Ejemplo n.º 1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            MediaPlayer.IsRepeating = true;
            MediaPlayer.Play(Content.Load<Song>("EpicsaxGuy"));
            spriteBatch = new SpriteBatch(GraphicsDevice);
            font = Content.Load<SpriteFont>("Font");
            pacMan = new PacMan(Content.Load<Texture2D>("Characters/bushHead"), new Vector2(300,300));
            unicornSheet = Content.Load<Texture2D>("Characters/unicornSprites");
            introScreen = Content.Load<Texture2D>("IntroScreen");
            thankyou = Content.Load<Texture2D>("Thankyou");
            wallBox = new CollisionBoxes(Content.Load<Texture2D>("wall"), Content.Load<Texture2D>("money"));
            coinSound = Content.Load<SoundEffect>("chomp");
            readFile(0);

            // TODO: use this.Content to load your game content here
        }
Ejemplo n.º 2
0
        public void UpdateAI(GameTime gameTime, Random random, int time, CollisionBoxes box)
        {
            //0 = down
            //1 = left
            //2 = right
            //3 = up
            bool[] collision = getOuterWalls(box.walls);

            if (currentMove > 1)
            {
                    currentMove -= speed;
                    switch (currentDirection)
                    {
                        case 0: destRect.Y += speed; break;
                        case 1: destRect.X -= speed; break;
                        case 2: destRect.X += speed; break;
                        case 3: destRect.Y -= speed; break;
                    }

            }else if( currentMove == 1 && !collision[currentDirection]){
                 currentMove -= 1;
                switch (currentDirection)
                {
                    case 0: destRect.Y += 1; break;
                    case 1: destRect.X -= 1; break;
                    case 2: destRect.X += 1; break;
                    case 3: destRect.Y -= 1; break;
                }
            }
            else
            {
                if (currentMove == 1)
                {
                    switch (currentDirection)
                    {
                        case 0: destRect.Y += 1; break;
                        case 1: destRect.X -= 1; break;
                        case 2: destRect.X += 1; break;
                        case 3: destRect.Y -= 1; break;
                    }
                    collision = getOuterWalls(box.walls);
                }
                int newDir= (time + gameTime.ElapsedGameTime.Milliseconds +  random.Next()) % 4;
                for (int i = 0; i < 3; i++)
                {
                    newDir = (newDir+1) % 4;
                    if (!collision[newDir])
                        break;
                }

                currentDirection = newDir;
                currentMove = 45;
            }
            animate(gameTime, currentDirection);

            time += random.Next();
        }
Ejemplo n.º 3
0
        public void Update(GameTime gameTime, KeyboardState prev, KeyboardState curr, CollisionBoxes coll)
        {
            timer += gameTime.ElapsedGameTime.Milliseconds;

            if (timer > maxTimer)
            {
                timer = 0f;
                current++;
                if (current >= frames)
                {
                    current = 0;
                }
                source.X = current * width;
            }

            //movement
            if (prev.IsKeyUp(Keys.Space) && curr.IsKeyDown(Keys.Space))
                movement = Vector2.Zero;
            else if(prev.IsKeyUp(Keys.Up) && curr.IsKeyDown(Keys.Up)){
                movement.Y = -speed;
                movement.X = 0;
                flip = true;
                rotate = 90.0f;
            }
            else if (prev.IsKeyUp(Keys.Down) && curr.IsKeyDown(Keys.Down))
            {
                movement.Y = speed;
                movement.X = 0;
                flip = false;
                rotate = 90.0f;
            }
            else if (prev.IsKeyUp(Keys.Right) && curr.IsKeyDown(Keys.Right))
            {
                movement.X = speed;
                movement.Y = 0;
                rotate = 0.0f;
                flip = false;
            }
            else if (prev.IsKeyUp(Keys.Left) && curr.IsKeyDown(Keys.Left))
            {
                movement.X = -speed;
                movement.Y = 0;
                rotate = 0.0f;
                flip = true;

            }

            //collision variables
            bool collision = false;
            Rectangle possibleMovement = new Rectangle(dest.X + (int)movement.X, dest.Y + (int)movement.Y, dest.Width,dest.Height);
            //check to see if collision stuff is happening
            foreach (Rectangle wall in coll.walls)
            {
                if (wall.Intersects(possibleMovement))
                {
                    collision = true;
                    break;
                }
            }

            //if there is not collision don't move
            if (!collision)
                dest = possibleMovement;
        }