public void Draw(GameTime gt, SpriteBatch sb, int gs, Camera2D camera) { //Draw background for (int i = 0; i < 30; i++) { for (int j = 0; j < 30; j++) { sb.Draw(bgList[i,j], new Vector2(i * 512 - (512*15), j * 512 - (512*15)), Color.White); } } foreach (Meteorite meteorite in meteoriteList) { meteorite.Draw(gt, sb, camera); } //Draw newest objective, if it's the right obj status if (ObjectiveStatus == 0 || ObjectiveStatus == 2 || ObjectiveStatus == 4) { Collectible c = Objectives.Peek(); c.Draw(sb); } Ship.Draw(gt, sb, camera); Player1.Draw(gt, sb, camera); }
protected override void Initialize() { hud = new HUD(); level = new Level(this, hud); hud.CurrentLevel = level; camera = new Camera2D(level.Player1.Position); base.Initialize(); }
public void Draw(GameTime gt, SpriteBatch sb, Camera2D camera) { Sprite.Draw(gt, sb, Position, 0f); //Draw both if (ShipStatus == 0 || ShipStatus == 1) { sb.Draw(brokenShip1, brokenShipRect1, Color.White); sb.Draw(brokenShip2, brokenShipRect2, Color.White); } //Just the broken engine else if (ShipStatus == 2) { sb.Draw(brokenShip2, brokenShipRect2, Color.White); } }
private void DrawMessages(SpriteBatch sb, Camera2D camera) { if (messages.Count > 0) { for (int i = 0; i < messages.Count; i++) { DisplayMessage msg = messages[i]; sb.DrawString(HUDFont, msg.CurrentDrawnMessage, msg.Position + camera.Position, msg.DrawColor, -CurrentLevel.Player1.playerRotation, new Vector2(msg.CurrentDrawnMessage.Length * 14 / 2, 10), 1f, SpriteEffects.None, 0f); if (msg.CurrentIndex == msg.Message.Length) { continue; } msg.CurrentDrawnMessage += msg.Message[msg.CurrentIndex].ToString(); msg.CurrentIndex++; messages[i] = msg; } } }
public void Draw(GameTime gt, SpriteBatch sb, Camera2D camera) { Sprite.Draw(gt, sb, Position, camera.Rotation); }
public void Update(GameTime gt, KeyboardState kb, KeyboardState kbOld, Camera2D camera) { Vector2 oldMovementSpeed = MovementSpeed; float decelerationX = MovementSpeed.X * (float)gt.ElapsedGameTime.TotalSeconds * 0.3f; float decelerationY = MovementSpeed.Y * (float)gt.ElapsedGameTime.TotalSeconds * 0.3f; float acceleration = ACCELERATION * (float)gt.ElapsedGameTime.TotalSeconds; //Slow down the space man if (MovementSpeed.X > 0) { MovementSpeed += new Vector2(-decelerationX, 0); } else if (MovementSpeed.X < 0) { MovementSpeed += new Vector2(-decelerationX, 0); } if (MovementSpeed.Y > 0) { MovementSpeed += new Vector2(0, -decelerationY); } else if (MovementSpeed.Y < 0) { MovementSpeed += new Vector2(0, -decelerationY); } BoundingBox = new Rectangle((int)Position.X - 22, (int)Position.Y - 22, 45, 45); //Add speed based on kb input if (kb.IsKeyDown(Keys.Left) || kb.IsKeyDown(Keys.A)) { MovementSpeed += Utility.CalculateDiagonalMovement(acceleration, camera.Rotation, "left"); moveEffect.Play(); } if (kb.IsKeyDown(Keys.Right) || kb.IsKeyDown(Keys.D)) { MovementSpeed += Utility.CalculateDiagonalMovement(acceleration, camera.Rotation, "right"); moveEffect.Play(); } if (kb.IsKeyDown(Keys.Up) || kb.IsKeyDown(Keys.W)) { MovementSpeed += Utility.CalculateDiagonalMovement(-acceleration, camera.Rotation, "up"); moveEffect.Play(); } if (kb.IsKeyDown(Keys.Down) || kb.IsKeyDown(Keys.S)) { MovementSpeed += Utility.CalculateDiagonalMovement(-acceleration, camera.Rotation, "down"); moveEffect.Play(); } //Kill sound effect if all keys are up if (kb.IsKeyUp(Keys.W) && kb.IsKeyUp(Keys.A) && kb.IsKeyUp(Keys.S) && kb.IsKeyUp(Keys.D)) { moveEffect.Stop(); } //Adding gametime was something I forgot to do, so *85 is just a number that felt similar //to running the game at 60fps with no gametime multiplication Position += Vector2.Multiply(MovementSpeed, (float)gt.ElapsedGameTime.TotalSeconds * 85); //Position += MovementSpeed; //Determine player rotation to try to orient with the camera if (playerRotation < camera.Rotation && !kb.IsKeyDown(Keys.Q)) { playerRotationAcceleration += 0.0002f; playerRotation += MathHelper.Clamp(playerRotationAcceleration, playerRotationAcceleration, MAX_ROTATION_ACCELERATION); if (playerRotation > camera.Rotation) { playerRotation = camera.Rotation; } } else if (playerRotation > camera.Rotation && !kb.IsKeyDown(Keys.E)) { playerRotationAcceleration += 0.0002f; playerRotation -= MathHelper.Clamp(playerRotationAcceleration, playerRotationAcceleration, MAX_ROTATION_ACCELERATION); if (playerRotation < camera.Rotation) { playerRotation = camera.Rotation; } } //When there's no rotation, reset the speed so we get that acceleration again. else { playerRotationAcceleration = 0f; } base.Update(gt); }
public void Draw(GameTime gt, SpriteBatch sb, Camera2D camera) { //Negate the rotation, the camera takes in the float backwards Sprite.Draw(gt, sb, Position, -playerRotation); }
private void DrawMessages(SpriteBatch sb, Camera2D camera) { if (messages.Count > 0) { for (int i = 0; i < messages.Count; i++) { DisplayMessage msg = messages[i]; sb.DrawString(HUDFont, msg.CurrentDrawnMessage, msg.Position + camera.Position, msg.DrawColor, -CurrentLevel.Player1.playerRotation, new Vector2(msg.CurrentDrawnMessage.Length*14 /2, 10), 1f, SpriteEffects.None, 0f); if (msg.CurrentIndex == msg.Message.Length) { continue; } msg.CurrentDrawnMessage += msg.Message[msg.CurrentIndex].ToString(); msg.CurrentIndex++; messages[i] = msg; } } }
public void Draw(GameTime gt, SpriteBatch sb, Camera2D camera) { DrawMessages(sb, camera); if (CurrentLevel.ObjectiveStatus < 5) { Collectible col = CurrentLevel.Objectives.Peek(); if (HudState == 2) { if (CurrentLevel.ObjectiveStatus == 0 || CurrentLevel.ObjectiveStatus == 2 || CurrentLevel.ObjectiveStatus == 4) { sb.Draw(CurrentLevel.Resources.ObjectiveArrow, CurrentLevel.Player1.Position, null, Color.White, GetWaypointRotationAngle(CurrentLevel.Player1.Position, col.Position), new Vector2(CurrentLevel.Resources.ObjectiveArrow.Width / 2, CurrentLevel.Resources.ObjectiveArrow.Height / 2), 1f, SpriteEffects.None, 0.5f); } } } if (HudState == 2) { if (CurrentLevel.ObjectiveStatus == 1 || CurrentLevel.ObjectiveStatus == 3 || CurrentLevel.ObjectiveStatus == 5) { //This draws arrow to ship sb.Draw(CurrentLevel.Resources.ObjectiveArrow, CurrentLevel.Player1.Position, null, Color.White, GetWaypointRotationAngle(CurrentLevel.Player1.Position, CurrentLevel.Ship.Position), new Vector2(CurrentLevel.Resources.ObjectiveArrow.Width / 2, CurrentLevel.Resources.ObjectiveArrow.Height / 2), 1f, SpriteEffects.None, 0.5f); } } //If the controls message is up, show the controls image if (CurrentLevel.ObjectiveStatus == 0) { sb.Draw(CurrentLevel.Resources.Controls, CONTROLS_POSITION + camera.Position, null, Color.White, -CurrentLevel.Player1.playerRotation, new Vector2(CurrentLevel.Resources.Controls.Width/2, CurrentLevel.Resources.Controls.Height/2), 1f, SpriteEffects.None, 0f); } }
public void Update(GameTime gt, KeyboardState kb, KeyboardState kbOld, Camera2D camera) { base.Update(gt); }
public void Update(GameTime gt, KeyboardState kb, KeyboardState kbOld, int gs, Camera2D camera) { Player1.Update(gt, kb, kbOld, camera); Ship.Update(gt, kb, kbOld, camera); /*if (Math.Abs(Player1.MovementSpeed.X) + Math.Abs(Player1.MovementSpeed.Y) > 2) { * if ((int)gt.TotalGameTime.TotalSeconds % 5 == 0) { * Meteorite meteorite = new Meteorite(Resources.Meteor, Resources.MeteorMask, * Player1.Position, Player1.MovementSpeed); * meteoriteList.Add(meteorite); * } * }*/ //Check through game states for collision logic if (ObjectiveStatus == 1 || ObjectiveStatus == 3 || ObjectiveStatus == 5) { if (Player1.BoundingBox.Intersects(Ship.BoundingBox)) { ObjectiveStatus++; Ship.ShipStatus++; Player1.Inventory.RemoveAt(Player1.Inventory.Count - 1); Resources.Repair.Play(); Hud.AddMessage(ObjectiveStatus); } } else if (ObjectiveStatus == 0 || ObjectiveStatus == 2 || ObjectiveStatus == 4) { Collectible col = Objectives.Peek(); if (Player1.BoundingBox.Intersects(col.BoundingBox)) { Player1.Inventory.Add(Objectives.Pop()); ObjectiveStatus++; Resources.Pickup.Play(); Hud.AddMessage(ObjectiveStatus); } } /*foreach (Meteorite meteorite in meteoriteList) { * meteorite.Update(gt); * }*/ base.Update(gt); }
public void Update(GameTime gt, KeyboardState kb, KeyboardState kbOld, int gs, Camera2D camera) { Player1.Update(gt, kb, kbOld, camera); Ship.Update(gt, kb, kbOld, camera); /*if (Math.Abs(Player1.MovementSpeed.X) + Math.Abs(Player1.MovementSpeed.Y) > 2) { if ((int)gt.TotalGameTime.TotalSeconds % 5 == 0) { Meteorite meteorite = new Meteorite(Resources.Meteor, Resources.MeteorMask, Player1.Position, Player1.MovementSpeed); meteoriteList.Add(meteorite); } }*/ //Check through game states for collision logic if(ObjectiveStatus == 1 || ObjectiveStatus == 3 || ObjectiveStatus == 5){ if(Player1.BoundingBox.Intersects(Ship.BoundingBox)){ ObjectiveStatus++; Ship.ShipStatus++; Player1.Inventory.RemoveAt(Player1.Inventory.Count - 1); Resources.Repair.Play(); Hud.AddMessage(ObjectiveStatus); } } else if(ObjectiveStatus == 0 || ObjectiveStatus == 2 || ObjectiveStatus == 4){ Collectible col = Objectives.Peek(); if(Player1.BoundingBox.Intersects(col.BoundingBox)){ Player1.Inventory.Add(Objectives.Pop()); ObjectiveStatus++; Resources.Pickup.Play(); Hud.AddMessage(ObjectiveStatus); } } /*foreach (Meteorite meteorite in meteoriteList) { meteorite.Update(gt); }*/ base.Update(gt); }
public void Update(GameTime gt, KeyboardState kb, KeyboardState kbOld, Camera2D camera) { Vector2 oldMovementSpeed = MovementSpeed; float decelerationX = MovementSpeed.X * (float)gt.ElapsedGameTime.TotalSeconds * 0.3f; float decelerationY = MovementSpeed.Y * (float)gt.ElapsedGameTime.TotalSeconds * 0.3f; float acceleration = ACCELERATION * (float)gt.ElapsedGameTime.TotalSeconds; //Slow down the space man if (MovementSpeed.X > 0) { MovementSpeed += new Vector2(-decelerationX, 0); } else if (MovementSpeed.X < 0) { MovementSpeed += new Vector2(-decelerationX, 0); } if (MovementSpeed.Y > 0) { MovementSpeed += new Vector2(0, -decelerationY); } else if (MovementSpeed.Y < 0) { MovementSpeed += new Vector2(0, -decelerationY); } BoundingBox = new Rectangle((int)Position.X - 22, (int)Position.Y - 22, 45, 45); //Add speed based on kb input if (kb.IsKeyDown(Keys.Left) || kb.IsKeyDown(Keys.A)) { MovementSpeed += Utility.CalculateDiagonalMovement(acceleration, camera.Rotation, "left"); moveEffect.Play(); } if (kb.IsKeyDown(Keys.Right) || kb.IsKeyDown(Keys.D)) { MovementSpeed += Utility.CalculateDiagonalMovement(acceleration, camera.Rotation, "right"); moveEffect.Play(); } if (kb.IsKeyDown(Keys.Up) || kb.IsKeyDown(Keys.W)) { MovementSpeed += Utility.CalculateDiagonalMovement(-acceleration, camera.Rotation, "up"); moveEffect.Play(); } if (kb.IsKeyDown(Keys.Down) || kb.IsKeyDown(Keys.S)) { MovementSpeed += Utility.CalculateDiagonalMovement(-acceleration, camera.Rotation, "down"); moveEffect.Play(); } //Kill sound effect if all keys are up if (kb.IsKeyUp(Keys.W) && kb.IsKeyUp(Keys.A) && kb.IsKeyUp(Keys.S) && kb.IsKeyUp(Keys.D)) moveEffect.Stop(); //Adding gametime was something I forgot to do, so *85 is just a number that felt similar //to running the game at 60fps with no gametime multiplication Position += Vector2.Multiply(MovementSpeed, (float)gt.ElapsedGameTime.TotalSeconds * 85); //Position += MovementSpeed; //Determine player rotation to try to orient with the camera if (playerRotation < camera.Rotation && !kb.IsKeyDown(Keys.Q)) { playerRotationAcceleration += 0.0002f; playerRotation += MathHelper.Clamp(playerRotationAcceleration, playerRotationAcceleration, MAX_ROTATION_ACCELERATION); if (playerRotation > camera.Rotation) { playerRotation = camera.Rotation; } } else if (playerRotation > camera.Rotation && !kb.IsKeyDown(Keys.E)) { playerRotationAcceleration += 0.0002f; playerRotation -= MathHelper.Clamp(playerRotationAcceleration, playerRotationAcceleration, MAX_ROTATION_ACCELERATION); if (playerRotation < camera.Rotation) { playerRotation = camera.Rotation; } } //When there's no rotation, reset the speed so we get that acceleration again. else { playerRotationAcceleration = 0f; } base.Update(gt); }
public void Draw(GameTime gt, SpriteBatch sb, Camera2D camera) { //Negate the rotation, the camera takes in the float backwards Sprite.Draw(gt, sb, Position, -playerRotation); }
public void Update(GameTime gt, KeyboardState kb, KeyboardState kbOld, Camera2D camera) { base.Update(gt); }
public void Draw(GameTime gt, SpriteBatch sb, Camera2D camera) { Sprite.Draw(gt, sb, Position, camera.Rotation); }