Example #1
0
        // onTimedEvent for timeKeeper ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        private void OnTimedEvent(object source, ElapsedEventArgs e)
        {
            if (paused == false && gameOver == false)
            {
                enemyCounter += 1;
                if (enemyCounter > 3)
                {
                    enemyCounter = 1;
                }

                if (enemyCounter == 2 || enemyCounter == 3)
                {
                    for (int i = 0; i < enemyMax; i++)
                    {
                        if (wiiEnemy[i].collided == true)
                        {
                            wiiEnemy[i] = new wiiMoteEnemy(rand);
                            break;
                        }
                    }
                }

                if (enemyCounter == 2)
                {
                    for (int i = 0; i < enemyMax; i++)
                    {
                        if (wiiEnemy2[i].collided == true)
                        {
                            wiiEnemy2[i] = new NunChuckEnemy(rand, engine, soundBank, waveBank);
                            break;
                        }
                    }
                }

                for (int i = 0; i < enemyMax; i++)
                {
                    if (psEnemy[i].collided == true)
                    {
                        psEnemy[i] = new sixaxisEnemy(rand);
                        break;
                    }
                }

                for (int i = 0; i < powerUps; i++)
                {
                    if (gatherThis[i].collided == true)
                    {
                        gatherThis[i] = new scoreUp(rand, kaching);
                        break;
                    }
                }
            }
        }
Example #2
0
        // Initialize ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        protected override void Initialize()
        {
            base.Initialize();
            background = new Background();

            // Initialize audio objects.
            engine = new AudioEngine("Content\\Audio\\ConsoleWarsAudioProject.xgs");
            soundBank = new SoundBank(engine, "Content\\Audio\\Sound Bank.xsb");
            waveBank = new WaveBank(engine, "Content\\Audio\\Wave Bank.xwb", 0, (short) 16);

            seefeel.Play();

            rand = new Random();
            player1 = new MainCharacter(click1);
            score = 0;
            enemyMax = 100;
            powerUps = 5;
            wiiEnemy = new wiiMoteEnemy[enemyMax];
            wiiEnemy2 = new NunChuckEnemy[enemyMax];
            psEnemy = new sixaxisEnemy[enemyMax];
            gatherThis = new scoreUp[powerUps];

            for (int i = 0; i < enemyMax; i++)
            {
                wiiEnemy[i] = new wiiMoteEnemy(rand);
                wiiEnemy2[i] = new NunChuckEnemy(rand, engine, soundBank, waveBank);
                wiiEnemy[i].collided = true;
                wiiEnemy[i].position = new Vector2(-100f, -100f);
                wiiEnemy2[i].collided = true;
                wiiEnemy2[i].position = new Vector2(-100f, -100f);
                psEnemy[i] = new sixaxisEnemy(rand);
                psEnemy[i].collided = true;
                psEnemy[i].position = new Vector2(-100f, -100f);
            }

            for (int i = 0; i < powerUps; i++)
            {
                gatherThis[i] = new scoreUp(rand, kaching);
                gatherThis[i].collided = true;
            }

            // timer events and upkeep
            difficulty = 5000; // controls the number of seconds between enemy (and pick-up) spawns
            difficultyKeeper = new System.Timers.Timer(5000);
            GC.KeepAlive(difficultyKeeper);
            difficultyKeeper.AutoReset = true;
            difficultyKeeper.Enabled = true;
            difficultyKeeper.Elapsed += new ElapsedEventHandler(OnTimedDifficultyEvent);

            timeKeeper = new System.Timers.Timer(difficulty);
            GC.KeepAlive(timeKeeper);
            timeKeeper.AutoReset = true;
            timeKeeper.Enabled = true;
            timeKeeper.Elapsed += new ElapsedEventHandler(OnTimedEvent);

            // controls to make the player lose points every so many frames
            shieldCounter = 0; // goes up every frame
            shieldOffset = 1;// count at which player will lose point for having shield active
            enemyCounter = 0;

            paused = false;
            gameOver = false;

            gameOverTint = 0;
        }