Example #1
0
        //checks if megaman falls down a hole and puts him back at start
        private void CheckForPitDeath(GameTime gameTime)
        {
            if (Position.Y > pitDepth)
            {
                BustinOutGame.clearBullets();

                MegaManExplode(gameTime); // starts exploding animation
            }
        }
Example #2
0
        public void Update(GameTime gameTime)
        {
            ctrl.setStates();

            if (ctrl.Select())
            {
                BustinOutGame.setLevel(1);
                BustinOutGame.setState(4, 0);
            }
        }
Example #3
0
        public void Update(GameTime gameTime)
        {
            ctrl.setStates();

            if (ctrl.Select())
            {
                BustinOutGame.setState(1, 1);
            }

            if (ctrl.Back())
            {
                BustinOutGame.setState(1, 1);
            }
        }
Example #4
0
        //moves the board when needed
        private void MoveBoardRight()
        {
            BustinOutGame.LiveProjectiles.Clear();

            BustinOutGame.screenChange = true;

            BustinOutGame.BGChange(1);

            for (int x = 0; x < Board.CurrentBoard.Columns; x++)
            {
                for (int y = 0; y < Board.CurrentBoard.Rows; y++)
                {
                    Board.CurrentBoard.Tiles[x, y].Position -= new Vector2(boardScreenSize, 0);
                }
            }
        }
Example #5
0
 //player moves left in the menus
 public bool Left()
 {
     if (previousState.IsKeyDown(Keys.A) == true && currentState.IsKeyDown(Keys.A) == false || previousState.IsKeyDown(Keys.Left) == true && currentState.IsKeyDown(Keys.Left) == false)
     {
         BustinOutGame.playArrowSound(1);
         return(true);
     }
     else if (previousGP.DPad.Left == ButtonState.Released && currentGP.DPad.Left == ButtonState.Pressed)
     {
         BustinOutGame.playArrowSound(1);
         return(true);
     }
     else
     {
         return(false);
     }
 }
Example #6
0
 //player moves to previous screen in the menus
 public bool Back()
 {
     if (previousState.IsKeyDown(Keys.Escape) == true && currentState.IsKeyDown(Keys.Escape) == false)
     {
         BustinOutGame.playArrowSound(3);
         return(true);
     }
     else if (previousGP.Buttons.B == ButtonState.Pressed)
     {
         BustinOutGame.playArrowSound(3);
         return(true);
     }
     else
     {
         return(false);
     }
 }
Example #7
0
 //player selects an option in the menus
 public bool Select()
 {
     if (previousState.IsKeyDown(Keys.Space) == true && currentState.IsKeyDown(Keys.Space) == false || previousState.IsKeyDown(Keys.Enter) == true && currentState.IsKeyDown(Keys.Enter) == false)
     {
         BustinOutGame.playArrowSound(2);
         return(true);
     }
     else if (previousGP.Buttons.A == ButtonState.Released && currentGP.Buttons.A == ButtonState.Pressed)
     {
         BustinOutGame.playArrowSound(2);
         return(true);
     }
     else
     {
         return(false);
     }
 }
Example #8
0
        public void Update(GameTime gameTime)
        {
            ctrl.setStates();

            if (ctrl.Up())
            {
                PositionUp();
            }

            if (ctrl.Down())
            {
                PositionDown();
            }

            if (ctrl.Select())
            {
                //Easy
                if (location == 0)
                {
                    BustinOutGame.setLevel(1);
                    BustinOutGame.setState(12, 1);
                    BustinOutGame.timeRemaining = TimeSpan.FromMinutes(40.0);
                }

                //Normal
                else if (location == 1)
                {
                    BustinOutGame.setLevel(1);
                    BustinOutGame.setState(12, 1);
                    BustinOutGame.timeRemaining = TimeSpan.FromMinutes(20.0);
                }

                //Go back to title screen
                else
                {
                    BustinOutGame.setState(1, 1);
                }
            }

            if (ctrl.Back())
            {
                BustinOutGame.setState(1, 1);
            }
        }
Example #9
0
        public void Update(GameTime gameTime)
        {
            ctrl.setStates();

            //this if statement handles if the user selects a new volume
            if (ctrl.Select())
            {
                if (option == 0)
                {
                    optionX  = 0;
                    position = arrowPosition;
                    BustinOutGame.setState(3, 1);
                }
                else if (option == 1)
                {
                    soundV = 0;
                }
                else if (option == 2)
                {
                    musicV = 0;
                }
                else if (option == 3)
                {
                    soundV = 1;
                }
                else if (option == 4)
                {
                    musicV = 1;
                }
                else if (option == 5)
                {
                    musicV = 2;
                }

                UpdateImage();
            }

            if (ctrl.Back())
            {
                BustinOutGame.setState(3, 1);
            }

            //handles moving the pointer up
            if (ctrl.Up())
            {
                if (optionY == 2 && optionX == 0)
                {
                    optionY = 0;
                }
                else if (optionY == 2 && optionX == 1)
                {
                    optionY = 0;
                    optionX = 0;
                }
                else if (optionY == 2 && optionX == 2)
                {
                    optionY = 0;
                    optionX = 0;
                }
                else
                {
                    optionY++;
                }

                SetOption();
            }

            //handles moving the pointer down
            if (ctrl.Down())
            {
                if (optionY == 0 && optionX == 0)
                {
                    optionY = 2;
                }
                else if (optionY == 1 && optionX == 1)
                {
                    optionY = 0;
                    optionX = 0;
                }
                else if (optionY == 2 && optionX == 2)
                {
                    optionY = 0;
                    optionX = 0;
                }
                else
                {
                    optionY--;
                }

                SetOption();
            }

            //handles moving the pointer right
            if (ctrl.Right())
            {
                if (optionX == 0 && optionY == 0)
                {
                    //do nothing
                }
                else if ((optionX == 1 && optionY == 1) || (optionX == 2 && optionY == 2))
                {
                    optionX = 0;
                }
                else
                {
                    optionX++;
                }

                SetOption();
            }

            //handles moving the pointer left
            if (ctrl.Left())
            {
                if (optionX == 0 && optionY == 0)
                {
                    //do nothing
                }
                else if (optionX == 0 && optionY == 1)
                {
                    optionX = 1;
                }
                else if (optionX == 0 && optionY == 2)
                {
                    optionX = 2;
                }
                else
                {
                    optionX--;
                }

                SetOption();
            }
        }
Example #10
0
        public void Update(GameTime gameTime)
        {
            ctrl.setStates();

            if (ctrl.Select())
            {
                if (option == 0)
                {
                    BustinOutGame.setState(11, 1);
                }
                else if (option == 1)
                {
                    BustinOutGame.setState(5, 1);
                }
                else if (option == 2)
                {
                    BustinOutGame.setState(6, 1);
                }
                else
                {
                    if (fromTitle == 0)
                    {
                        BustinOutGame.setState(1, 1);
                    }
                    else
                    {
                        BustinOutGame.setState(7, 0);
                        FromTitle = 0;
                    }
                }
                option   = 0;
                position = arrowPosition;
            }

            if (ctrl.Back())
            {
                if (fromTitle == 0)
                {
                    BustinOutGame.setState(1, 1);
                }
                else
                {
                    BustinOutGame.setState(7, 0);
                    FromTitle = 0;
                }
            }

            if (ctrl.Up())
            {
                if (option == 0)
                {
                    option = 3;
                }
                else
                {
                    option--;
                }

                setPosition();
            }

            if (ctrl.Down())
            {
                if (option == 3)
                {
                    option = 0;
                }
                else
                {
                    option++;
                }

                setPosition();
            }
        }
Example #11
0
        public void Update(GameTime gameTime)
        {
            ctrl.setStates();

            if (ctrl.Select())
            {
                if (option == 0)
                {
                    BustinOutGame.setState(8, 0);
                }
                else if (option == 1)
                {
                    BustinOutGame.setState(9, 0);
                }
                else if (option == 2)
                {
                }
                else if (option == 3)
                {
                }
                else
                {
                    BustinOutGame.setState(1, 1);
                }
                option   = 0;
                position = arrowPosition;
            }

            if (ctrl.Back())
            {
                BustinOutGame.setState(1, 1);
            }

            if (ctrl.Up())
            {
                if (option == 0)
                {
                    option = 4;
                }
                else
                {
                    option--;
                }

                setPosition();
            }

            if (ctrl.Down())
            {
                if (option == 4)
                {
                    option = 0;
                }
                else
                {
                    option++;
                }

                setPosition();
            }
        }
Example #12
0
        public void Update(GameTime gameTime, GraphicsDeviceManager graphics)
        {
            ctrl.setStates();

            if (ctrl.Select())
            {
                if (option == 0)
                {
                    BustinOutGame.setState(3, 1);
                    option   = 0;
                    position = arrowPosition;
                }
                else if (option == 1)
                {
                    if (isFullScreen == true)
                    {
                        isFullScreen = false;
                        screen       = graphicsScreen;
                        graphics.ToggleFullScreen();
                    }
                }
                else
                {
                    if (isFullScreen == false)
                    {
                        isFullScreen = true;
                        screen       = graphicsScreen2;
                        graphics.ToggleFullScreen();
                    }
                }
            }

            if (ctrl.Back())
            {
                BustinOutGame.setState(3, 1);
            }

            if (ctrl.Up())
            {
                if (option == 0)
                {
                    option = 1;
                }
                else
                {
                    option = 0;
                }

                setPosition();
            }

            if (ctrl.Down())
            {
                if (option == 1 || option == 2)
                {
                    option = 0;
                }
                else
                {
                    option = 1;
                }

                setPosition();
            }

            if (ctrl.Right() || ctrl.Left())
            {
                if (option == 1)
                {
                    option = 2;
                }
                else if (option == 2)
                {
                    option = 1;
                }

                setPosition();
            }
        }
Example #13
0
        public void Update(GameTime gameTime)
        {
            ctrl.setStates();

            //timeRemaining -= gameTime.ElapsedGameTime;

            //create this rectangle in update since the x and y will change
            playerrectangle = new Rectangle((int)playerPos.X, (int)playerPos.Y, mLeft.Width, mLeft.Height);

            //If the player wants to move up
            if (ctrl.Up())
            {
                if (posY == yMax)
                {
                    //do nothing
                }
                else if (CollisionWalls(1) == true)
                {
                    //do nothing
                }
                else
                {
                    playerPos.Y = playerPos.Y - 57;
                    posY++;
                }
            }

            //If the player wants to move down
            if (ctrl.Down())
            {
                if (posY == 0)
                {
                    //do nothing
                }
                else if (CollisionWalls(2) == true)
                {
                    //do nothing
                }
                else
                {
                    playerPos.Y = playerPos.Y + 57;
                    posY--;
                }
            }

            //If the player wants to move left
            if (ctrl.Left())
            {
                mman = mLeft;

                if (posX == 0)
                {
                    //do nothing
                }
                else if (CollisionWalls(3) == true)
                {
                    //do nothing
                }
                else
                {
                    playerPos.X = playerPos.X - 80;
                    posX--;
                }
            }

            //If the player wants to move right
            if (ctrl.Right())
            {
                mman = mRight;

                if (posX == xMax)
                {
                    //do nothing
                }
                else if (CollisionWalls(4) == true)
                {
                    //do nothing
                }
                else
                {
                    playerPos.X = playerPos.X + 80;
                    posX++;
                }
            }

            //pause the game
            if (ctrl.Pause())
            {
                BustinOutGame.setState(7, 0);
            }

            //adds the trucks with an increment that decides how many will show up
            if (counter == 0 || (counter % 60) == 0)
            {
                Projectiles vehicle  = new Projectiles();
                Projectiles vehicle2 = new Projectiles();
                Projectiles vehicle3 = new Projectiles();
                Projectiles vehicle4 = new Projectiles();

                vehicle.Position = truckPos;
                vehicle.Velocity = new Vector2(10, 0);
                trucks.Add(vehicle);

                vehicle2.Position = truckPos2;
                vehicle2.Velocity = new Vector2(-10, 0);
                trucks.Add(vehicle2);

                vehicle3.Position = truckPos3;
                vehicle3.Velocity = new Vector2(8, 0);
                trucks2.Add(vehicle3);

                vehicle4.Position = truckPos4;
                vehicle4.Velocity = new Vector2(-8, 0);
                trucks2.Add(vehicle4);
            }

            //adds the cars with an increment that decides how many will show up
            if (counter == 0 || (counter % 120) == 0)
            {
                Projectiles vehicle5 = new Projectiles();
                Projectiles vehicle6 = new Projectiles();

                vehicle5.Position = carPos1;
                vehicle5.Velocity = new Vector2(5, 0);
                cars.Add(vehicle5);

                vehicle6.Position = carPos2;
                vehicle6.Velocity = new Vector2(-5, 0);
                cars.Add(vehicle6);
            }

            //Controls the electricity bar that megaman must pass at the end
            if (light == light1)
            {
                light = light2;
            }
            else
            {
                light = light1;
            }

            if (counter == 0 || (counter % 50) == 0)
            {
                if (set == 0)
                {
                    if (lightning < 6)
                    {
                        lightning++;
                    }
                    else
                    {
                        set = 1;
                    }
                }
                if (set == 1)
                {
                    if (lightning > 0)
                    {
                        lightning--;
                    }
                    else
                    {
                        set = 2;
                    }
                }

                if (set == 2)
                {
                    if (lightning < 6)
                    {
                        lightning++;
                    }
                    else
                    {
                        lightning = 0;
                        set       = 0;
                    }
                }
            }

            counter++;

            //reset the counter so it doesnt get infinitly big
            if (counter >= 400)
            {
                counter = 0;
            }

            //checks for collisions with vehicles
            CollisionVehicles();

            //Checks if player hits lightning
            CollisionLightning();

            //Remove vehicles from list when they hit the screen edges
            foreach (Projectiles p in trucks.ToArray())
            {
                p.Position += p.Velocity;

                //check to if the trucks leave the screen
                if (p.Position.X < -edge || p.Position.X > BustinOutGame.screenWidth + edge)
                {
                    trucks.RemoveAt(trucks.IndexOf(p));
                }
            }

            foreach (Projectiles p in trucks2.ToArray())
            {
                p.Position += p.Velocity;

                //check to if the trucks leave the screen
                if (p.Position.X < -edge || p.Position.X > BustinOutGame.screenWidth + edge)
                {
                    trucks2.RemoveAt(trucks2.IndexOf(p));
                }
            }

            foreach (Projectiles p in cars.ToArray())
            {
                p.Position += p.Velocity;

                //check to if the trucks leave the screen
                if (p.Position.X < -edge || p.Position.X > BustinOutGame.screenWidth + edge)
                {
                    cars.RemoveAt(cars.IndexOf(p));
                }
            }

            //positionInText = string.Format("Position of Truck X Y: ({0:0.0}), ({1:0.0}), ({2:0:0})", collides, playerPos.Y);
            //positionInText2 = string.Format("Position of megaman: ({0:0.0}, {1:0.0})", playerPos.X, playerPos.Y);
        }
Example #14
0
        public void Update(GameTime gameTime)
        {
            ctrl.setStates();

            if (pongState == 0)
            {
                if (ctrl.Select())
                {
                    pongState = 1;
                }
            }
            if (pongState == 1)
            {
                //Controls
                if (ctrl.moveUp())
                {
                    playerone.ySpeed = negPaddleSpeed;
                }
                else if (ctrl.moveDown())
                {
                    playerone.ySpeed = posPaddleSpeed;
                }
                else
                {
                    playerone.ySpeed = 0;
                }

                if (ctrl.Pause())
                {
                    BustinOutGame.setState(7, 0);
                }

                if (p1Score == winning)
                {
                    pongState = 2;
                }

                playerone.UpdatePaddle();
                playertwo.UpdatePaddle();
                playerrectangle.X   = (int)playerone.Position.X;
                playerrectangle.Y   = (int)playerone.Position.Y;
                computerrectangle.X = (int)playertwo.Position.X;
                computerrectangle.Y = (int)playertwo.Position.Y;
                ballrectangle.X     = (int)ball.Position.X;
                ballrectangle.Y     = (int)ball.Position.Y;
                ball.UpdateBall();

                //Computer scores a point
                if (ball.Position.X <= -100)
                {
                    speedReset();
                    p2Score++;
                    direction = 0;
                }
                //Player scores a point
                else if (ball.Position.X + ball1.Width >= width - 5)
                {
                    speedReset();
                    p1Score++;
                    direction = 1;
                }
                //ball hits bottom wall
                if (ball.Position.Y + ball1.Height > height)
                {
                    ball.ySpeed *= -1;
                }
                //ball hits top wall
                else if (ball.Position.Y < 0)
                {
                    ball.ySpeed *= -1;
                }

                //Stop player from going through top or bottom
                if (playerone.Position.Y < 0)
                {
                    playerone.Position.Y = 0;
                }
                else if (playerone.Position.Y + paddle.Height > height)
                {
                    playerone.Position.Y = height - paddle.Height;
                }

                //Stop computer from going through top or bottom
                if (playertwo.Position.Y < 0)
                {
                    playertwo.Position.Y = 0;
                }
                else if (playertwo.Position.Y + paddle.Height > height)
                {
                    playertwo.Position.Y = height - paddle.Height;
                }

                //ball hits a paddle
                if (ballrectangle.Intersects(playerrectangle))
                {
                    ball.Position.X = playerrectangle.Right;
                    ball.xSpeed++;
                    ball.ySpeed++;
                    ball.xSpeed *= -1;
                    direction    = 0;
                    blip.Play();
                }
                else if (ballrectangle.Intersects(computerrectangle))
                {
                    ball.Position.X = computerrectangle.Left - ball1.Width;
                    ball.xSpeed++;
                    ball.ySpeed++;
                    ball.xSpeed *= -1;
                    direction    = 1;
                    blip.Play();
                }

                //The AI for the computer (just tries to match the ball)
                if (ball.Position.Y + ball1.Height / 2 > playertwo.Position.Y + paddle.Height / 2)
                {
                    playertwo.ySpeed = posPaddleSpeed;
                }
                else if (ball.Position.Y + ball1.Height / 2 < playertwo.Position.Y + paddle.Height / 2)
                {
                    playertwo.ySpeed = negPaddleSpeed;
                }
            }
            if (pongState == 2)
            {
                if (ctrl.Select())
                {
                    BustinOutGame.wonPong = true;
                    BustinOutGame.setState(4, 0);
                }
            }
        }
Example #15
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.WhiteSmoke);
            spriteBatch.Begin();

            spriteBatch.Draw(black, new Vector2(0, 0), Color.White);

            switch (mCurrentState)
            {
            case GameState.Title:
            {
                titleScreen.Draw(spriteBatch, yCorrect, this.Window.ClientBounds.Width, this.Window.ClientBounds.Height - (yCorrect * 2));

                break;
            }

            case GameState.Hall:
            {
                hallOfFame.Draw(spriteBatch, yCorrect, this.Window.ClientBounds.Width, this.Window.ClientBounds.Height - (yCorrect * 2));

                break;
            }

            case GameState.Options:
            {
                optScn.Draw(spriteBatch, yCorrect, this.Window.ClientBounds.Width, this.Window.ClientBounds.Height - (yCorrect * 2));

                break;
            }

            case GameState.Controls:
            {
                control.Draw(spriteBatch, yCorrect, this.Window.ClientBounds.Width, this.Window.ClientBounds.Height - (yCorrect * 2));

                break;
            }

            case GameState.Sounds:
            {
                sound.Draw(spriteBatch, yCorrect, this.Window.ClientBounds.Width, this.Window.ClientBounds.Height - (yCorrect * 2));

                break;
            }

            case GameState.MiniGames:
            {
                mini.Draw(spriteBatch, yCorrect, this.Window.ClientBounds.Width, this.Window.ClientBounds.Height - (yCorrect * 2));

                break;
            }

            case GameState.Graphics:
            {
                grph.Draw(spriteBatch, yCorrect, this.Window.ClientBounds.Width, this.Window.ClientBounds.Height - (yCorrect * 2));

                break;
            }

            case GameState.Pause:
            {
                pause.Draw(spriteBatch, yCorrect, this.Window.ClientBounds.Width, this.Window.ClientBounds.Height - (yCorrect * 2));
                DrawHud();
                break;
            }

            case GameState.Difficulty:
            {
                difficult.Draw(spriteBatch, yCorrect, this.Window.ClientBounds.Width, this.Window.ClientBounds.Height - (yCorrect * 2));

                break;
            }

            case GameState.Show:
            {
                show.Draw(spriteBatch, yCorrect, this.Window.ClientBounds.Width, this.Window.ClientBounds.Height - (yCorrect * 2));

                break;
            }

            case GameState.Pong:
            {
                game.Draw(spriteBatch, timeRemaining, yCorrect, this.Window.ClientBounds.Width, this.Window.ClientBounds.Height - (yCorrect * 2));

                break;
            }

            case GameState.Frogger:
            {
                frog.Draw(spriteBatch, timeRemaining);

                break;
            }

            case GameState.Playing:
            {
                base.Draw(gameTime);
                spriteBatch.Draw(getBG(), new Vector2(0, 160), Color.White);

                //draw the correct boards
                if (level == 1)
                {
                    board1.Draw();

                    if (bgNum == 0)
                    {
                        spriteBatch.Draw(stairs, new Vector2(30, 170), Color.White);
                    }
                }
                else
                {
                    board2.Draw();
                }

                spriteBatch.Draw(ui, new Vector2(0, 0), Color.White);
                if (debugBool)
                {
                    WriteDebugInformation();
                }
                DrawHud();

                //---------------------Adding Bowser-----------------------//
                if (bgNum == 3 && level == 1)
                {
                    if (hasQuarter == true)
                    {
                        //bowser sees that the player has a quarter and challenges him
                        trigger(2);

                        //player selects continue
                        if (ctrl.shoot() && wonPong == false)
                        {
                            //enable controls
                            AnimatedSprite.controlsOn = true;
                            interact++;

                            //start pong game
                            BustinOutGame.setState(8, 0);
                        }
                    }
                    else
                    {
                        //bowser tells player to get a quarter
                        trigger(1);

                        //player selects continue
                        if (ctrl.shoot())
                        {
                            AnimatedSprite.controlsOn = true;
                            interact++;
                        }

                        //Debug to set player as having a quarter
                        if (ctrl.jump())
                        {
                            hasQuarter = true;
                        }
                    }
                }

                //remove wall by stairs if pong was won
                if (wonPong == true)
                {
                    board1.Tiles[10, 1].IsBlocked = false;
                    board1.Tiles[10, 1].Texture   = null;
                    board1.Tiles[10, 2].IsBlocked = false;
                    board1.Tiles[10, 2].Texture   = null;
                    board1.Tiles[10, 3].IsBlocked = false;
                    board1.Tiles[10, 3].Texture   = null;
                    board1.Tiles[10, 4].IsBlocked = false;
                    board1.Tiles[10, 4].Texture   = null;
                }
                //---------------------End Bowser-------------------------//

                //draw all projectiles
                for (int i = 0; i < LiveProjectiles.Count; i++)
                {
                    spriteBatch.Draw(Bullet, LiveProjectiles[i].Position, null, Color.White, 0f, new Vector2(Bullet.Width / 2, Bullet.Height / 2), 1f, SpriteEffects.None, 0);
                }

                //draw all enemies
                enemies.Draw(spriteBatch, bgNum, level);

                //draw megaman
                spriteBatch.Draw(megaman.Texture, megaman.Position, megaman.SourceRect, Color.White, 0f, megaman.Origin, 1.0f, SpriteEffects.None, 0);

                break;
            }
            }

            //adds the controls box to the menu screens
            if (mCurrentState == GameState.Title || mCurrentState == GameState.Hall || mCurrentState == GameState.MiniGames || mCurrentState == GameState.Options || mCurrentState == GameState.Controls ||
                mCurrentState == GameState.Sounds || mCurrentState == GameState.Pause)
            {
                spriteBatch.Draw(viewButtons, new Vector2(350, 775), Color.White);
            }
            spriteBatch.End();
        }
Example #16
0
 //this method changes the image to what was selected and calls the volume changing methods
 private void UpdateImage()
 {
     if (option == 1)
     {
         if (musicV == 0)
         {
             soundScreen             = sound4;
             BustinOutGame.soundBool = false;
         }
         else if (musicV == 1)
         {
             soundScreen             = sound5;
             BustinOutGame.soundBool = false;
         }
         else
         {
             soundScreen             = sound6;
             BustinOutGame.soundBool = false;
         }
     }
     if (option == 2)
     {
         if (soundV == 0)
         {
             soundScreen = sound4;
             MusicPlayer.VolumeOff();
         }
         else
         {
             soundScreen = sound3;
             MusicPlayer.VolumeOff();
         }
     }
     if (option == 3)
     {
         if (musicV == 0)
         {
             soundScreen             = sound3;
             BustinOutGame.soundBool = true;
             BustinOutGame.playArrowSound(2);
         }
         else if (musicV == 1)
         {
             soundScreen             = sound2;
             BustinOutGame.soundBool = true;
             BustinOutGame.playArrowSound(2);
         }
         else
         {
             soundScreen             = sound1;
             BustinOutGame.soundBool = true;
             BustinOutGame.playArrowSound(2);
         }
     }
     if (option == 4)
     {
         if (soundV == 0)
         {
             soundScreen = sound5;
             MusicPlayer.VolumeLow();
         }
         else
         {
             soundScreen = sound2;
             MusicPlayer.VolumeLow();
         }
     }
     if (option == 5)
     {
         if (soundV == 0)
         {
             soundScreen = sound6;
             MusicPlayer.VolumeMax();
         }
         else
         {
             soundScreen = sound1;
             MusicPlayer.VolumeMax();
         }
     }
 }
Example #17
0
        public void Update(GameTime gameTime)
        {
            ctrl.setStates();

            //handles if unpaused, where the game returns to
            if (ctrl.Back() && whereFrom == 0)
            {
                BustinOutGame.setState(4, 0);
            }
            else if (ctrl.Back() && whereFrom == 1)
            {
                BustinOutGame.setState(8, 0);
            }
            else if (ctrl.Back() && whereFrom == 2)
            {
                BustinOutGame.setState(9, 0);
            }


            if (ctrl.Down())
            {
                if (option == 4)
                {
                    option = 0;
                }
                else
                {
                    option++;
                }
            }

            if (ctrl.Up())
            {
                if (option == 0)
                {
                    option = 4;
                }
                else
                {
                    option--;
                }
            }

            if (ctrl.Select())
            {
                if (option == 0 && whereFrom == 0)
                {
                    BustinOutGame.setState(4, 0);
                }
                else if (option == 0 && whereFrom == 1)
                {
                    BustinOutGame.setState(8, 0);
                }
                else if (option == 0 && whereFrom == 2)
                {
                    BustinOutGame.setState(9, 0);
                }
                else if (option == 1)
                {
                    BustinOutGame.setState(3, 0);
                    Options.FromTitle = 1;
                }
                else if (option == 2 && whereFrom == 0)
                {
                    BustinOutGame.RestartGame(whereFrom);
                    BustinOutGame.setState(4, 0);
                    BustinOutGame.setLevel(1);
                }
                else if (option == 2 && whereFrom == 1)
                {
                    BustinOutGame.RestartGame(whereFrom);
                    BustinOutGame.setState(8, 0);
                }
                else if (option == 3)
                {
                    BustinOutGame.RestartGame(whereFrom);
                    BustinOutGame.setState(1, 0);
                    BustinOutGame.setLevel(0);
                }
                else
                {
                    Program.gameExit();
                }

                option = 0;
            }

            SetPosition();
        }
Example #18
0
        private void ManageState(GameTime gameTime)
        {
            previousState = currentState;
            currentState  = Keyboard.GetState();

            //The switch statement will handle what screen the user sees
            switch (mCurrentState)
            {
            case GameState.Title:
            {
                titleScreen.Update(gameTime);

                break;
            }

            case GameState.Hall:
            {
                hallOfFame.Update(gameTime);

                break;
            }

            case GameState.Options:
            {
                optScn.Update(gameTime);

                break;
            }

            case GameState.Controls:
            {
                control.Update(gameTime);

                break;
            }

            case GameState.Sounds:
            {
                sound.Update(gameTime);

                break;
            }

            case GameState.Graphics:
            {
                grph.Update(gameTime, graphics);

                break;
            }

            case GameState.MiniGames:
            {
                mini.Update(gameTime);

                break;
            }

            case GameState.Pause:
            {
                pause.Update(gameTime);

                break;
            }

            case GameState.Difficulty:
            {
                difficult.Update(gameTime);

                break;
            }

            case GameState.Show:
            {
                show.Update(gameTime);

                break;
            }

            case GameState.Pong:
            {
                game.Update(gameTime);

                //decrement remaining time
                timeRemaining -= gameTime.ElapsedGameTime;

                if (ctrl.Pause())
                {
                    Pause.from = 1;
                    BustinOutGame.setState(7, 0);
                }

                break;
            }

            case GameState.Frogger:
            {
                frog.Update(gameTime);

                //decrement remaining time
                timeRemaining -= gameTime.ElapsedGameTime;

                if (ctrl.Pause())
                {
                    Pause.from = 2;
                    BustinOutGame.setState(7, 0);
                }

                break;
            }

            case GameState.Playing:
            {
                //decrement remaining time
                timeRemaining -= gameTime.ElapsedGameTime;

                if (AnimatedSprite.shooting == true)
                {
                    Projectiles bullet = new Projectiles();

                    if (AnimatedSprite.direction == 1)
                    {
                        bullet.Position = new Vector2((megaman.Position.X + megaman.SourceRect.Width), (megaman.Position.Y + (megaman.SourceRect.Height / 2)));
                        bullet.Velocity = new Vector2(10, 0);
                        bullet.bound    = new Rectangle((int)bullet.Position.X, (int)bullet.Position.Y, Bullet.Width, Bullet.Height);
                    }
                    else
                    {
                        bullet.Position = new Vector2((megaman.Position.X), (megaman.Position.Y + (megaman.SourceRect.Height / 2)));
                        bullet.Velocity = new Vector2(-10, 0);
                        bullet.bound    = new Rectangle((int)bullet.Position.X, (int)bullet.Position.Y, Bullet.Width, Bullet.Height);
                    }
                    LiveProjectiles.Add(bullet);
                }

                foreach (Projectiles p in LiveProjectiles.ToArray())
                {
                    p.Position += p.Velocity;

                    //check to see when the projectile leaves the visible part of the screen
                    if (p.Position.X < 0 || p.Position.X > graphics.GraphicsDevice.Viewport.Width || p.Position.Y < 0 || p.Position.Y > graphics.GraphicsDevice.Viewport.Height)
                    {
                        LiveProjectiles.RemoveAt(LiveProjectiles.IndexOf(p));
                    }
                }

                if (ctrl.Pause())
                {
                    Pause.from = 0;
                    BustinOutGame.setState(7, 0);
                }

                enemies.Update(gameTime, bgNum, LiveProjectiles);

                break;
            }
            }
        }
Example #19
0
        public void Update(GameTime gameTime)
        {
            ctrl.setStates();

            if (ctrl.Select())
            {
                if (option == 0)
                {
                    BustinOutGame.setState(13, 1);
                }
                else if (option == 1)
                {
                    option   = 0;
                    position = arrowPosition;
                    BustinOutGame.setState(10, 1);
                }
                else if (option == 2)
                {
                    option   = 0;
                    position = arrowPosition;
                    BustinOutGame.setState(2, 1);
                }
                else if (option == 3)
                {
                    option   = 0;
                    position = arrowPosition;
                    BustinOutGame.setState(3, 1);
                }
                else if (option == 4)
                {
                    //asks if the player is sure they want to quit;
                    screen   = sure;
                    title    = false;
                    position = arrowPosition6;
                    option   = 5;
                }
                else if (option == 5)
                {
                    Program.gameExit();
                }
                else
                {
                    screen   = titleScreen;
                    position = arrowPosition;
                    option   = 0;
                    title    = true;
                }
            }

            if (ctrl.Up())
            {
                if (title == true)
                {
                    if (option == 0)
                    {
                        option = 4;
                    }
                    else
                    {
                        option--;
                    }
                }
                else
                {
                    if (option == 5)
                    {
                        option = 6;
                    }
                    else
                    {
                        option--;
                    }
                }
            }

            if (ctrl.Down())
            {
                if (title == true)
                {
                    if (option == 4)
                    {
                        option = 0;
                    }
                    else
                    {
                        option++;
                    }
                }
                else
                {
                    if (option == 6)
                    {
                        option = 5;
                    }
                    else
                    {
                        option++;
                    }
                }
            }

            if (ctrl.Exit())
            {
                Program.game.Exit();
            }
            SetPosition();
        }