObjects.txt");

                enemyList = new List<Enemy>();
                if (diff == GameDifficulty.EASY_MODE ) enemyList = TileHandler.getEnemyLayout(content, "Content/Layers/LevelOneEnemyEasy.txt");
                if (diff == GameDifficulty.HARD_MODE) enemyList = TileHandler.getEnemyLayout(content, "Content/Layers/LevelOneEnemyHard.txt");

                spriteFont = content.Load<SpriteFont>("SpriteFont1");

                backgroundLayer = TileLayer.FromFile(content, "Content/Layers/LevelOneBackgroundLayer.txt");
            }

            if (player.level == 2)
            {
                objList = new List<TileObject>();
                objList = TileHandler.getTileObjectLayout(content, "Content/Layers/LevelTwoObjects.txt");

                enemyList = new List<Enemy>();
                if (diff == GameDifficulty.EASY_MODE) enemyList = TileHandler.getEnemyLayout(content, "Content/Layers/LevelTwoEnemyEasy.txt");
                if (diff == GameDifficulty.HARD_MODE) enemyList = TileHandler.getEnemyLayout(content, "Content/Layers/LevelTwoEnemyHard.txt");

                spriteFont = content.Load<SpriteFont>("SpriteFont1");

                backgroundLayer = TileLayer.FromFile(content, "Content/Layers/LevelOneBackgroundLayer.txt");
            }

            if (player.level == 3)
            {
                objList = new List<TileObject>();
                objList = TileHandler.getTileObjectLayout(content, "Content/Layers/LevelThreeObjects.txt");

                enemyList = new List<Enemy>();
                if (diff == GameDifficulty.EASY_MODE) enemyList = TileHandler.getEnemyLayout(content, "Content/Layers/LevelThreeEnemyEasy.txt");
                if (diff == GameDifficulty.HARD_MODE) enemyList = TileHandler.getEnemyLayout(content, "Content/Layers/LevelThreeEnemyHard.txt");

                spriteFont = content.Load<SpriteFont>("SpriteFont1");

                backgroundLayer = TileLayer.FromFile(content, "Content/Layers/LevelTwoBackgroundLayer.txt");

                Emitter testEmitter2 = new Emitter();
                testEmitter2.Active = true;
                testEmitter2.TextureList.Add(content.Load<Texture2D>("raindrop"));
                testEmitter2.RandomEmissionInterval = new RandomMinMax(16.0d);
                testEmitter2.ParticleLifeTime = 1000;
                testEmitter2.ParticleDirection = new RandomMinMax(170);
                testEmitter2.ParticleSpeed = new RandomMinMax(10.0f);
                testEmitter2.ParticleRotation = new RandomMinMax(0);
                testEmitter2.RotationSpeed = new RandomMinMax(0f);
                testEmitter2.ParticleFader = new ParticleFader(false, true, 800);
                testEmitter2.ParticleScaler = new ParticleScaler(false, 1.0f);
                testEmitter2.Opacity = 255;

                particleComponent.particleEmitterList.Add(testEmitter2);
            }

            ScreenManager.AddScreen(new MessageBoxScreen("", mouseTexture), null);
        }
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.

            spriteFont = Content.Load<SpriteFont>("SpriteFont1");

            enemyDeleteList = new List<Enemy>();
            bulletDeleteList = new List<Bullet>();
            eBulletDeleteList = new List<Bullet>();
            playerTexture = Content.Load<Texture2D>("manwalk");
            mouseTexture = Content.Load<Texture2D>("cursor");
            bulletTexture = Content.Load<Texture2D>("bullet2");

            enemyTexture = Content.Load<Texture2D>("ZombieGreen");
            //Texture2D enemyTexture2 = Content.Load<Texture2D>("ZombiePink");
            Texture2D enemyTexture3 = Content.Load<Texture2D>("ZombieRed");
            Texture2D enemyTexture4 = Content.Load<Texture2D>("ZombieOrange");
            enemyList = new List<Enemy>();

            int spawnMapWidth = spawnMap.GetLength(1);
            int spawnMapHeight = spawnMap.GetLength(0);

            for (int x = 0; x < spawnMapWidth; x++)
            {
                for (int y = 0; y < spawnMapHeight; y++)
                {
                    int textIndex = spawnMap[y, x];

                    if (textIndex == -1)
                    {
                        continue;
                    }

                    Enemy e = new Enemy(enemyTexture, new Vector2(x * tileWidth, y * tileHeight), Enemy.enemyType.normal);
                    enemyList.Add(e);

                }
            }

            //enemyList.Add(new Enemy(enemyTexture2, new Vector2(400, 400)));
            //enemyList.Add(new Enemy(enemyTexture3, new Vector2(500, 400)));
            enemyList.Add(new Enemy(enemyTexture4, new Vector2(600, 400),Enemy.enemyType.projectile, Content));
            enemyList.Add(new Enemy(enemyTexture3, new Vector2(500, 400), Enemy.enemyType.boss, Content));
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TILE STUFF

            tileDirt = Content.Load<Texture2D>("Tiles/se_free_dirt_texture");
            tileGrass = Content.Load<Texture2D>("Tiles/se_free_grass_texture");
            tileGround = Content.Load<Texture2D>("Tiles/se_free_ground_texture");
            tileMud = Content.Load<Texture2D>("Tiles/se_free_mud_texture");

            tileList.Add(tileDirt);
            tileList.Add(tileMud);
            tileList.Add(tileGround);
            tileList.Add(tileGrass);

            Texture2D tileHeart = Content.Load <Texture2D>("1up");
            tileHand = Content.Load<Texture2D>("crate");
            tileList2.Add(tileHand);
            tileList2.Add(tileHeart);

            player = new Player(playerTexture, mouseTexture, new Vector2(200, 200), new AnimatedSprite(playerTexture, 1, 2, 0.5f), Content);
            heart = Content.Load<Texture2D>("1up");
        }
        public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer, Player player)
        {
            screen.ControllingPlayer = controllingPlayer;
            screen.ScreenManager = this;
            screen.IsExiting = false;
            this.player = player;

            // If we have a graphics device, tell the screen to load content.
            if (isInitialized)
            {
                screen.LoadContent();
            }

            screens.Add(screen);
        }
Beispiel #9
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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.

            spriteFont = Content.Load<SpriteFont>("SpriteFont1");

            enemyDeleteList = new List<Enemy>();
            bulletDeleteList = new List<Bullet>();
            playerTexture = Content.Load<Texture2D>("manwalk");
            mouseTexture = Content.Load<Texture2D>("cursor");
            bulletTexture = Content.Load<Texture2D>("bullet2");
            enemyTexture = Content.Load<Texture2D>("ZombieGreen");

            enemyList = new List<Enemy>();
            enemyList.Add(new Enemy(enemyTexture, new Vector2(500, 500)));
            //enemyList.Add(new Enemy(enemyTexture, new Vector2(500, 10)));
            //enemyList.Add(new Enemy(enemyTexture, new Vector2(200, 200)));
            //enemyList.Add(new Enemy(enemyTexture, new Vector2(100, 500)));
            //enemyList.Add(new Enemy(enemyTexture, new Vector2(200, 10)));
            //enemyList.Add(new Enemy(enemyTexture, new Vector2(300, 200)));
            //enemyList.Add(new Enemy(enemyTexture, new Vector2(400, 500)));
            //enemyList.Add(new Enemy(enemyTexture, new Vector2(500, 10)));
            //enemyList.Add(new Enemy(enemyTexture, new Vector2(600, 200)));

            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TILE STUFF

            tileDirt = Content.Load<Texture2D>("Tiles/se_free_dirt_texture");
            tileGrass = Content.Load<Texture2D>("Tiles/se_free_grass_texture");
            tileGround = Content.Load<Texture2D>("Tiles/se_free_ground_texture");
            tileMud = Content.Load<Texture2D>("Tiles/se_free_mud_texture");

            tileList.Add(tileDirt);
            tileList.Add(tileMud);
            tileList.Add(tileGround);
            tileList.Add(tileGrass);

            tileHand = Content.Load<Texture2D>("crate");
            tileList2.Add(tileHand);

            player = new Player(playerTexture, mouseTexture, new Vector2(200, 200), bulletTexture, new AnimatedSprite(playerTexture, 1, 2, 0.5f));
        }
 /// <summary>
 /// Constructor automatically includes the standard "A=ok, B=cancel"
 /// usage text prompt.
 /// </summary>
 public welcomeScreen(string message, Player player)
 {
     this.message = message;
     this.player = player;
 }