Ejemplo n.º 1
0
        public void GamepadListener(GamePadState game,GamePadState previousstate, Player Opponent)
        {
            if (game.IsButtonDown(Buttons.RightTrigger) && !previousstate.IsButtonDown(Buttons.RightTrigger))//fire shot
                {
                    if (bullets > 0)
                    {

                        bullets--;
                        RemoveReticule(Opponent);
                    }
                    else
                    {

                        //Reload
                        sGame.mSound.Play(Sound.SoundFX.Reload);

                       // Sound.SoundFX.Move
                    }

                }
            float x = game.ThumbSticks.Right.X;
            if ( x > 0)
            {
                position.X += ((int)8*x)+2;
            }
            else
            if (x < 0)
            {
                position.X += ((int)8 * x) + 2;
            }

            float y = game.ThumbSticks.Right.Y;
            if ( y> 0)
            {
                position.Y -= ((int)8 * y) + 2; ;
            }
            else
            if ( y < 0)
            {
                position.Y -= ((int)8 * y) + 2;
            }
        }
Ejemplo n.º 2
0
        public void RemoveReticule(Player Opponent)
        {
            Xcoord = position.X;
            Ycoord = position.Y;
              //  showing = 0;
               // finished = true;
            int color;
               Vector2 coords;
              coords = GetCoords();
               coords.X = (coords.X - Opponent.mPlayfield.Xpos) / Opponent.mPlayfield.mBlockSize;
                coords.Y = (coords.Y - Opponent.mPlayfield.Ypos) / Opponent.mPlayfield.mBlockSize;
                color=Opponent.mPlayfield.ClearBlock((int)coords.X, (int)coords.Y);

            if(color==-1)//MISSED your shot
            {

            }
            else
            {
                sGame.mSound.Play(Sound.SoundFX.Laser);
                Color c=new Color();
                c.R = Shape.colorTypes[color, 0];
                c.G = Shape.colorTypes[color, 1];
                c.B = Shape.colorTypes[color, 2];
                c.A = 255;
                Vector2 destination = new Vector2(Opponent.Opponent.mPlayfield.Xpos + Opponent.Opponent.mPlayfield.Width * 24 + 30 + 12, Opponent.Opponent.mPlayfield.Ypos + (color * 50) + 12);

                sGame.particleManager.AddParticles(new Vector2(position.X-12, position.Y-12), SuperXblox360.Components.ParticleSystem.Particle.ParticleType.Explosion);
                sGame.particleManager.AddParticles(new Vector2(position.X-12, position.Y-12), SuperXblox360.Components.ParticleSystem.Particle.ParticleType.Lightning,
                    destination, c);
                //     mCurrentState = PlayerState.Playing;

                }
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void LoadContent()
        {
            base.LoadContent();

            gameFont = ScreenManager.Game.Content.Load<SpriteFont>("gamefont");

            mBackground = ScreenManager.Game.Content.Load<Texture2D>("Images/Background2");
            mBackground2 = ScreenManager.Game.Content.Load<Texture2D>("Images/1");
            one = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/1");
            two = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/2");
            three = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/3");
            four = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/4");
            five = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/5");
            mBlock = ScreenManager.Game.Content.Load<Texture2D>("Images/Block_Textures/OneBlock");
            //mMessageBox = ScreenManager.Game.Content.Load<Texture2D>("Images/MessageBox");
            mIntro = ScreenManager.Game.Content.Load<Texture2D>("Images/IntroScreen");
            con_front = ScreenManager.Game.Content.Load<Texture2D>("Images/ControllerImages/con_front_ortho");
            xboxlogo = ScreenManager.Game.Content.Load<Texture2D>("Images/xbox360logo1");
            con_spritefont = ScreenManager.Game.Content.Load<SpriteFont>("xboxControllerSpriteFont");
            grid_texture = ScreenManager.Game.Content.Load<Texture2D>("Images/grid");
            backbutton = ScreenManager.Game.Content.Load<Texture2D>("Images/ControllerImages/small_back");
            startbutton = ScreenManager.Game.Content.Load<Texture2D>("Images/ControllerImages/small_start");

               // reticule = (Reticule)ScreenManager.Game.Components[3];
            //these will eventually be passed the current game
            Players[0] = new Player(400, 50 + 98, 10, 10, true, true, ((SuperXbloxGame)(ScreenManager.Game)).mSound, 1, PlayerIndex.One);
            mText = ScreenManager.Game.Content.Load<SpriteFont>("navText");
            //give the players their graphics to use
            Players[0].load(mBlock, grid_texture);
               // Players[0].load(reticule);
            Players[0].linkedblocks = true;
            Players[0].gravity = true;
            Players[0].mPlayfield.game = Game;
            Players[0].game = Game;
            Players[0].mPlayfield.draw_collected = true;
            Players[0].mAutoFallThreshold =.050f;
            Players[0].shapelimit = 6;
            //Initialize the graphics, the game and the text objects

            // A real game would probably have more content than this sample, so
            // it would take longer to load. We simulate that by delaying for a
            // while, giving you a chance to admire the beautiful loading screen.
            Thread.Sleep(1000);

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            ScreenManager.Game.ResetElapsedTime();
        }
Ejemplo n.º 4
0
        //    showing = 1;
        //    finished = false;
        ////}
        //   public void AddReticule(int Xmin, int Xmax, int Ymin, int Ymax)
        // {
        //     Initialize(Xmin, Xmax, Ymin, Ymax);
        //     showing = 1;
        //     finished = false;
        //     //KeyboardState keys = Keyboard.GetState();
        //     //KeyboardListener(keys);
        // }
        public void KeyboardListener(KeyboardState keys, Player Opponent)
        {
            if (keys.IsKeyDown(Keys.Q))
                RemoveReticule(Opponent);

            if (keys.IsKeyDown(Keys.Right))
            {
                position.X += 2;
                //Draw(gameTime);
            }

            if (keys.IsKeyDown(Keys.Left))
            {
                position.X -= 2;
              //  Draw(gameTime);
            }

            if (keys.IsKeyDown(Keys.Up))
            {
                position.Y -= 2;
              //  Draw(gameTime);
            }

            if (keys.IsKeyDown(Keys.Down))
            {
                position.Y += 2;
              //  Draw(gameTime);
            }
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void LoadContent()
        {
            base.LoadContent();

            gameFont = ScreenManager.Game.Content.Load<SpriteFont>("gamefont");

            mBackground = ScreenManager.Game.Content.Load<Texture2D>("Images/Background_boring");
            mBackground2 = ScreenManager.Game.Content.Load<Texture2D>("Images/1");
            one = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/1");
            two = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/2");
            three = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/3");
            four = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/4");
            five = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/5");
            mBlock = ScreenManager.Game.Content.Load<Texture2D>("Images/Block_Textures/OneBlock");
            mIntro = ScreenManager.Game.Content.Load<Texture2D>("Images/IntroScreen");
            con_front = ScreenManager.Game.Content.Load<Texture2D>("Images/ControllerImages/con_front_ortho");
            xboxlogo = ScreenManager.Game.Content.Load<Texture2D>("Images/xbox360logo1");
            con_spritefont = ScreenManager.Game.Content.Load<SpriteFont>("xboxControllerSpriteFont");
            grid_texture = ScreenManager.Game.Content.Load<Texture2D>("Images/grid");
            startbutton = ScreenManager.Game.Content.Load<Texture2D>("Images/ControllerImages/small_start");
            backbutton = ScreenManager.Game.Content.Load<Texture2D>("Images/ControllerImages/small_back");
            square = ScreenManager.Game.Content.Load<Texture2D>("Images/square");

            //these will eventually be passed the current game

                Players[0] = new Player(120, 170, 20, 10, false, false, ((SuperXbloxGame)(ScreenManager.Game)).mSound, 24, PlayerIndex.One);
                Players[1] = new Player(390, 170, 20, 10, false, false, ((SuperXbloxGame)(ScreenManager.Game)).mSound, 24, PlayerIndex.Two);
                Players[2] = new Player(660, 170, 20, 10, false, false, ((SuperXbloxGame)(ScreenManager.Game)).mSound, 24, PlayerIndex.Three);
                Players[3] = new Player(930, 170, 20, 10, false, false, ((SuperXbloxGame)(ScreenManager.Game)).mSound, 24, PlayerIndex.Four);

            mText = ScreenManager.Game.Content.Load<SpriteFont>("navText");
            //give the players their graphics to use
            Players[0].load(mBlock, grid_texture);
            Players[1].load(mBlock, grid_texture);
            Players[2].load(mBlock, grid_texture);
            Players[3].load(mBlock,grid_texture);
            //Initialize the graphics, the game and the text objects

            // A real game would probably have more content than this sample, so
            // it would take longer to load. We simulate that by delaying for a
            // while, giving you a chance to admire the beautiful loading screen.
            Thread.Sleep(1000);

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            ScreenManager.Game.ResetElapsedTime();
        }