Ejemplo n.º 1
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 2
0
        public override void Draw(GameTime gameTime)
        {
            if (score >= 1000)
            {
                status = "THE END!";
            }
            else if (player.hitPoints == 0)
            {
                status = "YOU DEAD!";
            }
            else
            {
                status = "Missile Left: " + missileCount;
            }

            spriteBatch.Begin();

            backgroundLevel2.Draw(spriteBatch);
            spriteBatch.DrawString(scoreFont, "Score: " + score + "/1000", new Vector2(20, 20), Color.Black); // Draw Score on top left
            spriteBatch.DrawString(scoreFont, status, new Vector2(1100, 20), Color.Black);                    // Draw missile count
            spriteBatch.Draw(texMouse, new Rectangle((int)mouse_x, (int)mouse_y, 16, 16), Color.White);       // draw the mouse here
            enemy1.Draw(spriteBatch);
            enemy2.Draw(spriteBatch);
            player.Draw(spriteBatch);
            missileSmoke.Draw(spriteBatch);

            if (timer > 300)
            {
                life.setActiveAndVisible(true);
                life.draw(spriteBatch);
            }

            // If certain conditions are met, then draw these weapons
            if (drawMissile == true && missileCount != 0)
            {
                missile.draw(spriteBatch);
                missile.setPosY(missile.getPosY() - 3);
                missileSmoke.sysPos = new Vector2(missile.getPosX() + missile.getWidth() / 2, missile.getPosY() + missile.getHeight());
            }

            if (anchorDraw == true)
            {
                anchor.setActiveAndVisible(true);
                anchor.draw(spriteBatch);
                anchor.setPosY(anchor.getPosY() + 4);
            }

            if (drawMines && mineCount == 1)
            {
                mine.setPos(minePos.X, minePos.Y);
                mine.draw(spriteBatch);
            }

            // If there is a collision, draw explosion animation
            if (collision1 == true)
            {
                drawMissile = false;
                drawExplosion(currXMissile, currYMissile);
                enemy1.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700));
                if (explostionTimer == 100)
                {
                    collision1      = false;
                    score          += 50;
                    explostionTimer = 0;
                }
            }
            if (collision2 == true)
            {
                drawMissile = false;
                drawExplosion(currXMissile, currYMissile);
                enemy2.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700));
                if (explostionTimer == 80)
                {
                    score          += 100;
                    collision2      = false;
                    explostionTimer = 0;
                    missileSmoke.deActivate();
                }
            }

            if (mineCollisionToggle == true)
            {
                mineCollission = false;
                mineExplostionAnimation.setPos(mineCurrPos.X - mine.getWidth() / 2, mineCurrPos.Y - mine.getHeight() / 2);
                mineExplostionAnimation.draw(spriteBatch);
                if (explostionTimer == 100)
                {
                    mineExplostionAnimation.makeInactive = true;
                    enemy1.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700));
                    mineCollisionToggle = false;
                    explostionTimer     = 0;
                }
            }
            if (mineCollisionToggle2 == true)
            {
                mineCollission2 = false;
                mineExplostionAnimation.setPos(mineCurrPos.X - mine.getWidth() / 2, mineCurrPos.Y - mine.getHeight() / 2);
                mineExplostionAnimation.draw(spriteBatch);
                if (explostionTimer == 100)
                {
                    mineExplostionAnimation.makeInactive = true;
                    enemy2.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700));
                    mineCollisionToggle2 = false;
                    explostionTimer      = 0;
                }
            }
            // Draw BB
            if (showBB)
            {
                player.drawInfo(spriteBatch, Color.White, Color.Yellow);
                enemy1.drawInfo(spriteBatch, Color.White, Color.Yellow);
                enemy2.drawInfo(spriteBatch, Color.White, Color.Yellow);;
                missile.drawInfo(spriteBatch, Color.White, Color.Yellow);
                life.drawInfo(spriteBatch, Color.White, Color.Yellow);
                mine.drawInfo(spriteBatch, Color.White, Color.Yellow);
                anchor.drawInfo(spriteBatch, Color.White, Color.Yellow);
                //weaponList.drawInfo(spriteBatch, Color.White, Color.Yellow);
            }
            spriteBatch.End();
        }
Ejemplo n.º 3
0
        public override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(graphicsDevice);
            weaponList  = new SpriteList(20);

            playerXLocation = Dir.rnd.Next(0, 1000);
            playerYLocation = 880;
            enemyXLocation  = -20;
            enemyYLocation  = Dir.rnd.Next(213, 600);
            enemy2XLocation = Dir.rnd.Next(Dir.rightBoundary - 300, Dir.rightBoundary);
            anchorXLocation = Dir.rnd.Next(Dir.leftBoundary + 100, Dir.rightBoundary - 100);
            anchorYLocation = 175;

            texBackgroundLevel2    = Util.texFromFile(graphicsDevice, Dir.dir + @"Art\Sea04.png");
            texPlayer              = Util.texFromFile(graphicsDevice, Dir.dir + @"Art\ship-md.png");
            texEnemy1              = Util.texFromFile(graphicsDevice, Dir.dir + @"Art\Merchant1.png");
            texEnemy2              = Util.texFromFile(graphicsDevice, Dir.dir + @"Art\Merchant2.png");
            texMissile             = Util.texFromFile(graphicsDevice, Dir.dir + @"Art\Torpedo5up.png");
            texMissileSmoke        = Util.texFromFile(graphicsDevice, Dir.dir + @"Art\Particle1.png");
            texExplostionAnimation = Util.texFromFile(graphicsDevice, Dir.dir + @"Art\explodeWater1024x64.png");
            texMineExplostion      = Util.texFromFile(graphicsDevice, Dir.dir + @"Art\explode1.png");
            texMouse        = Util.texFromFile(graphicsDevice, Dir.dir + @"Art\Mouse.png");
            texAnchor       = Util.texFromFile(graphicsDevice, Dir.dir + @"Art\anchor-th.png");
            texLife         = Util.texFromFile(graphicsDevice, Dir.dir + @"Art\life-preserver-th.png");
            texMine         = Util.texFromFile(graphicsDevice, Dir.dir + @"Art\water_mine.png");
            scoreFont       = Content.Load <SpriteFont>("display");
            helpFont        = Content.Load <SpriteFont>("helpText");
            explostionSound = Content.Load <SoundEffect>("bazooka_fire");
            exLimSound      = new LimitSound(explostionSound, 3);

            backgroundLevel2        = new ImageBackground(texBackgroundLevel2, Color.White, graphicsDevice);
            player                  = new Sprite3(true, texPlayer, playerXLocation, playerYLocation);
            enemy1                  = new Sprite3(true, texEnemy1, enemyXLocation, enemyYLocation);
            enemy2                  = new Sprite3(true, texEnemy2, enemy2XLocation, enemyYLocation);
            explosionAnimation      = new Sprite3(true, texExplostionAnimation, 0, playerYLocation);
            mineExplostionAnimation = new Sprite3(true, texMineExplostion, 0, playerYLocation);
            mine = new Sprite3(true, texMine, 0, 0);
            mine.setHSoffset(new Vector2(296, 313));
            weaponList.addSpriteReuse(mine);
            life = new Sprite3(true, texLife, Dir.rnd.Next(Dir.leftBoundary + 200, Dir.rightBoundary - 200), Dir.rnd.Next(300, 600));
            life.setActiveAndVisible(false);

            for (int i = 1; i < 3; i++)
            {
                anchor = new Sprite3(true, texAnchor, anchorXLocation, anchorYLocation);
                anchor.setWidthHeight(50, 50);
                weaponList.addSpriteReuse(anchor);
            }
            for (int m = 1; m < 6; m++)
            {
                missile = new Sprite3(true, texMissile, playerXLocation, playerYLocation);
                missile.setWidthHeight(missile.getWidth() / 2, missile.getHeight() / 2);
                weaponList.addSpriteReuse(missile);
            }

            player.setColor(Color.Red);

            // Adjusting sprite image sizes to suit my taste
            player.setWidthHeight(210, 64);
            enemy1.setWidthHeight(256, 64);
            enemy2.setWidthHeight(enemy1.getWidth() / 2, 64);
            life.setWidthHeight(48, 48);
            mine.setWidthHeight(40, 45);

            // animation for torpedo explosion
            explosionAnimation.setWidthHeightOfTex(1024, 64);
            explosionAnimation.setXframes(16);
            explosionAnimation.setYframes(1);
            explosionAnimation.setWidthHeight(80, 80);
            for (int moveX = 0; moveX <= 15; moveX++)
            {
                anim[moveX].X = moveX; anim[moveX].Y = 0;
            }
            explosionAnimation.setAnimationSequence(anim, 0, 15, 3);
            explosionAnimation.setAnimFinished(0);
            explosionAnimation.animationStart();

            // animation for mine explostion
            mineExplostionAnimation.setWidthHeightOfTex(1024, 64);
            mineExplostionAnimation.setXframes(16);
            mineExplostionAnimation.setYframes(1);
            mineExplostionAnimation.setWidthHeight(80, 80);
            for (int moveX = 0; moveX <= 15; moveX++)
            {
                mineAnim[moveX].X = moveX; mineAnim[moveX].Y = 0;
            }
            mineExplostionAnimation.setAnimationSequence(mineAnim, 0, 15, 4);
            mineExplostionAnimation.setAnimFinished(0);
            mineExplostionAnimation.animationStart();

            HealthBarAttached h1 = new HealthBarAttached(Color.Aquamarine, Color.Green, Color.Red, 9, true);

            h1.offset                 = new Vector2(0, -1); // one pixel above the bounding box
            h1.gapOfbar               = 2;
            enemy1.hitPoints          = 10;
            enemy1.maxHitPoints       = 10;
            enemy1.attachedRenderable = h1;

            HealthBarAttached h2 = new HealthBarAttached(Color.Aquamarine, Color.Green, Color.Red, 9, true);

            h2.offset                 = new Vector2(0, -1); // one pixel above the bounding box
            h2.gapOfbar               = 2;
            enemy2.hitPoints          = 20;
            enemy2.maxHitPoints       = 20;
            enemy2.attachedRenderable = h2;

            HealthBarAttached playerHP = new HealthBarAttached(Color.Aquamarine, Color.Green, Color.Red, 9, true);

            playerHP.offset           = new Vector2(0, -1); // one pixel above the bounding box
            playerHP.gapOfbar         = 2;
            player.hitPoints          = 50;
            player.maxHitPoints       = 50;
            player.attachedRenderable = playerHP;

            drawSmoke();
        }