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)
 {
     if (game.GetGameState() == Game1.GameState.Playing)
     {
         checkInput(gameTime);
     }
     base.Update(gameTime);
 }
Ejemplo n.º 2
0
 /// <summary>
 /// This is called when the game should draw itself.
 /// </summary>
 /// <param name="gameTime">Provides a snapshot of timing values.</param>
 public override void Draw(GameTime gameTime)
 {
     if (game.GetGameState() == Game1.GameState.Playing)
     {
         foreach (var item in bullets)
         {
             item.Draw(gameTime);
         }
     }
     base.Draw(gameTime);
 }
Ejemplo n.º 3
0
 public override void Draw(GameTime gameTime)
 {
     //Draws the same background twice, one above the other outside the screen pane
     if (game.GetGameState() == Game1.GameState.Playing)
     {
         spriteBatch.Begin();
         spriteBatch.Draw(sf, background1, Color.White);
         spriteBatch.Draw(sf, background2, Color.White);
         spriteBatch.End();
     }
     base.Draw(gameTime);
 }
Ejemplo n.º 4
0
        public override void Draw(GameTime gameTime)
        {
            if (game.GetGameState() == Game1.GameState.HighScores)
            {
                spriteBatch.Begin();
                FlashTimerControl();  //Calls method to produce the text flashing effect
                color = selectedColor;

                spriteBatch.DrawString(font, menuItems[0], new Vector2((screenWidth / 2) - (font.MeasureString(menuItems[0]).X / 2),
                                                                       (screenHeight / 4 * 3)), color);
                spriteBatch.End();
            }
            base.Draw(gameTime);
        }
        /// <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)
        {
            if (game.GetGameState() == Game1.GameState.Playing)
            {
                if (spawnMother)
                {
                    if (mothership.GetAlienState() != AlienState.INACTIVE)
                    {
                        Move();
                        if (mothershipSoundInstance.State != SoundState.Playing)
                        {
                            mothershipSoundInstance.Play();
                        }
                    }
                    else if (mothership.GetAlienState() == AlienState.INACTIVE)
                    {
                        mothershipSoundInstance.Stop();
                    }
                }
            }

            base.Update(gameTime);
        }
Ejemplo n.º 6
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Draw(GameTime gameTime)
        {
            if (game.GetGameState() == Game1.GameState.Playing)
            {
                if (motionCtr == 30)
                {
                    //Iterate through list
                    currentListPos++;
                    if (currentListPos > 1)
                    {
                        currentListPos = 0;
                    }

                    //Set image for all aliens of each type
                    alienTexture1 = alienMotion1[currentListPos];
                    alienTexture2 = alienMotion2[currentListPos];
                    alienTexture3 = alienMotion3[currentListPos];

                    hitAlienTexture1 = hitAlienMotion1[currentListPos];
                    hitAlienTexture2 = hitAlienMotion2[currentListPos];
                    hitAlienTexture3 = hitAlienMotion3[currentListPos];

                    for (int ctr = 0; ctr < alienSquad.GetLength(1); ctr++)
                    {
                        if (alienSquad[0, ctr].GetHitPoints() == 1)
                        {
                            alienSquad[0, ctr].SetTexture(hitAlienTexture1);
                        }
                        else
                        {
                            alienSquad[0, ctr].SetTexture(alienTexture1);
                        }

                        if (alienSquad[1, ctr].GetHitPoints() == 1)
                        {
                            alienSquad[1, ctr].SetTexture(hitAlienTexture2);
                        }
                        else
                        {
                            alienSquad[1, ctr].SetTexture(alienTexture2);
                        }

                        if (alienSquad[2, ctr].GetHitPoints() == 1)
                        {
                            alienSquad[2, ctr].SetTexture(hitAlienTexture3);
                        }
                        else
                        {
                            alienSquad[2, ctr].SetTexture(alienTexture3);
                        }
                    }

                    //Reset motion counter delay
                    motionCtr = 0;
                }

                for (int ctr1 = 0; ctr1 < alienSquad.GetLength(0); ctr1++)
                {
                    for (int ctr2 = 0; ctr2 < alienSquad.GetLength(1); ctr2++)
                    {
                        if (alienSquad[ctr1, ctr2].GetAlienState() == AlienState.ACTIVE)
                        {
                            alienSquad[ctr1, ctr2].Draw(gameTime);
                        }
                    }
                }

                motionCtr++;
            }
            base.Draw(gameTime);
        }
Ejemplo n.º 7
0
        public override void Update(GameTime gameTime)
        {
            if (game.GetGameState() == Game1.GameState.MainMenu)
            {
                if (!songPlaying)
                {
                    titleSongInstance.Play();
                    songPlaying = true;
                }

                keyboard = Keyboard.GetState();

                //Checks for input from user that represent going up
                if (CheckKeyboard(Keys.Up) || CheckKeyboard(Keys.W))
                {
                    //Will not go up further than top list item, wraps to bottom item
                    if (selected > 0)
                    {
                        selected--;
                    }
                    else if (selected == 0)
                    {
                        selected = menuItems.Count - 1;
                    }
                }

                //Checks for input from user that represent going down
                if (CheckKeyboard(Keys.Down) || CheckKeyboard(Keys.S))
                {
                    //Will not go lower than bottom list item, wraps to top item
                    if (selected < menuItems.Count - 1)
                    {
                        selected++;
                    }
                    else if (selected == (menuItems.Count - 1))
                    {
                        selected = 0;
                    }
                }

                //Checks for input from user that represents 'enter'
                if (CheckKeyboard(Keys.Enter))
                {
                    switch (selected)
                    {
                    case 0:
                    {
                        titleSongInstance.Stop();
                        timer.Start();
                        break;
                    }

                    case 1:
                    {
                        game.SetGameState(Game1.GameState.HighScores);
                        break;
                    }

                    case 2:
                    {
                        game.SetGameState(Game1.GameState.Exit);
                        break;
                    }
                    }
                }

                prevKeyboard = keyboard;
            }

            base.Update(gameTime);
        }
Ejemplo n.º 8
0
        public override void Update(GameTime gameTime)
        {
            if (game.GetGameState() == Game1.GameState.GameOverMenu)
            {
                keyboard = Keyboard.GetState();

                //Makes sure user does not need to enter initial for highscore, if so controls are overriden
                if (!lockControls)
                {
                    //Checks for input from user that represent going up
                    if (CheckKeyboard(Keys.Up) || CheckKeyboard(Keys.W))
                    {
                        //Will not go up further than top list item, wraps to bottom item
                        if (selected > 0)
                        {
                            selected--;
                        }
                        else if (selected == 0)
                        {
                            selected = menuItems.Count - 1;
                        }
                    }

                    //Checks for input from user that represent going down
                    if (CheckKeyboard(Keys.Down) || CheckKeyboard(Keys.S))
                    {
                        //Will not go lower than bottom list item, wraps to top item
                        if (selected < menuItems.Count - 1)
                        {
                            selected++;
                        }
                        else if (selected == (menuItems.Count - 1))
                        {
                            selected = 0;
                        }
                    }

                    //Checks for input from user that represents 'enter'
                    if (CheckKeyboard(Keys.Enter))
                    {
                        switch (selected)
                        {
                        //Game restart case
                        case 0:
                        {
                            timer.Start();
                            initialCtr      = 0;
                            lockControls    = false;
                            releaseControls = false;
                            game.restartGame();
                            break;
                        }

                        //Main menu case
                        case 1:
                        {
                            //game.restartGame();
                            //game.SetGameState(Game1.GameState.MainMenu);
                            break;
                        }

                        //Exit case
                        case 2:
                        {
                            game.SetGameState(Game1.GameState.Exit);
                            break;
                        }
                        }
                    }
                }

                score     = game.GetGameScore();
                highScore = game.GetGameHighScore();


                //Will not accept key input if game controls are active
                if (lockControls)
                {
                    acceptHighScoreInitials();
                }

                prevKeyboard = keyboard;
            }



            base.Update(gameTime);
        }