Example #1
0
        public void Draw(SpriteBatch spriteBatch)
        {
            if (_gameState != GameState.PLAYING && _gameState != GameState.GAMEOVER && _gameState != GameState.NAME_ENTRY)
            {
                spriteBatch.Draw(_background, Vector2.Zero, Color.White);
            }

            if (_gameState == GameState.GAMEOVER)
            {
                spriteBatch.Draw(_backgroundGameOver, Vector2.Zero, Color.White);
                spriteBatch.Draw(_playAgainButton, _playAgainPosition, Color.White);
                spriteBatch.Draw(_mainMenuButton, _mainMenuPosition, Color.White);
            }

            if (_gameState == GameState.STARTUP)
            {
                spriteBatch.Draw(_startButton, _startResumePosition, Color.White);
                spriteBatch.Draw(_controlsButton, _controlsPosition, Color.White);
                spriteBatch.Draw(_leaderboardsButton, _leaderboardsPosition, Color.White);
            }

            if (_gameState == GameState.NAME_ENTRY)
            {
                Vector2 nameCommandPos = new Vector2(
                    GameConstants.WINDOW_WIDTH / 2 - _font.MeasureString(GameConstants.MENU_ENTER_NAME_COMMAND).X / 2,
                    GameConstants.WINDOW_HEIGHT / 2 - _font.MeasureString(GameConstants.MENU_ENTER_NAME_COMMAND).Y / 2 - GameConstants.MENU_ENTER_NAME_COMMAND_MARGIN);
                spriteBatch.DrawString(_font, GameConstants.MENU_ENTER_NAME_COMMAND, nameCommandPos, Color.White);
            }

            if (_gameState == GameState.PAUSED)
            {
                spriteBatch.Draw(_resumeButton, _startResumePosition, Color.White);
                spriteBatch.Draw(_controlsButton, _controlsPosition, Color.White);
                spriteBatch.Draw(_leaderboardsButton, _leaderboardsPosition, Color.White);
            }

            if (_showControls && _gameState != GameState.PLAYING && _gameState != GameState.GAMEOVER)
            {
                spriteBatch.Draw(_controls, new Vector2(GameConstants.WINDOW_WIDTH / 2, GameConstants.MENU_BUTTON_AREA_Y), Color.White);
            }

            if (_showLeaderboards && _gameState != GameState.PLAYING && _gameState != GameState.GAMEOVER)
            {
                HighScoreData data = HighScoreData.LoadHighScores();
                for (int i = 0; i < data.Count; i++)
                {
                    spriteBatch.DrawString(_font, data.PlayerName[i], new Vector2(GameConstants.WINDOW_WIDTH / 2, GameConstants.MENU_LEADERBOARD_Y + GameConstants.MENU_LEADERBOARD_MARGIN_Y * i), Color.White);
                    spriteBatch.DrawString(_font, data.Score[i].ToString(), new Vector2(GameConstants.WINDOW_WIDTH / 2 + GameConstants.MENU_LEADERBOARD_MARGIN_X, GameConstants.MENU_LEADERBOARD_Y + GameConstants.MENU_LEADERBOARD_MARGIN_Y * i), Color.White);
                }
            }
        }
Example #2
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 currentKeyboardState = Keyboard.GetState();
            MouseState    mouseState           = Mouse.GetState();

            #region Mouse Visibility Support
            if (_menu.Gamestate != GameState.PLAYING)
            {
                IsMouseVisible = true;
            }
            else
            {
                IsMouseVisible = false;
            }
            #endregion

            #region Menu Support
            if (currentKeyboardState.IsKeyDown(Keys.Escape) && _oldKeyboardState.IsKeyUp(Keys.Escape) && _menu.Gamestate == GameState.PLAYING)
            {
                _menu.Gamestate        = GameState.PAUSED;
                _menu.ShowControls     = true;
                _menu.ShowLeaderboards = false;
            }
            else if (currentKeyboardState.IsKeyDown(Keys.Escape) && _oldKeyboardState.IsKeyUp(Keys.Escape) && _menu.Gamestate == GameState.PAUSED)
            {
                _menu.Gamestate = GameState.PLAYING;
            }

            if (_restart == true)
            {
                PlayAgain();
            }

            if (_canStart == true && _menu.Gamestate != GameState.GAMEOVER)
            {
                StartGame();
            }

            if (_updateLeaderboard)
            {
                HighScoreData.LoadHighScores().SaveHighScore(_score.CurrentScore, _player.Name);
                _updateLeaderboard = false;
            }
            #endregion

            #region Updates
            _menu.Update(mouseState);
            _player.Update(_menu.Gamestate, currentKeyboardState);
            #endregion

            #region GameObject Updates
            if (_menu.Gamestate == GameState.PLAYING)
            {
                if (_ship.IsAlive)
                {
                    _ship.Update(gameTime, Keyboard.GetState(), _menu.Gamestate);
                    UpdateAsteroids(gameTime);
                    UpdateProjectiles(gameTime);
                    GenerateNewAsteroids();
                }

                #region Collision Support
                CheckOutOfBounds();
                ResolveShipAsteroidCollision();
                ResolveAsteroidProjectileCollision();
                CheckShipHealth();
                #endregion

                #region Cleaning Support
                ClearFinishedExplosions();
                ClearOffScreenProjectiles();
                ClearDestroyedAsteroids();
                #endregion

                UpdateExplosions(gameTime);
            }
            #endregion

            _oldKeyboardState = currentKeyboardState;

            base.Update(gameTime);
        }