Example #1
0
        /// <summary>
        /// This method update the scene after a frame has finished rendering
        /// The method calls an update to every non-static gameobject, updating its physics, collisions etc.
        /// </summary>
        /// <param name="evt"></param>
        protected override void UpdateScene(FrameEvent evt)
        {
            //timeElapsed += evt.timeSinceLastFrame;



            player.Update(evt);

            if (gameHMD.gameTimeHasReachedZero(totalTime)) //if still time left on clock
            {
                gameHMD.updateTimerText(totalTime);        //update the clock
            }
            else                                           //else game timer has run out so end game
            {
                gameHMD.displayGameLoseText();             //display game completed text
                gamePlaying = false;                       //disable physics and input
                inputsManager.DisableInputs();             //disable the player inputs
            }

            if (gamePlaying == true)          //if the game has not been won / lost
            {
                physics.UpdatePhysics(0.01f); //update the physics every 0.01 seconds. This value was tweaked until physics appeared realistic
            }

            base.UpdateScene(evt);

            if (player.GunReloading == true)                                       //if the player is reloading
            {
                gameHMD.updateAmmoTextReloading();                                 //display info saying so in the GUI
            }
            else if (player.playerArmoury.ActiveGun != null)                       //else if the player has a gun equipped
            {
                gameHMD.updateAmmoText(player.playerArmoury.ActiveGun.Ammo.Value); //display the ammo count on the gun
            }


            if (inputsManager != null && gamePlaying == true) //if the game is playing (not won or lost) and the inputsManager has been created
            {
                inputsManager.ProcessInput(evt);              // then process player inputs
            }


            if (gems.Count > 0)                                    //if gems are instantiated in the game
            {
                foreach (Gem gem in gems)                          //for each gem
                {
                    gem.Update(evt);                               //update the gem
                    if (gem.RemoveMe == true)                      //and if a collision has been detected and the gem must be removed
                    {
                        gemsToRemove.Add(gem);                     //add the gem to gems to be removed
                        player.Stats.Score.Increase(gem.Increase); //and update the score
                    }
                }

                foreach (Gem gem in gemsToRemove) //for each gem that needs to be removed
                {
                    gems.Remove(gem);             //remove the gem from the list of active gems
                    gem.Dispose();                //and dispose of it
                }
                gemsToRemove.Clear();             //clear the list now it has been disposed
            }

            if (powerUps.Count > 0)               //if power up collectables are instantiated in the game
            {
                foreach (PowerUp pow in powerUps) //for each powerup
                {
                    pow.Update(evt);              //update the powerup
                    if (pow.RemoveMe == true)     //and if a collision has been detected and the power up must be removed
                    {
                        switch (pow.pickUpType)   //determine the type of the powerup and apply the necessary buff to the player
                        {
                        case "life":
                            player.Stats.Lives.Increase(pow.Increase);      //add a life
                            break;

                        case "time":
                            totalTime += 30;        //add 30 seconds to the counter
                            break;

                        case "shield":
                            player.Stats.Shield.Increase(pow.Increase);     //add health
                            break;

                        case "health":
                            player.Stats.Health.Increase(pow.Increase);     //add shields
                            break;
                        }
                        powerUpsToRemove.Add(pow);  //then add the power up to be removed
                    }
                }

                foreach (PowerUp pow in powerUpsToRemove) //for each power up that needs to be removed
                {
                    powerUps.Remove(pow);                 //remove the power up from the list of active power ups
                    pow.Dispose();                        //and dispose of it
                }
                powerUpsToRemove.Clear();                 //clear the list now it has been disposed
            }


            if (collectableGuns.Count > 0)                      //if collectables are instantiated in the game
            {
                foreach (CollectableGun gun in collectableGuns) //for each collectable
                {
                    gun.Update(evt);                            //update the collectable
                    if (gun.RemoveMe == true)                   //and if a collision has been detected and the collectable must be removed
                    {
                        collectableGunsToRemove.Add(gun);       //the addition of the gun to the armoury is handled in the Player class, so add the gun to be removed
                    }
                }

                foreach (CollectableGun gun in collectableGunsToRemove) //for each gun that needs to be removed
                {
                    collectableGuns.Remove(gun);                        //remove the power up from the list of active gun collectables in the game
                    gun.Dispose();                                      //and dispose of it
                }
                collectableGunsToRemove.Clear();                        //clear the list now it has been disposed
            }



            if (enemies.Count > 0)                                                                                                                                      //if robots are instantiated in the game
            {
                foreach (Robot rob in enemies)                                                                                                                          //for each robot that needs to be removed
                {
                    rob.Update(evt);                                                                                                                                    //update the robot

                    if (rob.TimeElapsed > 1f)                                                                                                                           //if the robot has not shot in the last 0.5seconds
                    {
                        rob.TimeElapsed = 0;                                                                                                                            //reset the timer until shooting again
                        Vector3 position  = new Vector3(rob.Model.ControlNode.Position.x, 10, rob.Model.ControlNode.Position.z);                                        //position shooting from
                        Vector3 direction = new Vector3(player.Position.x - rob.Model.ControlNode.Position.x, 0, player.Position.z - rob.Model.ControlNode.Position.z); //direction in which to apply velocity to enemy projectiles towards the player
                        direction = direction.NormalisedCopy;
                        //Console.WriteLine(position);

                        EnemyProjectile projectile = new EnemyProjectile(mSceneMgr, direction, position);
                        projectile.SetPosition(position + 50 * direction);
                        enemyProjectiles.Add(projectile);   //add the new projectile to the list of enemy projectiles
                    }

                    if (rob.PlayerCollision)                 //if the robot collides with the player
                    {
                        if (player.Stats.Shield.Value != 0)  //if the player has shields remaining
                        {
                            player.Stats.Shield.Decrease(1); //deduct shields
                        }
                        else                                 //else the player has no shields
                        {
                            player.Stats.Health.Decrease(1); //so lower their health
                        }
                        rob.setPlayercol(false);             //and reset that the player and robot are colliding to false
                    }

                    if (rob.BombCollision)              //if the robot has collided with a player bomb
                    {
                        rob.Stats.Shield.Decrease(500); //damage both health and shields so the robot dies immediately
                        rob.Stats.Health.Decrease(500);
                        rob.setBombCol(false);          //and reset the robot colliding with a bomb to false
                    }


                    if (rob.CannonCollision)                //if the robot has collided with a player cannonball
                    {
                        if (rob.Stats.Shield.Value > 0)     //if the player has shields
                        {
                            rob.Stats.Shield.Decrease(25);  //deduct shields
                        }
                        else                                //else the player has no shields
                        {
                            rob.Stats.Health.Decrease(50);  //so lower their health
                        }
                        rob.setCannonCol(false);            //and reset that the robot and cannonball are colliding to false
                    }

                    gameHMD.updateBossText(enemies[0].Stats.Shield.Value, enemies[0].Stats.Health.Value, enemies[0]); //in the third level the health values of the boss are displayed on screen - send these vals to the GUI

                    if (rob.Stats.Health.Value <= 0)                                                                  //if the robot has no health
                    {
                        enemiesToRemove.Add(rob);                                                                     //then add it to the remove list
                    }
                }


                foreach (Robot rob in enemiesToRemove) //for each robot that needs to be removed
                {
                    enemies.Remove(rob);               //remove it from the current robots list
                    rob.Dispose();                     //and dispose of it
                }
                enemiesToRemove.Clear();
            }

            foreach (EnemyProjectile proj in enemyProjectiles)
            {
                proj.checkDispose();      //check whether the projectile has existed for longer than it's lifetime

                if (proj.TimeElapsed > 1) //if it has then dispose of it
                {
                    proj.Dispose();
                }

                if (proj.IsCollidingWith("Player"))        //if the robot projectile is colliding with the player
                {
                    if (player.Stats.Shield.Value != 0)    //if the player has shields
                    {
                        player.Stats.Shield.Decrease(100); //deduct shields
                    }
                    else                                   //else the player has no shields
                    {
                        player.Stats.Health.Decrease(50);  //so reduce their health
                    }
                    proj.Dispose();                        //then dispose of the projectile
                }
            }


            if (player.Stats.Health.Value <= 0 && player.Stats.Lives.Value <= 0)      //if no lives or health
            {
                gameHMD.displayGameLoseTextLives();                                   //display game loss text
                gamePlaying = false;                                                  //disable physics and input
                inputsManager.DisableInputs();                                        //set all current inputs to false
            }
            else if (player.Stats.Health.Value <= 0 && player.Stats.Lives.Value >= 1) //if no health but still has remaining lifes
            {
                player.Stats.Health.Reset();                                          //reset the player's health and shields
                player.Stats.Shield.Reset();
                player.Stats.Lives.Decrease(1);                                       //and reduce their lives by one
            }



            if (checkIfLevelComplete())
            {
                if (level <= 2)                     //if there still is another level to play (e.g. level 3 has not been completed)
                {
                    initNextLevel();                //init the next level
                    gameHMD.updateLevelText(level); //and update the GUI to represent the new level number
                }
                else                                //else the final level and game has been completed
                {
                    level++;
                    gameHMD.updateBossText(0, 0, null); //ensure the display shows the boss is dead
                    gameHMD.displayGameWinText();       //display game completed text
                    gamePlaying = false;                //disable physics and input
                    inputsManager.DisableInputs();      //set all current inputs to false
                }
            }
            gameHMD.Update(evt);    //updte the GUI last after all data has been processed that will be displayed
        }
Example #2
0
        /// <summary>
        /// This method update the scene after a frame has finished rendering
        /// </summary>
        /// <param name="evt"></param>
        protected override void UpdateScene(FrameEvent evt)                                     /////////////Update scene
        {
            if (Globals.freezeGame == false)
            {
                physics.UpdatePhysics(0.01f);
                base.UpdateScene(evt);

                gameHMD.Update(evt);
                player.Update(evt);
                mCamera.LookAt(player.Position);

                ////////////////////////////

                if (Globals.currentLevel == 1)
                {
                    if (gemList.Count == 0)
                    {
                        Globals.freezeGame = true;
                        gameHMD.changeLevel(2);
                    }
                }
                if (Globals.currentLevel == 2)
                {
                    if (targetList.Count == 0)
                    {
                        Globals.freezeGame = true;
                        gameHMD.changeLevel(3);
                    }
                }

                if (Globals.currentLevel == 3)
                {
                    if (robotList.Count == 0)
                    {
                        Globals.freezeGame = true;
                        gameHMD.changeLevel(4);
                    }
                }
                if (inputsManager.HideMessage && gemList.Count == 0 && Globals.currentLevel == 1)
                {
                    inputsManager.HideMessage = false;
                    CreateScene2();
                    Globals.freezeGame = false;
                    gameHMD.Time.Reset();
                    gameHMD.hideMessage();
                }


                if (inputsManager.HideMessage && targetList.Count == 0 && Globals.currentLevel == 2)
                {
                    inputsManager.HideMessage = false;
                    CreateScene3();
                    Globals.freezeGame = false;
                    gameHMD.Time.Reset();
                    gameHMD.hideMessage();
                }

                if (inputsManager.HideMessage && robotList.Count == 0 && Globals.currentLevel == 3)
                {
                    //     inputsManager.HideMessage = false;
                    ////     CreateScene3();
                    //     Globals.freezeGame = false;
                    //     gameHMD.Time.Reset();
                    //     gameHMD.hideMessage();
                }



                #region ================   Adding to Remove list  =================
                foreach (Gem gems in gemList)
                {
                    gems.Update(evt);
                    if (gems.RemoveMe)
                    {
                        removeList.Add(gems);
                    }
                }

                foreach (PowerUp lpu in powerUpList)
                {
                    lpu.Update(evt);
                    if (lpu.RemoveMe)
                    {
                        removeListPU.Add(lpu);
                    }
                }

                foreach (Target tr in targetList)
                {
                    tr.Update(evt);
                    if (tr.RemoveMe || tr.remove1)
                    {
                        removeTargetList.Add(tr);
                    }
                }

                //  cg.Update(evt);

                foreach (Bomb b in bombList)
                {
                    b.Update(evt);
                    if (b.RemoveMe)
                    {
                        removeListBombs.Add(bombList[0]);
                    }
                }

                foreach (CollectableGun cg in collectableGunList)
                {
                    cg.Update(evt);
                    if (cg.RemoveMe)
                    {
                        removeCollectableGunList.Add(cg);
                    }
                }
                foreach (Projectile cg in projectileList)
                {
                    cg.Update(evt);
                    if (cg.RemoveMe)
                    {
                        removeProjectileList.Add(cg);
                    }
                }


                foreach (Robot rb in robotList)
                {
                    rb.Update(evt);
                    if (rb.RemoveMe || rb.TouchesPlayer)
                    {
                        removeRobotList.Add(rb);
                    }
                }
                #endregion



                #region =============  Removing items ===================

                foreach (Bomb b in removeListBombs)
                {
                    bombList.Remove(b);
                    b.Dispose();
                }
                removeListBombs.Clear();

                foreach (Gem remGems in removeList)
                {
                    gemList.Remove(remGems);
                    remGems.Dispose();
                }
                removeList.Clear();


                foreach (PowerUp lpu in removeListPU)
                {
                    powerUpList.Remove(lpu);
                    lpu.Dispose();
                }
                removeListPU.Clear();

                foreach (BombDropper bd in removeListBD)
                {
                    gunList.Remove(bd);
                    bd.Dispose();
                }
                removeListBD.Clear();

                foreach (CollectableGun cgr in removeCollectableGunList)
                {
                    collectableGunList.Remove(cgr);
                    cgr.Dispose();
                }
                removeList.Clear();

                foreach (Projectile cgr in removeProjectileList)
                {
                    projectileList.Remove(cgr);
                    cgr.Dispose();
                }
                removeList.Clear();
                foreach (Target tr in removeTargetList)
                {
                    targetList.Remove(tr);
                    tr.Dispose();
                }
                removeTargetList.Clear();

                foreach (Robot rb in removeRobotList)
                {
                    robotList.Remove(rb);
                    rb.Dispose();
                }
                removeRobotList.Clear();

                #endregion
            }

            else
            {
                //if (inputsManager.CanRestart)
                //{
                //    DestroyScene();
                //    Globals.freezeGame = false;
                //    CreateScene();
                //}
            }
        }
Example #3
0
        /// <summary>
        /// This method updates the scene after a frame has finished rendering
        /// </summary>
        /// <param name="evt"></param>
        protected override void UpdateScene(FrameEvent evt)
        {
            if (gameOver || timeOut)
            {
                return;
            }
            //if (!gameOver) { inputsManager.ProcessInput(evt); }
            Vector3 temp = playerModel.Position;

            temp.y = temp.y + 50; // move the camera target higher.
            mCamera.LookAt(temp);
            player.Update(evt);
            //temp.y += 20;
            for (var a = 0; a < robotNum; a++)
            {
                robots[a].Model.GameNode.LookAt(temp, Node.TransformSpace.TS_WORLD, Vector3.UNIT_Z);
                robots[a].Update(evt);
            }
            gameHMD.Update(evt);

            foreach (GemAmmo gemAmmo in gems_ammo)                  /// Checks for collision with Ammo Gems
            {
                gemAmmo.Update(evt);
                if (gemAmmo.RemoveMe)
                {
                    gems_ammo_remover.Add(gemAmmo);
                    //Console.WriteLine(gemAmmo.RemoveMe);
                }
                //
            }

            foreach (GemAmmo gemAmmo in gems_ammo_remover)
            {
                //Physics.RemovePhysObj(gemAmmo.PhysObj);
                //gemAmmo.PhysObj = null;
                ((PlayerStats)player.Stats).Score.Increase(50);
                //Console.WriteLine(((PlayerStats)player.Stats).Score.Value);
                gems_ammo.Remove(gemAmmo);

                gemAmmo.GameNode.RemoveAllChildren();
                gemAmmo.GameNode.Parent.RemoveChild(gemAmmo.GameNode);
                gemAmmo.GameNode.DetachAllObjects();
                gemAmmo.Dispose();
            }
            gems_ammo_remover.Clear();

            foreach (GemHealth gemhealth in gems_health)                  /// Checks for collision with Health Gems
            {
                gemhealth.Update(evt);
                if (gemhealth.RemoveMe)
                {
                    gems_health_remover.Add(gemhealth);
                    //Console.WriteLine(gemAmmo.RemoveMe);
                }
                //
            }

            foreach (GemHealth gemhealth in gems_health_remover)
            {
                //Physics.RemovePhysObj(gemAmmo.PhysObj);
                //gemAmmo.PhysObj = null;
                ((PlayerStats)player.Stats).Score.Increase(500);
                //Console.WriteLine(((PlayerStats)player.Stats).Score.Value);
                gems_health.Remove(gemhealth);

                gemhealth.GameNode.RemoveAllChildren();
                gemhealth.GameNode.Parent.RemoveChild(gemhealth.GameNode);
                gemhealth.GameNode.DetachAllObjects();
                gemhealth.Dispose();
            }
            gems_health_remover.Clear();

            bool collide;

            collide = ((PlayerModel)player.Model).IsCollidingWith("Phys_Cannon_");
            if (collide)
            {
                Console.WriteLine("Player hit Cannon");
                ((PlayerStats)player.Stats).Score.Increase(1000);
                cannon.Dispose();
                //Gun cannonTemp = new Cannon(mSceneMgr, 0, 0, 0);
                // player.PlayerArmoury.CollectedGuns.Add(cannonTemp);
            }
            if (cannon != null)
            {
                cannon.Update(evt);
            }
            // health.Update(evt);
            gameHMD.Update(evt);
            if (gameHMD.Time.Milliseconds > 120000)
            {
                gameHMD.MaxTime(); timeOut = true;
            }                                                                                // checks for end of level //
            // temp = playerModel.Position;
            // temp.y = temp.y + 100;
            // light.Position= temp;
            physics.UpdatePhysics(0.01f);
            if (player.Stats.Lives.Value <= 0)
            {
                Console.WriteLine("GAME OVER"); gameEnd(evt);
            }
            base.UpdateScene(evt);
        }
Example #4
0
        /// <summary>
        /// This method update the scene after a frame has finished rendering
        /// </summary>
        /// <param name="evt"></param>
        protected override void UpdateScene(FrameEvent evt)
        {
            physics.UpdatePhysics(0.01f);
            base.UpdateScene(evt);

            //Levels
            if (gemCount == 5)
            {
                gemCount++;
                level++;
                gameHMD.leveltxt = "Level 2";
                AddCollGun();
                for (int i = 0; i < 10; i++)
                {
                    AddGem(playerStats.Score);
                }
                for (int i = 0; i < 5; i++)
                {
                    AddPowerUp(playerStats.Health, playerStats.Shield, playerStats.Lives);
                }
            }

            if (gemCount == 16)
            {
                gemCount++;
                level++;
                gameHMD.leveltxt = "Level 3";
                AddCollGun();
                for (int i = 0; i < 10; i++)
                {
                    AddGem(playerStats.Score);
                }
                AddRobot();
            }

            if (gemCount == 27)
            {
                gemCount++;
                level++;
                gameHMD.leveltxt = "Level 4";
                AddCollGun();
                AddCollGun();
                for (int i = 0; i < 15; i++)
                {
                    AddGem(playerStats.Score);
                }
                for (int i = 0; i < 3; i++)
                {
                    AddRobot();
                }
            }

            if (gemCount == 43)
            {
                win = true;
            }

            if (shoot)
            {
                if (player.PlayerArmoury.ActiveGun != null && player.PlayerArmoury.ActiveGun.Ammo.Value != 0)
                {
                    player.Shoot();
                    projList.Add(player.PlayerArmoury.ActiveGun.Projectile);
                }
            }

            if (reload)
            {
                player.PlayerArmoury.ActiveGun.ReloadAmmo();
            }

            foreach (Projectile p in projList)
            {
                p.Update(evt);
                if (p.RemoveMe)
                {
                    projListToRemove.Add(p);
                }
            }

            foreach (Projectile p in projListToRemove)
            {
                projList.Remove(p);
                p.Dispose();
            }
            projListToRemove.Clear();

            if (mWalkList.First.Value != player.Position)
            {
                mWalkList.RemoveFirst();
                mWalkList.AddLast(player.Position);
            }

            foreach (Enemies e in robots)
            {
                e.Update(evt);
                if (e.Model.RemoveMe)
                {
                    robotsToRemove.Add(e);
                }
            }


            foreach (Enemies e in robotsToRemove)
            {
                robots.Remove(e);
                e.Model.Dispose();
            }
            robotsToRemove.Clear();

            foreach (Gem g in Gems)
            {
                g.Update(evt);
                if (g.RemoveMe)
                {
                    gemsToRemove.Add(g);
                    gemCount++;
                }
            }

            foreach (Gem g in gemsToRemove)
            {
                Gems.Remove(g);
                g.Dispose();
            }
            gemsToRemove.Clear();

            foreach (CollectableGun cg in collGuns)
            {
                cg.Update(evt);
                if (cg.RemoveMe)
                {
                    collGunsToRemove.Add(cg);
                }
            }

            foreach (CollectableGun cg in collGunsToRemove)
            {
                collGuns.Remove(cg);
                cg.Dispose();
            }
            collGunsToRemove.Clear();

            foreach (PowerUp pu in PowerUps)
            {
                pu.Update(evt);
                if (pu.RemoveMe)
                {
                    powerUpsToRemove.Add(pu);
                }
            }

            foreach (PowerUp pu in powerUpsToRemove)
            {
                PowerUps.Remove(pu);
                pu.Dispose();
            }
            powerUpsToRemove.Clear();

            if (player.Model.RemoveMe)
            {
                if (playerStats.Shield.Value > 0 && hitCount == 0)
                {
                    playerStats.Shield.Decrease(5);
                }
                else if (playerStats.Health.Value == 0 && hitCount == 0)
                {
                    playerStats.Lives.Decrease(1);
                    playerStats.Shield.Increase(100);
                    playerStats.Health.Increase(100);
                }
                else if (playerStats.Health.Value > 0 && hitCount == 0)
                {
                    playerStats.Health.Decrease(5);
                }
                hitCount++;
            }

            player.Update(evt);
            gameHMD.Update(evt);

            if (hitCount == 50)
            {
                hitCount = 0;
            }

            mCamera.LookAt(player.Position);


            shoot  = false;
            reload = false;
        }