Example #1
0
 /// <summary>
 /// Adds a GameObject reference to the Objects dictionary
 /// If a CollidableObject is passed, it is also added to the CollidableObjects List
 /// </summary>
 /// <param name="name">GameObject name</param>
 /// <param name="g">GameObject reference</param>
 public static void Add(string name, GameObject g)
 {
     Objects.Add(name, g);
     if (g is CollidableObject)
     {
         CollidableObject c = (CollidableObject)g;
         CollidableObjects.Add(c);
         NonUIObjects.Add(g);
     }
     else if (g is Background)
     {
         Background b = (Background)g;
         Backgrounds.Add(b);
     }
     else if (g is UIObject)
     {
         UIObject ui = (UIObject)g;
         UIObjects.Add(ui);
     }
     else if (g is SFXWrapper)
     {
         SFXWrapper wrap = (SFXWrapper)g;
         SoundEffects.Add(wrap);
     }
     else
     {
         NonUIObjects.Add(g);
     }
 }
Example #2
0
        /// <summary>
        /// Plays the sound effect.
        /// </summary>
        /// <param name="clipName">Name of the clip as instaniated.</param>
        public static void PlaySFX(string clipName)
        {
            SFXWrapper clip = (SFXWrapper)(Get(clipName));

            clip.Play();
        }
Example #3
0
        /// <summary>
        /// Stop the sound effect.
        /// </summary>
        /// <param name="clipName"></param>
        public static void StopSFX(string clipName)
        {
            SFXWrapper clip = (SFXWrapper)(Get(clipName));

            clip.Stop();
        }
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.
            spriteBatchGameplay = new SpriteBatch(GraphicsDevice);
            spriteBatchUI       = new SpriteBatch(GraphicsDevice);
            spriteBatchBG       = new SpriteBatch(GraphicsDevice);

            //Load textures
            Textures = new Dictionary <string, Texture2D>
            {
                { "CurrentSwim", Content.Load <Texture2D>("Textures/Current/CurrentSwim") },
                { "CurrentWalk", Content.Load <Texture2D>("Textures/Current/CurrentWalk") },
                { "CurrentIdle", Content.Load <Texture2D>("Textures/Current/CurrentIdle") },
                { "WhiteBlock", Content.Load <Texture2D>("Textures/WhiteBlock") },
                { "Background", Content.Load <Texture2D>("Textures/Backgrounds/Sunset") },
                { "Crossbone", Content.Load <Texture2D>("Textures/HUD/Crossbone") },
                { "catfish", Content.Load <Texture2D>("Textures/Enemies/catfish") },
                { "deep water tile", Content.Load <Texture2D>("Textures/Tiles/deep water tile") },
                { "grass tile", Content.Load <Texture2D>("Textures/Tiles/grass tile") },
                { "grass to sand tile", Content.Load <Texture2D>("Textures/Tiles/grass to sand tile") },
                { "sand tile", Content.Load <Texture2D>("Textures/Tiles/sand tile") },
                { "shore tile", Content.Load <Texture2D>("Textures/Tiles/shore tile") },
                { "upper water tile", Content.Load <Texture2D>("Textures/Tiles/upper water tile") },
                { "Button", Content.Load <Texture2D>("Textures/HUD/Button") },
                { "Laser", Content.Load <Texture2D>("Textures/Items/Laser") }
            };



            //Load Background Music
            songBg = Content.Load <Song>("Audio/Current");



            //Load Sound Effects
            SoundEffects = new Dictionary <string, SoundEffect>
            {
                { "Hover", Content.Load <SoundEffect>("Audio/Hover") },
                { "Hurt", Content.Load <SoundEffect>("Audio/Hurt") },
                { "Jump", Content.Load <SoundEffect>("Audio/Jump") },
                { "Land", Content.Load <SoundEffect>("Audio/Land") },
                { "Pickup", Content.Load <SoundEffect>("Audio/Pickup") },
                { "Select", Content.Load <SoundEffect>("Audio/Select") },
                { "WaterLoop", Content.Load <SoundEffect>("Audio/WaterLoop") },
                { "Win", Content.Load <SoundEffect>("Audio/Win") },
                { "Laser", Content.Load <SoundEffect>("Audio/Laser") }
            };


            //Load fonts
            font      = Content.Load <SpriteFont>("Fonts/Font");
            titleFont = Content.Load <SpriteFont>("Fonts/TitleFont");
            hudFont   = Content.Load <SpriteFont>("Fonts/HudFont");



            //Construct audio holders so we can reference soundeffects through GameManager
            foreach (string clipName in SoundEffects.Keys)
            {
                SFXWrapper wrapper = new SFXWrapper(clipName, SoundEffects[clipName]);
            }

            //Play background music
            //MediaPlayer.Play(songBg);
            //MediaPlayer.IsRepeating = true;



            Color buttonBackColor = new Color(50, 80, 130);
            int   bWidth = 400, bHeight = 100;

            //Create the Main Menu
            UIImage bMainMenu = new UIImage("bgMainMenu", Textures["Background"], new Point(TargetWidth, TargetHeight), Anchor.UpperLeft, SortingMode.None, GameState.MainMenu, Point.Zero, Color.White);

            //Main Menu Substate
            UIText title = new UIText("Title", "Current", titleFont, Anchor.UpperMiddle, SortingMode.None, GameState.MainMenu, Point.Zero, Color.White);

            UIButton play = new UIButton("PlayB", "Play", font, Textures["Button"], Anchor.CenterMiddle, SortingMode.Below, GameState.MainMenu, Point.Zero, Color.Black, Color.White, bWidth, bHeight);
            UIButton quit = new UIButton("QuitB", "Quit", font, Textures["Button"], Anchor.CenterMiddle, SortingMode.Below, GameState.MainMenu, new Point(0, 50), Color.Black, Color.White, bWidth, bHeight);

            //Setup button delegates
            play.Click += LoadCurrentLevel;

            quit.Click += () =>
            {
                Exit();
            };

            //Setup HUD
            HealthBar    bar      = new HealthBar("HealthBar", Textures["Crossbone"], new Point(100, 66));
            Score        score    = new Score("Score", hudFont, Anchor.UpperRight, SortingMode.Below, GameState.Game, Point.Zero, Color.White);
            LevelDisplay curlevel = new LevelDisplay("LevelDisplay", hudFont, Anchor.UpperRight, SortingMode.Below, GameState.Game, Point.Zero, Color.White);



            //Setup the pause menu
            UIImage bgPause = new UIImage("bgPause", Textures["Background"], new Point(TargetWidth, TargetHeight), Anchor.UpperLeft, SortingMode.None, GameState.Game, Point.Zero, Color.White);

            bgPause.ActiveGameplayState = GameplayState.Paused;


            UIText pauseText = new UIText("pauseText", "PAUSED", font, Anchor.UpperMiddle, SortingMode.Below, GameState.Game, Point.Zero, Color.White);

            pauseText.ActiveGameplayState = GameplayState.Paused;
            UIButton pauseResumeButton = new UIButton("pauseResumeButton", "Resume", font, Textures["Button"], Anchor.CenterMiddle, SortingMode.Below, GameState.Game, new Point(0, 0), Color.Black, Color.White);

            pauseResumeButton.ActiveGameplayState = GameplayState.Paused;
            UIButton pauseMainMenuButton = new UIButton("pauseMainMenuButton", "Main Menu", font, Textures["Button"], Anchor.CenterMiddle, SortingMode.Below, GameState.Game, new Point(0, 50), Color.Black, Color.White);

            pauseMainMenuButton.ActiveGameplayState = GameplayState.Paused;



            //Pause menu delegates
            pauseResumeButton.Click += () =>
            {
                GameManager.gameplayState = GameplayState.Normal;
            };


            pauseMainMenuButton.Click += LoadMainMenu;


            //Setup the gameover menu
            UIText gameoverText = new UIText("GameoverText", "You have died.", titleFont, Anchor.CenterMiddle, SortingMode.Below, GameState.Game, Point.Zero, Color.White);

            gameoverText.ActiveState = GameState.Game;
            gameoverText.Deactivate();

            UIText gameoverInstr = new UIText("GameoverInstr", "Press the jump button to respawn.", font, Anchor.LowerMiddle, SortingMode.Below, GameState.Game, Point.Zero, Color.White);

            gameoverInstr.ActiveState = GameState.Game;
            gameoverInstr.Deactivate();


            //Setup win level message
            UIText winText = new UIText("WinText", "Current completed the level!", titleFont, Anchor.CenterMiddle, SortingMode.None, GameState.Game, Point.Zero, Color.White);

            winText.ActiveState = GameState.Game;
            winText.Deactivate();


            //Setup win game message
            UIText winGameText = new UIText("WinGameText", "Current was victorious!", titleFont, Anchor.CenterMiddle, SortingMode.None, GameState.Game, Point.Zero, Color.White);

            winGameText.ActiveState = GameState.Game;
            winGameText.Deactivate();


            //Setup win level buttons
            UIButton winMainMenuButton = new UIButton("WinMainMenuButton", "Back to Main Menu", font, Textures["Button"], Anchor.LowerLeft, SortingMode.None, GameState.Game, Point.Zero, Color.Black, Color.White);

            winMainMenuButton.ActiveState = GameState.Game;
            winMainMenuButton.Deactivate();

            //Next level button (part of win menu)
            UIButton winNextButton = new UIButton("WinNextButton", "Next Level", font, Textures["Button"], Anchor.LowerRight, SortingMode.None, GameState.Game, Point.Zero, Color.Black, Color.White);

            winNextButton.ActiveState = GameState.Game;
            winNextButton.Deactivate();

            //Back to main menu logic
            winMainMenuButton.Click += () =>
            {
                LoadMainMenu();
                winMainMenuButton.Deactivate();
                winNextButton.Deactivate();
                winText.Deactivate();
                winGameText.Deactivate();

                if (GameManager.CompletedAllLevels)
                {
                    GameManager.CurrentLevel = 0;
                }
            };

            winNextButton.Click += () =>
            {
                winMainMenuButton.Deactivate();
                winNextButton.Deactivate();
                winText.Deactivate();
                winGameText.Deactivate();
                LoadCurrentLevel();
            };

            UIManager.OrganizeObjects();
        }