Example #1
0
 public bool CheckCollisionWith(CModel model)
 {
     foreach (BoundingBox box in boundingBoxes)
     {
         foreach (BoundingBox check in model.boundingBoxes)
         {
             if(box.Intersects(check))
                 return true;
         }
     }
     return false;
 }
Example #2
0
        /// <summary>
        /// Allows the game to run logic.
        /// </summary>
        protected override void Update(GameTime gameTime)
        {
            lastKeyboardState = currentKeyboardState;
            lastGamePadState = currentGamePadState;
            currentKeyboardState = Keyboard.GetState();
            currentGamePadState = GamePad.GetState(PlayerIndex.One);

            if (ship.thrustAmount > 1.5f)
                currentflame = flame1;
            else if (ship.thrustAmount > 1.0f)
                currentflame = flame2;
            else if (ship.thrustAmount > 0.5f)
                currentflame = flame3;

            #region If State = New Game

            if (_gameState == State.NewGame)
            {
                if (currentKeyboardState.IsKeyUp(Keys.Enter) && lastKeyboardState.IsKeyDown(Keys.Enter))
                {
                    _gameState = State.Playing;
                    return;
                }
            }
            if (_gameState == State.Gameover)
            {
                if (currentKeyboardState.IsKeyUp(Keys.Enter) && lastKeyboardState.IsKeyDown(Keys.Enter))
                {
                    timeLeft = TimeSpan.FromSeconds(60);
                    man.Model = manStanding;
                    camera.DesiredPositionOffset = new Vector3(0.0f, 2000.0f, 3500.0f);
                    gameOver = false;
                    _gameState = State.Playing;
                    ship.Reset();
                    camera.Reset();
                    lives = 3;
                    _objects.Clear();
                    SpawnObjects();
                    NewManPos();
                    return;
                }

                if (currentKeyboardState.IsKeyUp(Keys.Escape) && lastKeyboardState.IsKeyDown(Keys.Escape))
                {
                    _gameState = State.Credits;
                }
                return;
            }

            #endregion If State = New Game

            #region If State = Paused

            if (_gameState == State.Paused)
            {
                if (currentKeyboardState.IsKeyUp(Keys.P) && lastKeyboardState.IsKeyDown(Keys.P))
                    _gameState = State.Playing;
                return;
            }

            #endregion If State = Paused

            #region if state = playing

            if (_gameState == State.Playing)
            {
                if (lastKeyboardState.IsKeyUp(Keys.I) && currentKeyboardState.IsKeyDown(Keys.I))
                    ship.inverted = !ship.inverted;
                timeLeft -= gameTime.ElapsedGameTime;
                controlTimer -= gameTime.ElapsedGameTime;

                if (timeLeft.TotalMilliseconds <= 0)
                {
                    gameOver = true;
                }

                if (currentKeyboardState.IsKeyDown(Keys.G))
                    gameOver = true;

                if (currentKeyboardState.IsKeyUp(Keys.P) && lastKeyboardState.IsKeyDown(Keys.P))
                    _gameState = State.Paused;

                if (currentKeyboardState.IsKeyUp(Keys.Enter) && lastKeyboardState.IsKeyDown(Keys.Enter))
                    _gameState = State.Paused;

                if (gameOver)
                {
                    UpdateCameraChaseTarget();
                    camera.Reset();
                    camera.DesiredPositionOffset = new Vector3(0.0f, 40000.0f, 70000.0f);

                    if (man.World.Translation.Z + (man.Width / 2) <=
                        _buildings[rI].World.Translation.Z + (_buildings[rI].Width / 2))
                    {
                        man.Model = manRunning;
                        man.World *= Matrix.CreateTranslation(0.0f, 0.0f, 50.0f);
                    }
                    else if (man.World.Translation.Y > 0)
                    {
                        man.Model = manFalling;
                        man.World *= Matrix.CreateTranslation(0.0f, -100.0f, 0.0f);
                    }
                    else
                        _gameState = State.Gameover;

                    base.Update(gameTime);
                    return;
                }

                if ((currentKeyboardState.IsKeyDown(Keys.F1) && lastKeyboardState.IsKeyUp(Keys.F1)) ||
                    (currentGamePadState.IsButtonDown(Buttons.Back) && lastGamePadState.IsButtonUp(Buttons.Back)))
                {
                    showCollisions = !showCollisions;
                }
                // Exit when the Escape key or Back button is pressed
                if (currentKeyboardState.IsKeyDown(Keys.Escape) || currentGamePadState.IsButtonDown(Buttons.Start))
                {
                    Exit();
                }

                bool touchTopLeft = currentMouseState.LeftButton == ButtonState.Pressed &&
                                    lastMousState.LeftButton != ButtonState.Pressed &&
                                    currentMouseState.X < GraphicsDevice.Viewport.Width / 10 &&
                                    currentMouseState.Y < GraphicsDevice.Viewport.Height / 10;

                if (lastKeyboardState.IsKeyUp(Keys.E) &&
                    (currentKeyboardState.IsKeyDown(Keys.E)))
                    NewManPos();

                // Reset the ship on R key or right thumb stick clicked
                if (currentKeyboardState.IsKeyDown(Keys.R))
                {
                    ship.Reset();
                    camera.Reset();
                }

                // Update the ship
                ship.Update(gameTime);

                // Update the camera to chase the new target
                UpdateCameraChaseTarget();

                // Update the business man's objects
                UpdateBusObjects();

                // The chase camera's update behavior is the springs
                camera.Update(gameTime);

                if (_hudTextStuff.Count > 0)
                {
                    for (int i = _hudTextStuff.Count - 1; i >= 0; i--)
                    {
                        _hudTextStuff[i].Update(gameTime);
                        if (_hudTextStuff[i].DoneDrawing)
                            _hudTextStuff.RemoveAt(i);
                    }
                }

                foreach (Buildings check in _buildings)
                {
                    int lol;
                    if (check == _buildings[rI])
                        lol = 1;
                    check.UpdateCollisions();
                    if (ship.CheckCollisionWith(check))
                    {
                        _hudTextStuff.Add(new HudText((Content.Load<Texture2D>("Textures/Hud/crashed")), TimeSpan.FromSeconds(3), new Vector2(400, 300)));
                        lives--;
                        if (lives <= 0)
                            gameOver = true;

                        ship.Reset();
                    }
                }

                if (ship.CheckCollisionWith(man))
                    if (_objects.Count == 0)
                    {
                        score += 100;
                        timeLeft += TimeSpan.FromSeconds(40);
                        Console.WriteLine("New Score : " + score);
                        // Spawn the objects again at NEW random locations
                        // Make a new Business man at a new random location
                        SpawnObjects();
                        NewManPos();
                    }

                skyBox.World = Matrix.CreateTranslation(camera.Position - new Vector3(0.0f, 100.0f, 0.0f));
                base.Update(gameTime);
            }

            #endregion if state = playing

            if (_gameState == State.Credits)
            {
                creditTime -= gameTime.ElapsedGameTime;
                if (creditTime.TotalSeconds <= 0)
                    Exit();
            }
        }
Example #3
0
        /// <summary>
        /// Load graphics content.
        /// </summary>
        protected override void LoadContent()
        {
            flame1 = new CModel(Content.Load<Model>("Models/Flame_1"), GraphicsDevice, Matrix.Identity, boxEffect);
            flame2 = new CModel(Content.Load<Model>("Models/Flame_2"), GraphicsDevice, Matrix.Identity, boxEffect);
            flame3 = new CModel(Content.Load<Model>("Models/Flame_3"), GraphicsDevice, Matrix.Identity, boxEffect);

            currentflame = flame3;

            boxEffect = new BasicEffect(GraphicsDevice);

            life = Content.Load<Texture2D>("Textures/Hud/life");
            briefcase = Content.Load<Texture2D>("Textures/Hud/Breifcase_UI");
            speed = Content.Load<Texture2D>("Textures/Hud/speed");
            minimap = Content.Load<Texture2D>("Textures/Hud/minimap");
            dude = Content.Load<Texture2D>("Textures/Hud/dude");
            controls = Content.Load<Texture2D>("Textures/Hud/Controls");

            newGameTex = Content.Load<Texture2D>("Textures/Screens/NewGame");
            paused = Content.Load<Texture2D>("Textures/Screens/paused");
            deathScreen = Content.Load<Texture2D>("Textures/Screens/Death_Screen");
            creditsTex = Content.Load<Texture2D>("Textures/Screens/Credits");

            spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
            spriteFont = Content.Load<SpriteFont>("gameFont");

            ship = new Ship(Content.Load<Model>("Models/Actors/Pidgeon_1"), GraphicsDevice, boxEffect);
            ground = new CModel(Content.Load<Model>("ground"), GraphicsDevice, Matrix.CreateScale(500.0f, 500.0f, 500.0f), boxEffect);

            manStanding = Content.Load<Model>("Dude_Standing");
            manRunning = Content.Load<Model>("Dude_Running");
            manFalling = Content.Load<Model>("Dude_Falling");

            Model load;
            for (int count = 1; count < 5; count++)
                load = Content.Load<Model>("Models/object_" + count.ToString());

            man = new BuisnessMan(manStanding, GraphicsDevice, Matrix.Identity, boxEffect);
            man.collision = new CModel(Content.Load<Model>("Collison_Cylinder"), GraphicsDevice, Matrix.Identity, boxEffect);
            skyBox = new CModel(Content.Load<Model>("skybox"), GraphicsDevice, Matrix.Identity, boxEffect);

            #region Init Buildings

            // Add the buildings to the list with a random type
            // (i.e, the random building could be a small one with no windows, or a really tall one with loads of windows!

            for (int i = 0; i < 100; i++)
            {
                Buildings building = null;
                bool collision = true;
                while (collision == true)
                {
                    collision = false;
                    var randomB = _random.Next(2, 9);
                    building = new Buildings(Content.Load<Model>("Models/Buildings/Building_" + randomB),
                        GraphicsDevice,
                        Matrix.CreateScale(20f) *
                        Matrix.CreateTranslation(_random.Next(-buildingDistance, buildingDistance), 0, _random.Next(-buildingDistance, buildingDistance)),
                        boxEffect);

                    building.UpdateCollisions();

                    // Need to check if the spawning model is intersecting with a previously spawned model and chuck it if it is
                    foreach (var b in _buildings)
                    {
                        if (building.CheckCollisionWith(b))
                        {
                            collision = true;
                        }
                    }
                }

                if (building.boundingBoxes.Max().Max.Y > maxHeight)
                    maxHeight = building.boundingBoxes.Max().Max.Y;

                _buildings.Add(building);
                Console.WriteLine("Spawning building at new random position");
            }

            ship.SpawnHeight = maxHeight + 1000;

            ship.Reset();

            #endregion Init Buildings
        }