Ejemplo n.º 1
0
        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            TimeOnRound += gameTime.ElapsedGameTime.Milliseconds;

            if (RemainingParticipants > 0)
            {
                NextWaveTimer += gameTime.ElapsedGameTime.Milliseconds;

                if ((NextWaveTimer / 1000f) >= Current.WaveInterval)
                {
                    Escapee e;

                    foreach (Vector2 spawn in spawnLocations)
                    {
                        e = new Escapee { Position = spawn, Alive = true, Free = false, Tint = Escapee.Tints[rand.Next(0, 3)] };
                        escapeeManager.AddEscapee(e);
                        currentEscapees.Add(e);

                        RemainingParticipants--;

                        if (RemainingParticipants == 0)
                            break;
                    }

                    NextWaveTimer = 0;
                }
            }

            currentEscapees.RemoveAll(new Predicate<Escapee>((x) => !x.InPlay));

            if (ParticipantsInPlay == 0 && RemainingParticipants == 0 && Next != null)
            {
                Current = Next;
                next = null;
                NextWaveTimer = 0;
                RemainingParticipants = Current.ParticipantCount;

                if (RoundChanged != null)
                    RoundChanged(this, null);
            }

            base.Update(gameTime);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            Services.AddService(typeof(SpriteBatch), spriteBatch);

            score = new ScoreData();
            Services.AddService(typeof(ScoreData), score);

            camera = new GameCamera { X = 0, Y = 0, Width = Window.ClientBounds.Width, Height = Window.ClientBounds.Height };
            Services.AddService(typeof(GameCamera), camera);

            collisionManager = new CollisionManager(this,24,24);
            Components.Add(collisionManager);

            tmapRenderer = new TilemapRenderer(this);
            Components.Add(tmapRenderer);

            map = Tilemap.Load("testmap.tmx");
            tmapRenderer.Map = map;

            playerManager = new PlayerManager(this);
            Components.Add(playerManager);

            player = new Player();
            playerManager.Player = player;

            escapeeManager = new EscapeeManager(this);
            Components.Add(escapeeManager);

            sfx = new Dictionary<string, SoundEffect>();
            Services.AddService(typeof(Dictionary<string, SoundEffect>), sfx);

            round = new Round { ParticipantCount = 9, WaveInterval = 10 };

            uiManager = new UIManager(this);
            Components.Add(uiManager);

            base.Initialize();
        }