Ejemplo n.º 1
0
 /// <summary>
 /// Returns the index of the first (ie lowest numbered)
 /// sprite it colides with -1 if no collision
 /// the self parameter is there to allow the avoidance of collision texting against yourself
 /// </summary>
 /// <param name="s">the sprite to test the list against</param>
 /// <param name="self">the number of a single sprite to avoid testing</param>
 /// <returns></returns>
 public int collisionAA(Sprite3 s, int self)
 {
     if (s == null)
     {
         return(-1);
     }
     if (!s.getVisible())
     {
         return(-1);
     }
     if (!s.getActive())
     {
         return(-1);
     }
     for (int i = 0; i < highUsed + 1; i++)
     {
         if (sprite[i] != null && sprite[i].active)
         {
             if (sprite[i].getVisible() &&
                 i != self && s.collision(sprite[i]))
             {
                 return(i);
             }
         }
     }
     return(-1);
 }
Ejemplo n.º 2
0
        public override void Update(GameTime gameTime)
        {
            prevKeyState     = keyState;
            keyState         = Keyboard.GetState();
            timer           += 1;
            explostionTimer += 1;
            explosionAnimation.animationTick(gameTime);
            mineExplostionAnimation.animationTick(gameTime);
            missileSmoke.Update(gameTime);
            exLimSound.Update(gameTime);

            previousMouseState = currentMouseState;
            currentMouseState  = Mouse.GetState();

            mouse_x = currentMouseState.X;
            mouse_y = currentMouseState.Y;

            // Sets up mine
            if (currentMouseState.LeftButton == ButtonState.Pressed)
            {
                minePos.X   = mouse_x;
                minePos.Y   = mouse_y;
                drawMines   = true;
                mine.active = true;
                mineCount   = 1;
            }

            // Controls player movements
            if (keyState.IsKeyDown(Keys.Left))
            {
                if (player.getPosX() > Dir.leftBoundary)
                {
                    player.setPosX(player.getPosX() - 4);                   // Moves player 3 units left
                    player.setFlip(SpriteEffects.FlipHorizontally);
                }
            }
            if (keyState.IsKeyDown(Keys.Right))
            {
                if (player.getPosX() < (Dir.rightBoundary - (player.getWidth() - 5)))
                {
                    player.setPosX(player.getPosX() + 4);                   // Moves player 3 units right
                    player.setFlip(SpriteEffects.None);
                }
            }

            // Moves enemy sprite
            enemy1.setPosX(enemy1.getPosX() + Dir.rnd.Next(1, 3));
            enemy2.setPosX(enemy2.getPosX() - Dir.rnd.Next(1, 3));

            // If enemy runs off screen, reset position to random x postion
            if (enemy1.getPosX() > Dir.rightBoundary + 60)
            {
                enemy1.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700));
            }
            if (enemy2.getPosX() < Dir.leftBoundary - (enemy2.getWidth() + 50))
            {
                enemy2.setPos(Dir.rnd.Next(Dir.rightBoundary, Dir.rightBoundary + 200), Dir.rnd.Next(200, 700));
            }

            // Shoot missile
            if (keyState.IsKeyDown(Keys.Space) && prevKeyState.IsKeyUp(Keys.Space))
            {
                missile.setPos(player.getPosX() + player.getWidth() / 2, player.getPosY() - missile.getHeight());
                missile.active = true;
                drawSmoke();
                drawMissile = true;
                if (missileCount > 0)
                {
                    missileCount--;
                }
            }

            if (missileCount == 0)
            {
                missileCount = 5;
            }

            if (missile.getPosY() < 185 + missile.getHeight())
            {
                missile.setPos(player.getPos());
                drawMissile = false;
                missileSmoke.deActivate();
            }

            if (timer % 361 == 360)
            {
                anchor.setPos(enemy1.getPosX() + enemy1.getWidth() / 2, enemy1.getPosY() + enemy1.getHeight() / 2);
                anchorDraw = true;
            }

            if (anchor.getPosY() > Dir.bottomBoundary + anchor.getHeight())
            {
                anchor.active = false;
                anchorDraw    = false;
            }
            // Collision Control
            enemy1Collision = missile.collision(enemy1);
            enemy2Collision = missile.collision(enemy2);

            if (enemy1Collision)
            {
                enemy1.hitPoints = enemy1.hitPoints - 10;
                currXMissile     = enemy1.getPosX() + enemy1.getWidth() / 2;
                currYMissile     = enemy1.getPosY() - enemy1.getHeight() / 2;
                if (enemy1.hitPoints <= 0)
                {
                    collision1       = true;
                    enemy1.hitPoints = 10;
                    Dir.enemy1Count++;
                    missileSmoke.deActivate();
                }
                getSetMissile();
            }
            if (enemy2Collision)
            {
                missileSmoke.deActivate();
                enemy2.hitPoints = enemy2.hitPoints - 10;
                drawMissile      = false;
                if (enemy2.hitPoints <= 0)
                {
                    currXMissile = enemy2.getPosX() + enemy2.getWidth() / 2;
                    currYMissile = enemy2.getPosY() - enemy2.getHeight() / 2;
                    collision2   = true;
                    Dir.enemy2Count++;
                    enemy2.hitPoints = 20;
                }
                getSetMissile();
            }

            // Gain 10 hp if missile hits the anchor preserve
            bool lifeGain = missile.collision(life);

            if (lifeGain == true)
            {
                if (player.hitPoints < 50)
                {
                    player.hitPoints = player.hitPoints + 10;
                }
                lifeGain    = false;
                drawMissile = false;
                life.active = false;
                life.setPos(new Vector2(Dir.rnd.Next(250, 800), Dir.rnd.Next(400, 600)));
                missile.active = false;
                missile.setPos(player.getPosX(), player.getPosY());
                missileSmoke.deActivate();
            }

            bool anchorCollision = anchor.collision(player);

            if (anchorCollision)
            {
                anchorDraw = false;
                anchor.setActiveAndVisible(false);
                anchor.setPos(new Vector2(-100, -100));
                player.hitPoints = player.hitPoints - 20;
            }

            mineCollission = mine.collision(enemy1);
            if (mineCollission)
            {
                mine.active = false;
                drawMines   = false;
                mineCurrPos = mine.getPos();
                mine.setPos(new Vector2(-100, 0));
                enemy1.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700));
                mineCollisionToggle = true;
                score           += 150;
                mineCount        = 0;
                Dir.enemy1Count += 1;
                exLimSound.playSoundIfOk();
            }

            mineCollission2 = mine.collision(enemy2);
            if (mineCollission2)
            {
                mine.active = false;
                drawMines   = false;
                mineCurrPos = mine.getPos();
                mine.setPos(new Vector2(-100, 0));
                enemy2.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700));
                mineCollisionToggle2 = true;
                score           += 200;
                mineCount        = 0;
                Dir.enemy2Count += 1;
                exLimSound.playSoundIfOk();
            }
            // Toggle BB
            if (keyState.IsKeyDown(Keys.B) && prevKeyState.IsKeyUp(Keys.B))
            {
                showBB = !showBB;
            }

            // Pause
            if (keyState.IsKeyDown(Keys.P) && !prevKeyState.IsKeyDown(Keys.P))
            {
                gameStateManager.pushLevel(3);
            }

            // Help State
            if (keyState.IsKeyDown(Keys.F1) && !prevKeyState.IsKeyDown(Keys.F1))
            {
                gameStateManager.pushLevel(5);
            }

            if (player.hitPoints < 0)
            {
                player.hitPoints = 0;
            }

            // End State
            if (score >= 1000 || player.hitPoints <= 0)
            {
                if (timer % 181 == 180)
                {
                    gameStateManager.setLevel(4);
                }
            }
        }
Ejemplo n.º 3
0
        public void UpdateL1(GameTime gameTime)
        {
            ks = Keyboard.GetState();


            yarnBalls.moveDeltaXY();


            // collision test

            for (int i = 0; i < yarnBalls.count(); i++)
            {
                Sprite3 s = yarnBalls.getSprite(i);

                bool coll = playerSprite.collision(s);

                if (coll)
                {
                    kachingSound.playSoundIfOk();
                    s.setActive(false);
                    points++;
                }
            }



            // used to move the kitty cat to the left
            if (ks.IsKeyDown(Keys.Left))
            {
                playerSprite.moveByDeltaXY();
                playerSprite.animationTick(gameTime);
                successSound.playSoundIfOk();
                playerSprite.active = true;
                background.Update(gameTime);
            }

            if (ks.IsKeyDown(Keys.Right))
            {
                // NOTE: the move right functionality does not work currently
                background.Update(gameTime);
            }

            if (ks.IsKeyDown(Keys.B))
            {
                showBB = !showBB;
            }

            /// increases the player's jump speed - this is a secret function
            if (ks.IsKeyDown(Keys.Z))
            {
                playerJumpSpeed++;
            }

            // decreases the player's jump speed - this is another secret function
            if (ks.IsKeyDown(Keys.X))
            {
                playerJumpSpeed--;
            }

            // this gives the small kitty cat the ability to jump around the screen
            if (playerJump)
            {
                playerVec.Y     += playerJumpSpeed;
                playerJumpSpeed += 1;
                playerSprite.setPosY(playerVec.Y);

                if (playerVec.Y >= prevPos.Y)
                {
                    playerSprite.setPosY(prevPos.Y);
                    playerJump = false;
                }
            }
            else
            {
                if (ks.IsKeyDown(Keys.Up))
                {
                    playerJump = true;
                    jumpoSound.playSoundIfOk();
                    playerJumpSpeed = -14;
                    playerSprite.setPosY(playerVec.Y);
                }
            }

            // transition over to level 2
            if (points == 5)
            {
                state = 3;
            }
        }
Ejemplo n.º 4
0
        public override void Update(GameTime gameTime)
        {
            prevKeyState = keyState;
            keyState     = Keyboard.GetState();
            timer       += 1;
            explosionAnimation.animationTick(gameTime);
            missileSmoke.Update(gameTime);

            if (keyState.IsKeyDown(Keys.Left))
            {
                if (player.getPosX() > Dir.leftBoundary)
                {
                    player.setPosX(player.getPosX() - 4);                   // Moves player 4 units left
                    player.setFlip(SpriteEffects.FlipHorizontally);
                }
            }
            if (keyState.IsKeyDown(Keys.Right))
            {
                if (player.getPosX() < (Dir.rightBoundary - (player.getWidth() - 5)))
                {
                    player.setPosX(player.getPosX() + 4);                   // Moves player 4 units right
                    player.setFlip(SpriteEffects.None);
                }
            }
            enemy1.setPosX(enemy1.getPosX() + Dir.rnd.Next(1, 3));
            enemy2.setPosX(enemy2.getPosX() - Dir.rnd.Next(1, 3));
            enemy3.setPosX(enemy3.getPosX() + Dir.rnd.Next(2, 4));

            // If enemy runs off screen, reset position to random x postion
            if (enemy1.getPosX() > Dir.rightBoundary + 60)
            {
                enemy1.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700));
            }
            if (enemy2.getPosX() < Dir.leftBoundary - (enemy2.getWidth() + 50))
            {
                enemy2.setPos(Dir.rnd.Next(Dir.rightBoundary, Dir.rightBoundary + 200), Dir.rnd.Next(200, 700));
            }
            if (enemy3.getPosX() > Dir.rightBoundary + 60)
            {
                enemy3.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700));
            }

            if (keyState.IsKeyDown(Keys.Space) && prevKeyState.IsKeyUp(Keys.Space))
            {
                missile.setPos(player.getPosX() + player.getWidth() / 2, player.getPosY() - missile.getHeight());
                missile.active = true;
                drawMissile    = true;
                drawSmoke();
                if (missileCount > 0)
                {
                    missileCount--;
                }
            }

            if (missileCount == 0)
            {
                missileCount = 5;
            }

            if (missile.getPosY() < 185 + missile.getHeight())
            {
                missile.setPos(player.getPos());
                drawMissile = false;
                missileSmoke.deActivate();
            }

            enemy1Collision = missile.collision(enemy1);
            enemy2Collision = missile.collision(enemy2);
            enemy3Collision = missile.collision(enemy3);

            explostionTimer += 1;
            if (enemy1Collision)
            {
                enemy1.hitPoints = enemy1.hitPoints - 10;
                currXMissile     = enemy1.getPosX() + enemy1.getWidth() / 2;
                currYMissile     = enemy1.getPosY() - enemy1.getHeight() / 2;
                if (enemy1.hitPoints <= 0)
                {
                    collision1 = true;
                    Dir.enemy1Count++;
                    enemy1.hitPoints = 10;
                }
                getSetMissile();
            }
            if (enemy2Collision)
            {
                missileSmoke.deActivate();
                enemy2.hitPoints = enemy2.hitPoints - 10;
                drawMissile      = false;
                if (enemy2.hitPoints <= 0)
                {
                    currXMissile = enemy2.getPosX() + enemy2.getWidth() / 2;
                    currYMissile = enemy2.getPosY() - enemy2.getHeight() / 2;
                    collision2   = true;
                    Dir.enemy2Count++;
                    enemy2.hitPoints = 20;
                }
                getSetMissile();
            }
            if (enemy3Collision)
            {
                enemy3.hitPoints = enemy3.hitPoints - 10;
                currXMissile     = enemy3.getPosX() + enemy3.getWidth() / 2;
                currYMissile     = enemy3.getPosY() - enemy3.getHeight() / 2;
                if (enemy3.hitPoints <= 0)
                {
                    collision3 = true;
                    Dir.enemy3Count++;
                    enemy3.hitPoints = 10;
                }
                getSetMissile();
            }

            // Toggle showing Boundary Box
            if (keyState.IsKeyDown(Keys.B) && prevKeyState.IsKeyUp(Keys.B))
            {
                showBoundary = !showBoundary;
            }

            if (keyState.IsKeyDown(Keys.P) && !prevKeyState.IsKeyDown(Keys.P))
            {
                gameStateManager.pushLevel(3);
            }

            if (keyState.IsKeyDown(Keys.F1) && !prevKeyState.IsKeyDown(Keys.F1))
            {
                gameStateManager.pushLevel(5);
            }

            if (score >= 300)
            {
                if (timer % 181 == 180)
                {
                    gameStateManager.setLevel(2);
                }
            }
            exLimSound.Update(gameTime);
        }