Ejemplo n.º 1
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            KeyboardState keyboardState = Keyboard.GetState();
            MouseState    mouseState    = Mouse.GetState();

            switch (Stat)
            {
            case Stat.SplashScreen:
                SplashScreen.Update();
                if (keyboardState.IsKeyDown(Keys.Space))
                {
                    Stat = Stat.Game;
                }
                break;

            case Stat.Game:
                Asteroids.Update();
                float time = (float)gameTime.TotalGameTime.TotalMilliseconds / 10;
                if (mouseState.LeftButton == ButtonState.Pressed && time > Asteroids.playerReload)
                {
                    Asteroids.CreateBullet();
                    Asteroids.playerReload = time + 15;
                }
                if (keyboardState.IsKeyDown(Keys.M))
                {
                    Stat = Stat.SplashScreen;
                }
                if (keyboardState.IsKeyDown(Keys.W))
                {
                    Asteroids.Player.Up();
                }
                if (keyboardState.IsKeyDown(Keys.S))
                {
                    Asteroids.Player.Down();
                }
                if (keyboardState.IsKeyDown(Keys.D))
                {
                    Asteroids.Player.Right();
                }
                if (keyboardState.IsKeyDown(Keys.A))
                {
                    Asteroids.Player.Left();
                }
                break;
            }
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            base.Update(gameTime);
        }
Ejemplo n.º 2
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.
            spriteBatch             = new SpriteBatch(GraphicsDevice);
            SplashScreen.Background = Content.Load <Texture2D>("background");
            SplashScreen.Font       = Content.Load <SpriteFont>("SplashFont");

            Asteroids.Init(spriteBatch, 800, 480);

            Star.Texture2D = Content.Load <Texture2D>("Star");

            Player.Texture2D = Content.Load <Texture2D>("Player");
            Target.Texture2D = Content.Load <Texture2D>("Target");

            Enemy.Texture2D       = Content.Load <Texture2D>("Enemy");
            Bullet.Texture2D      = Content.Load <Texture2D>("Bullet");
            Bullet.EnemyTexture2D = Content.Load <Texture2D>("EnemyBullet");

            Asteroids.healthTexture = Content.Load <Texture2D>("Health");
            // TODO: use this.Content to load your game content here
        }
Ejemplo n.º 3
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin();

            switch (Stat)
            {
            case Stat.SplashScreen:
                SplashScreen.Draw(spriteBatch);
                break;

            case Stat.Game:
                Asteroids.Draw();
                break;
            }

            spriteBatch.End();

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
Ejemplo n.º 4
0
        public void Update()
        {
            phase += 0.04f;

            if (this.hiddenTimer > 0)
            {
                this.hiddenTimer--;
            }
            else if (alphaBlending < 1)
            {
                this.alphaBlending += 0.02f;
            }
            if (this.hiddenTimer <= 0)
            {
                // shooting
                if (shootingTime > 0)
                {
                    shootingTime--;
                }
                else
                {
                    Asteroids.CreateEnemyBullet();
                    shootingTime = shootingTimer;
                }
                // rotation
                if (isSegmentized && length < maxLength)
                {
                    length += 2;
                }
                double targetAngle = Math.Atan2(Asteroids.Player.Pos.Y - Pos.Y, Asteroids.Player.Pos.X - Pos.X) * 180.0 / Math.PI;
                if (currentAngle > 180)
                {
                    currentAngle = -180;
                }
                if (currentAngle < -180)
                {
                    currentAngle = 180;
                }
                if (Math.Abs(currentAngle - targetAngle) > 5)
                {
                    if (Math.Abs(currentAngle - targetAngle) < 180)
                    {
                        // Rotate current directly towards target.
                        if (currentAngle < targetAngle)
                        {
                            currentAngle += angleRotationSpeed;
                        }
                        else
                        {
                            currentAngle -= angleRotationSpeed;
                        }
                    }
                    else
                    {
                        // Rotate the other direction towards target.
                        if (currentAngle < targetAngle)
                        {
                            currentAngle -= angleRotationSpeed;
                        }
                        else
                        {
                            currentAngle += angleRotationSpeed;
                        }
                    }
                }
            }
        }
Ejemplo n.º 5
0
 public double getAngle(int randomize = 32)
 {
     return(((currentAngle + Asteroids.getRandInt(-randomize, randomize)) / 180 * Math.PI) + coefRadius * Math.Sin(phase));
 }
Ejemplo n.º 6
0
 public void RandomSet()
 {
     Pos = new Vector2(Asteroids.getRandInt(Asteroids.Width, Asteroids.Width + 300),
                       Asteroids.getRandInt(0, Asteroids.Height));
     // color = Color.FromNonPremultiplied(Asteroids.getRandInt(0, 256), Asteroids.getRandInt(0, 256), Asteroids.getRandInt(0, 256), 255);
 }