Ejemplo n.º 1
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            gameLand = new GameLand(spriteBatch, height, width);
            gameLand.load(Content);


            bonuses = new Bonuses(spriteBatch, gameLand.H, gameLand.W);
            bonuses.load(Content, gameLand.GameBoard);


            enemys = new Enemys(Content, spriteBatch, 12, gameLand.H, gameLand.W);
            enemys.load(gameLand.GameBoard);

            hero         = new Hero(Content.Load <Texture2D>("heroright"), new Vector2(3, 3), 1.7f);
            hero.Content = Content;

            userInterface = new UserInterface(spriteBatch);
            userInterface.Load(Content, height, width);
        }
Ejemplo n.º 2
0
 public void Move(Game1.Direction direction, GameLand gameLand, GameObject[,] block, int height, int width, Bonuses bonuses, int[,] bonusBoard, GameTime gameTime)
 {
     bushSpeed = speed - 0.8f;
     if (direction == Game1.Direction.UP)
     {
         Position.Y = Position.Y - velocity.Length();
         CheckLandCollision(direction, gameLand, block, height, width);
         CheckBonuseCollision(bonuses, bonusBoard, height, width, gameTime);
         checkForGameLandAnd(direction, height, width);
     }
     if (direction == Game1.Direction.Down)
     {
         Position.Y = Position.Y + velocity.Length();
         CheckLandCollision(direction, gameLand, block, height, width);
         CheckBonuseCollision(bonuses, bonusBoard, height, width, gameTime);
         checkForGameLandAnd(direction, height, width);
     }
     if (direction == Game1.Direction.Right)
     {
         texture    = content.Load <Texture2D>("heroright");
         Position.X = Position.X + velocity.Length();
         CheckLandCollision(direction, gameLand, block, height, width);
         CheckBonuseCollision(bonuses, bonusBoard, height, width, gameTime);
         checkForGameLandAnd(direction, height, width);
     }
     if (direction == Game1.Direction.Left)
     {
         texture    = content.Load <Texture2D>("heroleft");
         Position.X = Position.X - velocity.Length();
         CheckLandCollision(direction, gameLand, block, height, width);
         CheckBonuseCollision(bonuses, bonusBoard, height, width, gameTime);
         checkForGameLandAnd(direction, height, width);
     }
 }
Ejemplo n.º 3
0
 public void CheckBonuseCollision(Bonuses bonuses, int[,] bonusBoard, int height, int width, GameTime gameTime)
 {
     if (bonuses.BonusCount != 0)
     {
         for (int y = 0; y < height; y++)
         {
             for (int x = 0; x < width; x++)
             {
                 if (bonusBoard[y, x] > 0)
                 {
                     if (bonusBoard[y, x] == 1)
                     {
                         if (BoundingBox.Intersects(bonuses.Bonus[y, x].BoundingBox))
                         {
                             if (hp + 15 < 100)
                             {
                                 hp = hp + 15;
                             }
                             else
                             {
                                 hp = 100;
                             }
                             bonusBoard[y, x]    = 0;
                             bonuses.Bonus[y, x] = null;
                             bonuses.BonusCount--;
                         }
                     }
                     else if (bonusBoard[y, x] == 2)
                     {
                         if (BoundingBox.Intersects(bonuses.Bonus[y, x].BoundingBox))
                         {
                             if (hp + 10 < 100)
                             {
                                 hp = hp + 10;
                             }
                             else
                             {
                                 hp = 100;
                             }
                             velocity            = new Vector2(speed + 0.5f);
                             speed              += 0.5f;
                             bonusBoard[y, x]    = 0;
                             bonuses.Bonus[y, x] = null;
                             bonuses.BonusCount--;
                         }
                     }
                     else if (bonusBoard[y, x] == 3)
                     {
                         if (BoundingBox.Intersects(bonuses.Bonus[y, x].BoundingBox))
                         {
                             if (armor + 30 < 100)
                             {
                                 armor = armor + 30;
                             }
                             else
                             {
                                 armor = 100;
                             }
                             bonusBoard[y, x]    = 0;
                             bonuses.Bonus[y, x] = null;
                             bonuses.BonusCount--;
                         }
                     }
                 }
             }
         }
     }
 }