Ejemplo n.º 1
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            background  = Content.Load <Texture2D>("tlo");
            blueCar     = Content.Load <Texture2D>("bluecar");
            greyCar     = Content.Load <Texture2D>("greycar");
            orangeCar   = Content.Load <Texture2D>("orangecar");
            greenCar    = Content.Load <Texture2D>("greencar");
            yellowCar   = Content.Load <Texture2D>("yellowcar");
            redCar      = Content.Load <Texture2D>("redcar");
            menu        = Content.Load <Texture2D>("menu");
            font        = Content.Load <SpriteFont>("ArialFont");
            gameOver    = Content.Load <Texture2D>("gameover");

            TextureList = new Dictionary <string, CarImage>();

            Blue = new CarImage(blueCar, 14, 3, 11, 13);
            TextureList.Add("Blue", Blue);
            Grey = new CarImage(greyCar, 12, 3, 13, 13);
            TextureList.Add("Grey", Grey);
            Orange = new CarImage(orangeCar, 10, 6, 19, 13);
            TextureList.Add("Orange", Orange);
            Green = new CarImage(greenCar, 12, 4, 11, 9);
            TextureList.Add("Green", Green);
            Yellow = new CarImage(yellowCar, 9, 2, 16, 11);
            TextureList.Add("Yellow", Yellow);
            Red = new CarImage(redCar, 11, 5, 16, 12);
            TextureList.Add("Red", Red);


            myCar    = new MyCar(new Vector2(centerOfScreen, y), TextureList);
            trapCar1 = new Car(new Vector2(x[0], -140), TextureList);
            trapCar2 = new Car(new Vector2(x[2], -280), TextureList);
            trapCar3 = new Car(new Vector2(x[4], -420), TextureList);
        }
Ejemplo n.º 2
0
        protected override void Update(GameTime gameTime)
        {
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            if (Keyboard.GetState().IsKeyDown(Keys.F2))
            {
                stop = true;
            }
            if (Keyboard.GetState().IsKeyDown(Keys.F3))
            {
                stop = false;
            }
            if (Keyboard.GetState().IsKeyDown(Keys.F1))
            {
                gameover    = false;
                level       = 1;
                speed       = 5;
                score       = 0;
                myCar       = new MyCar(new Vector2(centerOfScreen, y), TextureList);
                trapCar1    = new Car(new Vector2(x[0], -140), TextureList);
                trapCar2    = new Car(new Vector2(x[2], -280), TextureList);
                trapCar3    = new Car(new Vector2(x[4], -420), TextureList);
                toNextLevel = 30;
                stop        = false;
            }

            try
            {
                myCar.CheckCollision(trapCar1);
                myCar.CheckCollision(trapCar2);
                myCar.CheckCollision(trapCar3);
            }
            catch
            {
                gameover = true;
                stop     = true;
            }

            if (!stop)
            {
                trapCar1.ChangePosition(x, speed);
                trapCar2.ChangePosition(x, speed);
                trapCar3.ChangePosition(x, speed);

                if (Keyboard.GetState().IsKeyDown(Keys.Left))
                {
                    myCar.ChangePosition(0);
                }
                else if (Keyboard.GetState().IsKeyDown(Keys.Right))
                {
                    myCar.ChangePosition(1);
                }
            }

            if (score > toNextLevel)
            {
                level++;
                speed++;
                toNextLevel = toNextLevel * 3 / 2;
            }

            base.Update(gameTime);
        }