Example #1
0
 /// <summary>
 /// Collisions the detection.
 /// </summary>
 private void CollisionDetection()
 {
     foreach (var asteroid in AsteroidsManager.Asteroids)
     {
         foreach (var shot in ShotManager.Shots)
         {
             if (!shot.IsDead & !asteroid.IsDead & shot.IsCircleCollide(asteroid))
             {
                 shot.IsDead     = true;
                 asteroid.IsDead = true;
                 score          += 1000;
                 ExplosionsManager.AddExplosion(asteroid.Center);
                 if (asteroid.Scale > 0.5f)
                 {
                     var scale = asteroid.Scale == 1 ? 0.75f : 0.5f;
                     AsteroidsManager.AddAsteroid(scale, asteroid.Center);
                     AsteroidsManager.AddAsteroid(scale, asteroid.Center);
                 }
             }
         }
         if (!ship.IsDead & !asteroid.IsDead & ship.IsCircleCollide(asteroid))
         {
             ship.IsDead = true;
             ExplosionsManager.AddExplosion(ship.Center);
             respawnCounter = MaxRespawnCounter;
             SoundManager.StopThrust();
         }
     }
 }
Example #2
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.CornflowerBlue);

            spriteBatch.Begin();
            spriteBatch.Draw(background, Vector2.Zero, Color.White);
            bgScroll.Draw(spriteBatch);

            if (gameState == GameState.Menu)
            {
                spriteBatch.Draw(logo, new Vector2((Width - logo.Width) / 2, 100), Color.White);
                if (textEnable)
                {
                    spriteBatch.DrawString(pericles14, "Press Space to continue", new Vector2(280, 300), Color.White);
                }
            }
            bgScroll2.Draw(spriteBatch);
            if (gameState == GameState.Play)
            {
                ship.Draw(spriteBatch);
                ShotManager.Draw(spriteBatch);
                AsteroidsManager.Draw(spriteBatch);
                ExplosionsManager.Draw(spriteBatch);
                spriteBatch.DrawString(pericles14, $"Score: {score}", new Vector2(10, 10), Color.White);
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }
Example #3
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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            bgScroll.Update(gameTime);
            bgScroll2.Update(gameTime);

            if (gameState == GameState.Menu)
            {
                textCounter--;
                if (textCounter <= 0)
                {
                    textCounter = MaxRespawnCounter;
                    textEnable  = !textEnable;
                }
                if (InputHandler.IsKeyPressed(Keys.Space))
                {
                    gameState = GameState.Play;
                }
            }
            else if (gameState == GameState.Play)
            {
                if (ship.IsDead)
                {
                    respawnCounter--;
                    if (respawnCounter < 0)
                    {
                        ship.Center   = new Vector2(Width / 2, Height / 2);
                        ship.Velocity = Vector2.Zero;
                        ship.IsDead   = false;
                    }
                }
                else
                {
                    if (InputHandler.IsKeyDown(Keys.Left))
                    {
                        ship.Rotation -= 0.05f;
                    }
                    if (InputHandler.IsKeyDown(Keys.Right))
                    {
                        ship.Rotation += 0.05f;
                    }
                    ship.Thrust = InputHandler.IsKeyDown(Keys.Up);
                    if (InputHandler.IsKeyDown(Keys.LeftControl))
                    {
                        ShotManager.AddShot(ship.Center + ship.Heading * ship.Radius, ship.Heading * 3);
                    }
                }
                ship.Update(gameTime);
                CollisionDetection();
                ShotManager.Update(gameTime);
                AsteroidsManager.Update(gameTime);
                ExplosionsManager.Update(gameTime);
            }
            base.Update(gameTime);
        }
Example #4
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);

            background = Content.Load <Texture2D>(@"Images\nebula_blue.f2014");
            bgScroll   = new BgScroll(Content.Load <Texture2D>(@"Images\debris2_blue"))
            {
                DxOffset = 0.5f
            };
            bgScroll2 = new BgScroll(Content.Load <Texture2D>(@"Images\debris2_blue"))
            {
                Flip = true
            };
            ship = new Ship(Content.Load <Texture2D>(@"Images\double_ship"), new Vector2(Width / 2, Height / 2));
            ShotManager.Initialize(Content.Load <Texture2D>(@"Images\shot2"));
            AsteroidsManager.Initialize(Content.Load <Texture2D>(@"Images\asteroid_blue"));
            AsteroidsManager.AddAsteroids(5);
            pericles14 = Content.Load <SpriteFont>(@"Fonts\Pericles14");
            ExplosionsManager.Initialize(Content.Load <Texture2D>(@"Images\explosion_alpha"));
            SoundManager.Initialize(Content, Width);
            logo = Content.Load <Texture2D>(@"Images\asteroids");
        }