Example #1
0
        public static void Initilize()
        {
            _mainInstance = new SoundEffectManager();

            //instances have features like pausing and resuming (but don't stack)
            //effects just play (but stack on top of each other)

            //load instances
            _mainInstance._sInstance                       = new Dictionary <String, SoundEffectInstance>();
            _mainInstance._sInstance["shift"]              = SharedContentManager.Load <SoundEffect>("SoundEffects/stonescraping").CreateInstance();
            _mainInstance._sInstance["shift"].IsLooped     = true;
            _mainInstance._sInstance["shift"].Volume       = 0.5f;
            _mainInstance._sInstance["heartbeat"]          = SharedContentManager.Load <SoundEffect>("SoundEffects/heartbeat").CreateInstance();
            _mainInstance._sInstance["heartbeat"].IsLooped = true;

            //load effects
            _mainInstance._sEffect                  = new Dictionary <String, SoundEffect>();
            _mainInstance._sEffect["pistol"]        = SharedContentManager.Load <SoundEffect>("SoundEffects/pistol");
            _mainInstance._sEffect["grenade"]       = SharedContentManager.Load <SoundEffect>("SoundEffects/grenade");
            _mainInstance._sEffect["item-collect"]  = SharedContentManager.Load <SoundEffect>("SoundEffects/item-collect");
            _mainInstance._sEffect["impact"]        = SharedContentManager.Load <SoundEffect>("SoundEffects/impact");
            _mainInstance._sEffect["cinematicboom"] = SharedContentManager.Load <SoundEffect>("SoundEffects/cinematicboom");
            _mainInstance._sEffect["reload"]        = SharedContentManager.Load <SoundEffect>("SoundEffects/reload");
            _mainInstance._sEffect["squish"]        = SharedContentManager.Load <SoundEffect>("SoundEffects/squish");
        }
Example #2
0
        public void Update(float deltaTime)
        {
            foreach (MapTile tile in _tiles)
            {
                tile.Update(deltaTime);
            }
            if (_shiftedOutTile != null)
            {
                _shiftedOutTile.Update(deltaTime);
            }

            //process queue
            if (_shiftQueue.Count > 0)
            {
                if (!_isShifting)
                {
                    MapShift temp = _shiftQueue.First.Value;
                    _shiftQueue.RemoveFirst();
                    if (SoundEffectManager.GetSoundState("shift") == SoundState.Stopped)
                    {
                        SoundEffectManager.PlaySound("shift");
                    }
                    shiftTiles(temp.Index, temp.Direction, temp.TileDoors);
                }
            }
            else if (!_isShifting)
            {
                if (SoundEffectManager.GetSoundState("shift") == SoundState.Playing)
                {
                    SoundEffectManager.StopSound("shift");
                }
            }

            NervePulseTimeCount += deltaTime * 1000;
        }
Example #3
0
 internal void GoToFullHealth()
 {
     _currentHealth = _maxHealth;
     if (SoundEffectManager.GetSoundState("heartbeat") == SoundState.Playing)
     {
         SoundEffectManager.StopSound("heartbeat");
     }
 }
Example #4
0
 public void Reload()
 {
     if (_reloadTimer.isFinished && _spareClipsLeft > 0)
     {
         SoundEffectManager.PlayEffect(_weaponType.ReloadSound, 1.0f);
         _spareClipsLeft--;
         _roundsLeftInClip = _weaponType.RoundsPerClip;
         _reloadTimer.Reset();
     }
 }
Example #5
0
        public static void Update(float deltaTime)
        {
            _fadeInTimer.Update(deltaTime);

            if (!_playedSound)
            {
                SoundEffectManager.PlayEffect("cinematicboom", 1.0f);
                _playedSound = true;
            }
        }
Example #6
0
        public override void ApplyDamage(float amount)
        {
            SoundEffectManager.PlayEffect("impact", 0.1f);
            PainStaticMaker.AddDamage(amount);

            //heatbeat
            if ((_currentHealth / _maxHealth) < 0.3 && SoundEffectManager.GetSoundState("heartbeat") != SoundState.Playing)
            {
                SoundEffectManager.PlaySound("heartbeat");
            }
            base.ApplyDamage(amount);
        }
Example #7
0
        internal static void ObjectiveWasCollected()
        {
            SoundEffectManager.PlayEffect("item-collect", 1.0f);

            _mainInstance._numObjectsCollected++;
            Program.Objects.MainPlayer.GoToFullHealth();
            if (_mainInstance._numObjectsCollected >= _mainInstance._numToCollect)
            {
                _mainInstance._bossActive = true;
            }
            else
            {
                spawnNewObjective();
            }
        }
Example #8
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.StartNewGame will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            _hudManager.Initialize();

            //set up the black pixel used for clearing the screen
            _blackPx = new Texture2D(_graphics.GraphicsDevice, 1, 1);
            uint[] px = { 0xFFFFFFFF };
            _blackPx.SetData <uint>(px);

            InputManager.Initialize();

            SoundEffectManager.Initilize();

            //initial menu music
            _backgroundMusic = new MusicController();
            _backgroundMusic.Enqueue("Predatory Instincts_ElevatorRemix");
            _backgroundMusic.Play();

            PainStaticMaker.Initialize();

            _mouseDrawer.Initialize();

            CharacterType.Initialize();
            ParticleType.Initialize();

            LoseScreen.Initialize();

            GameState.Initilize();
            StartNewGame();

            _shiftInterface.Initialize(_spriteBatch);

            base.Initialize();
        }
Example #9
0
        public void Shoot(Vector2 location, Vector2 direction)
        {
            if (_roundsLeftInClip == 0 && _reloadTimer.isFinished && _shootTimer.isFinished)
            {
                Reload();
            }
            else if (_roundsLeftInClip > 0 && _reloadTimer.isFinished && _shootTimer.isFinished)
            {
                //play weapon fire sound
                if (_weaponType.FireSound != null)
                {
                    SoundEffectManager.PlayEffect(_weaponType.FireSound, SOUND_VOLUME);
                }

                direction += Utilities.randomNormalizedVector() * _weaponType.Inaccuracy;

                direction.Normalize();

                //start shooting the particles at the left side of the spread
                Vector2 currentSpreadSweepDirection = Vector2.Transform(direction, _halfSpreadRotationMatrix);

                //initial rotation if an even number of projectiles
                if (_weaponType.FiresPerRound % 2 == 0)
                {
                    Vector2.Transform(ref currentSpreadSweepDirection, ref _spreadRotationStepMatrix, out currentSpreadSweepDirection);
                }

                //Special case of one particle
                if (_weaponType.FiresPerRound == 1)
                {
                    currentSpreadSweepDirection = direction;
                }

                for (int i = 0; i < _weaponType.FiresPerRound; i++)
                {
                    //shoot the projectiles

                    if (_weaponType.IsRaycasted)   //use raycasting

                    /*
                     * return -1: ignore this fixture and continue
                     * return 0: terminate the ray cast
                     * return fraction: clip the ray to this point
                     * return 1: don't clip the ray and continue
                     */
                    {
                        Vector2 pt      = Vector2.Zero;
                        float   minFrac = float.MaxValue;

                        //Gets the position of the closest fixture on the ray path.
                        Program.Objects.PhysicsWorld.RayCast((fixture, point, normal, fraction) => {
                            //check for a valid fixture
                            if (fixture == null)
                            {
                                return(-1);
                            }

                            //check if its an enemy or a wall (and if it's closer than the previous result)
                            if ((fixture.Body.UserData as Enemy != null || fixture.Body.UserData as MapTile != null) && fraction < minFrac)
                            {
                                pt      = point;
                                minFrac = fraction;
                                return(1);
                            }
                            return(-1);
                        }, location, location + currentSpreadSweepDirection * _weaponType.Range);

                        //create a particle at the place where the ray was stopped
                        if (pt != Vector2.Zero)
                        {
                            Program.Objects.Projectiles.Add(new Projectile(pt, Vector2.Zero, _weaponType.ProjectileType));
                        }
                    }
                    else   //use projectiles
                    {
                        Program.Objects.Projectiles.Add(new Projectile(location + direction * (_weaponOwner.PhysicalEntitySize / 1.8f + _weaponType.ProjectileType.Radius), currentSpreadSweepDirection, _weaponType.ProjectileType));
                    }

                    //rotate the direction to shoot the next particle in
                    Vector2.Transform(ref currentSpreadSweepDirection, ref _spreadRotationStepMatrix, out currentSpreadSweepDirection);
                }
                _roundsLeftInClip--;
                _shootTimer.Reset();
            }
        }
Example #10
0
        private void updateGameState()
        {
            //Allows the game to exit
            if (InputManager.IsKeyDown(Keys.Escape))
            {
                ClearGame();
                GameState.Mode = GameState.GameMode.EXITED;
                this.Exit();
                return;
            }


            //menu screen progression
            if (GameState.Mode == GameState.GameMode.PREGAME && InputManager.IsMouseClicked())
            {
                //game music
                _backgroundMusic.Stop();
                _backgroundMusic.ClearQueue();
                _backgroundMusic.Enqueue("01 Cryogenic Dreams");
                _backgroundMusic.Enqueue("05 Rapid Cognition");
                _backgroundMusic.Enqueue("10 Disappear");
                _backgroundMusic.Play();
                GameState.Mode = GameState.GameMode.NORMAL;
            }
            if ((GameState.Mode == GameState.GameMode.GAMEOVERWIN || (GameState.Mode == GameState.GameMode.GAMEOVERLOSE && LoseScreen.TimerFinished())) && InputManager.IsMouseClicked())
            {
                ResetGame();
                _backgroundMusic.Stop();
                _backgroundMusic.ClearQueue();
                _backgroundMusic.Enqueue("Predatory Instincts_ElevatorRemix");
                _backgroundMusic.Play();
                GameState.Mode = GameState.GameMode.PREGAME;
            }

            //pause/unpause
            if (InputManager.IsKeyClicked(Keys.P) && GameState.Mode == GameState.GameMode.PAUSED)
            {
                GameState.Mode = GameState.GameMode.NORMAL;
                SoundEffectManager.ResumeSound("shift");
            }
            else if (InputManager.IsKeyClicked(Keys.P) && GameState.Mode == GameState.GameMode.NORMAL)
            {
                GameState.Mode = GameState.GameMode.PAUSED;
                SoundEffectManager.PauseSound("shift");
            }

            //shifting interface
            if (InputManager.IsKeyClicked(Keys.Space) && GameState.Mode == GameState.GameMode.SHIFTING)
            {
                GameState.Mode = GameState.GameMode.NORMAL;
                SoundEffectManager.ResumeSound("shift");
            }
            else if (InputManager.IsKeyClicked(Keys.Space) && GameState.Mode == GameState.GameMode.NORMAL)
            {
                GameState.Mode = GameState.GameMode.SHIFTING;
                SoundEffectManager.PauseSound("shift");
            }

            //you died
            if (Objects.MainPlayer == null || Objects.MainPlayer.ShouldBeKilled)
            {
                GameState.Mode = GameState.GameMode.GAMEOVERLOSE;
                SoundEffectManager.StopInstances();
            }
            if (GameState.AllObjectivesCollected)
            {
                GameState.Mode = GameState.GameMode.GAMEOVERWIN;
                SoundEffectManager.StopInstances();
            }
        }