Example #1
0
 public void reset()//resets the level
 {
     currentState = State.one;
     wave1.reset();
     wave2.reset();
     wave3.reset();
     wave4.reset();
     wave5.reset();
 }
Example #2
0
 public TowerButton(int x, int y)//constructor
 {
     towers = new List<Tower>();
     START_POSITION_X = x;
     START_POSITION_Y = y;
     setPosition(new Vector2(x, y));
     mCurrentState = State.Button;
     scale = 3.0f;
 }
Example #3
0
        public Level1()//constructor
        {
            currentState = State.one;

            wave1 = new waves();
            wave2 = new waves();
            wave3 = new waves();
            wave4 = new waves();
            wave5 = new waves();
        }
Example #4
0
        public void Update(GameTime theGameTime)//updates appropriate wave and changes level state
        {
            if (wave1.getDone() == true)//changes level state by checking if waves are done
            {
                currentState = State.two;
                if (wave2.getDone() == true)
                {
                    currentState = State.three;
                    if (wave3.getDone() == true)
                    {
                        currentState = State.four;
                        if (wave4.getDone() == true)
                        {
                            currentState = State.five;
                            if (wave5.getDone() == true)
                            {
                                currentState = State.done;
                            }
                        }
                    }
                }
            }

            switch (currentState)//checking wich wave to update
            {
                case State.one:
                    wave1.Update(theGameTime);
                    break;
                case State.two:
                    wave2.Update(theGameTime);
                    break;
                case State.three:
                    wave3.Update(theGameTime);
                    break;
                case State.four:
                    wave4.Update(theGameTime);
                    break;
                case State.five:
                    wave5.Update(theGameTime);
                    break;
                case State.done:
                    break;
            }
        }
Example #5
0
 public Climbing(State state)
 {
     Console.WriteLine("Climbing");
     this.smith = state.smith;
 }
Example #6
0
 public Moving(State state)
 {
     this.smith = state.smith;
 }
Example #7
0
        public OnAntiPlatform(State state)
        {
            Console.WriteLine("OnAntiPlatfrom");

            this.smith = state.smith;

            grav = Screen.Bounds.Height / timefromtoptobottom;
        }
Example #8
0
        private void StopOhgodwhy()
        {
            if (mCurrentState == State.Ohgodwhy)
            {

                Source = new Rectangle(200, 0, 200, 200);

                mCurrentState = State.Walking;

            }
        }
Example #9
0
 public Jumping(State state)
 {
     this.smith = state.smith;
     ystrt = smith.prect.Y;
     jmpht = (int)(Screen.Bounds.Height * jumphtfractionofscreen) ;
     jumpspeed = jmpht / timeonjump;
 }
Example #10
0
 public bool changeMouse()
 {
     if (mCurrentState == State.Click && Stats.getGold() >= 50)
     {
         return true;
     }
     else
     {
         mCurrentState = State.Button;
         return false;
     }
 }
Example #11
0
        private void UpdateClick(MouseState mousestate, MouseState lastmousestate)
        {
            if (mCurrentState == State.Click && mouseState.LeftButton == ButtonState.Pressed && lastMouseState.LeftButton == ButtonState.Released && mousestate.X < 800 && Stats.getGold() >= 50)
            {




                // **x2** 




                //showGrid(1);

                TileX = (int)Math.Floor((float)(mousestate.X / tileWidth));
                TileY = (int)Math.Floor((float)(mousestate.Y / tileHeight));
                squarePositionX = (TileX * tileWidth) + (tileWidth / 2);
                squarePositionY = (TileY * tileHeight) + (tileHeight / 2);

                Tower aTower = new Tower("Tower", squarePositionX - 30, squarePositionY - 30);    // *X1* Center tower on mouse. Change to 1/2 texture size.
                aTower.Scale = 0.5f;
                aTower.LoadContent(mContentManager);
                towers.Add(aTower);
                mCurrentState = State.Button;
                Stats.setGold(Stats.getGold() - 50);
            }

            if (mCurrentState == State.Button
                && mousestate.X > START_POSITION_X
                && mousestate.X < (START_POSITION_X + (int)(mSpriteTexture.Width * Scale))
                && mousestate.Y > START_POSITION_Y
                && mousestate.Y < (START_POSITION_Y + (int)(mSpriteTexture.Height * Scale)))
            {
                //hover over button here
                if (mouseState.LeftButton == ButtonState.Pressed && lastMouseState.LeftButton == ButtonState.Released)
                {
                    mCurrentState = State.Click;//button click here
                }
            }
        }
Example #12
0
 public void reset()
 {
     X = START_POSITION_X;
     Y = START_POSITION_Y;
     cranes.Clear();
     unitCounter = numberOfUnits;
     state = State.scroll;
     setPosition(new Vector2(START_POSITION_X, START_POSITION_Y));
     done = false;
 }
Example #13
0
        private void UpdateCranes(GameTime theGameTime)
        {
            if (cranes.Count == 0 && state == State.spawned)
            {
                done = true;
            }

            for (int i = 0; i < cranes.Count; i++)
            {
                cranes[i].Update(theGameTime);
                if (cranes[i].dead() == true)
                {
                    cranes.Remove(cranes[i]);
                }
            }

            --cooldown;

            if (cooldown <= 0 && state == State.spawn)
            {
                Pcrane aCrane = new Pcrane();
                aCrane.LoadContent(mContentManager);
                cranes.Add(aCrane);
                aCrane.Scale = scale;
                aCrane.setHp(Hp);
                cooldown = 25;
                --unitCounter;
                if (unitCounter == 0)
                {
                    state = State.spawned;
                }
            }
        }
Example #14
0
        private void updateMap()//checks button states on the map screen
        {
            if (Keyboard.GetState().IsKeyDown(Keys.Enter) == true || lvl1Button.getClicked() == true)//level 1
            {
                gameState = State.level1;
                levelStart();
                lvl1.reset();
                lvl1Button.setClicked(false);//reset the button off clicked state
                return;

            }

            if (lvl2Button.getClicked() == true)//level 2
            {
                gameState = State.level2;
                levelStart();
                lvl2.reset();
                lvl2Button.setClicked(false);//reset the button off clicked state
                return;

            }
        }
Example #15
0
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            tower1.LoadContent(this.Content);

            Back1.LoadContent(this.Content, "Back01");

            sidebar.LoadContent(this.Content, "side");
            sidebar.setPosition(new Vector2(800,0));
            topbar.LoadContent(this.Content, "topbar");
            topbar.setPosition(new Vector2(0, 0));

            title.LoadContent(this.Content, "title");
            map.LoadContent(this.Content, "Map");
            gameState = State.title;

            font = Content.Load<SpriteFont>("SpriteFont1");

            lvl1Button.LoadContent(this.Content, "lvl");
            lvl1Button.setPosition(new Vector2(30, 500));

            start.LoadContent(this.Content, "start");
            start.setPosition(new Vector2(350, 475));

            lvl2Button.LoadContent(this.Content, "lvl");
            lvl2Button.setPosition(new Vector2(120, 320));

            lvl1.LoadContent(this.Content);

            lvl2.LoadContent(this.Content);
        }
Example #16
0
        private void updateTitle()
        {
            if (start.getClicked() == true || Keyboard.GetState().IsKeyDown(Keys.Space) == true)
            {
                gameState = State.map;
                return;

            }
        }
Example #17
0
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (gameState == State.title)
            {
                updateTitle();
                start.Update(Mouse.GetState());
            }
            else if (gameState == State.map)
            {
                updateMap();
                lvl1Button.Update(Mouse.GetState());
                lvl2Button.Update(Mouse.GetState());
            }
            else if (gameState == State.level1)
            {
                lvl1.Update(gameTime);
                updateCollision(gameTime, lvl1.getCranes());
                updateTarget(lvl1);

                if(Stats.getLives() <= 0 || lvl1.getDone() == true)
                {
                    gameState = State.map;
                }

                tower1.Update(gameTime);
            }
            else if (gameState == State.level2)
            {
                lvl2.Update(gameTime);
                updateCollision(gameTime, lvl2.getCranes());
                updateTarget(lvl2);

                if (Stats.getLives() <= 0 || lvl2.getDone() == true)
                {
                    gameState = State.map;
                }

                tower1.Update(gameTime);
            }

            base.Update(gameTime);
        }
Example #18
0
        private void UpdateJump(KeyboardState aCurrentKeyboardState)
        {
            if (mCurrentState == State.Walking)
            {

                if (aCurrentKeyboardState.IsKeyDown(Keys.Space) == true && mPreviousKeyboardState.IsKeyDown(Keys.Space) == false)
                {

                    Jump();

                }

            }

            if (mCurrentState == State.Jumping)
            {

                if (mStartingPosition.Y - Position.Y > 150)
                {

                    mDirection.Y = MOVE_DOWN;

                }

                if (Position.Y > mStartingPosition.Y)
                {

                    Position.Y = mStartingPosition.Y;

                    mCurrentState = State.Walking;

                    mDirection = Vector2.Zero;

                }

                if (aCurrentKeyboardState.IsKeyDown(Keys.Space) == true && mPreviousKeyboardState.IsKeyDown(Keys.Space) == false)
                {

                    Jump();

                }

            }
        }
Example #19
0
 public Dead(State state)
 {
     this.smith = state.smith;
     smith.prect.X = Screen.Width / 2;
     smith.prect.Y = Screen.Height / 2;
 }
Example #20
0
        private void Ohgodwhy()
        {
            if (mCurrentState == State.Walking || mCurrentState == State.Flying)
            {

                mSpeed = Vector2.Zero;

                mDirection = Vector2.Zero;

                Source = new Rectangle(0, 0, 200, 200);

                mCurrentState = State.Ohgodwhy;

            }
        }
Example #21
0
 public Falling(State state)
 {
     Console.WriteLine("Falling");
     this.smith = state.smith;
     fallspeed = Screen.Width / timetofall;
 }
Example #22
0
        //UpdateMovement will detect inputs, then assign speed and direction
        //Enemy AI function included
        private void UpdateMovement()
        {
            mSpeed = Vector2.Zero;
                mDirection = Vector2.Zero;

                //Keep last moving decision for stucking
                if (LastDecision.X != 0)
                    StuckedDecision.X = LastDecision.X;
                if (LastDecision.Y != 0)
                    StuckedDecision.Y = LastDecision.Y;

                //Indicating no movement, state goes to stationary
                //Then, use last 2 dimentional move to get out from stuck
                if (LastPosition2 == pos)
                {
                    mCurrentState = State.Stationary;
                    mSpeed = new Vector2(CHARACTER_SPEED, CHARACTER_SPEED);
                    mDirection = StuckedDecision;
                }

                //Indicating Successful movement
                if (LastPosition1 == pos)
                    mCurrentState = State.Walking;

                //Position -999, -999 means no target found, stay on or move to its post
                if (TargetPosition == new Vector2(-999, -999))
                {

                    //On the post, no movement needed
                    if (pos.X <= START_POSITION_X+5 && pos.Y <= START_POSITION_Y +5
                        && pos.X >= START_POSITION_X - 5 && pos.Y >= START_POSITION_Y - 5)
                    {
                        mSpeed = Vector2.Zero;
                        mDirection = Vector2.Zero;
                    }
                    //Out from post, need to go back to the post
                    //Obtain difference from the first Post, then move close to there
                    else if (mCurrentState != State.Stationary)
                    {
                        //Need some modification +2 or +1 to avoid strange movement
                        if (pos.X > START_POSITION_X+2)
                        {
                            mSpeed.X = CHARACTER_SPEED;
                            mDirection.X = MOVE_LEFT;
                        }
                        else if (pos.X <= START_POSITION_X + 2 && pos.X >= START_POSITION_X - 2)
                        {
                            //DO NOTHING
                        }
                        else
                        {
                            mSpeed.X = CHARACTER_SPEED;
                            mDirection.X = MOVE_RIGHT;
                        }

                        if (pos.Y > START_POSITION_Y +2)
                        {
                            mSpeed.Y = CHARACTER_SPEED;
                            mDirection.Y = MOVE_UP;
                        }
                        else if (pos.Y <= START_POSITION_Y + 2 && pos.Y >= START_POSITION_Y - 2)
                        {
                            //DO NOTHING
                        }
                        else
                        {
                            mSpeed.Y = CHARACTER_SPEED;
                            mDirection.Y = MOVE_DOWN;
                        }

                    }

                }
                else //Found target and chase
                {
                    mCurrentState = State.Chasing;

                    if (pos.X > TargetPos.X +2)
                    {
                        currentRow = 0;
                        mSpeed.X = CHARACTER_SPEED;
                        mDirection.X = MOVE_LEFT;
                    }
                    else if (pos.X <= TargetPos.X +2 && pos.X >=TargetPos.X -2)
                    {
                        //DO NOTHING
                    }
                    else
                    {
                        currentRow = 1;
                        mSpeed.X = CHARACTER_SPEED;
                        mDirection.X = MOVE_RIGHT;
                    }

                    if (pos.Y > TargetPos.Y +2)
                    {
                        mSpeed.Y = CHARACTER_SPEED;
                        mDirection.Y = MOVE_UP;
                    }
                    else if (pos.Y <= TargetPos.Y + 2 && pos.Y >= TargetPos.Y - 2)
                    {
                        //DO NOTHING
                    }
                    else
                    {
                        mSpeed.Y = CHARACTER_SPEED;
                        mDirection.Y = MOVE_DOWN;
                    }

                }
        }
Example #23
0
        private void Jump()
        {
            if (mCurrentState != State.Jumping)
            {

                mCurrentState = State.Jumping;

                mStartingPosition = Position;

                mDirection.Y = MOVE_UP;

                mSpeed = new Vector2(BEE_SPEED, BEE_SPEED);

            }
        }
Example #24
0
        private void Flight(KeyboardState aCurrentKeyboardState)
        {
            if (mCurrentState == State.Walking)
            {
                mSpeed = Vector2.Zero;

                mDirection = Vector2.Zero;

                mCurrentState = State.Flying;

            }

            if(mCurrentState == State.Flying)
            {

                mSpeed = Vector2.Zero;

                mDirection = Vector2.Zero;

                FlightAnimation(aCurrentKeyboardState);

                if (aCurrentKeyboardState.IsKeyDown(Keys.Left) == true || aCurrentKeyboardState.IsKeyDown(Keys.A) == true)
                {

                    mSpeed.X = BEE_SPEED;

                    mDirection.X = MOVE_LEFT;

                }

                else if (aCurrentKeyboardState.IsKeyDown(Keys.Right) == true || aCurrentKeyboardState.IsKeyDown(Keys.D) == true)
                {

                    mSpeed.X = BEE_SPEED;

                    mDirection.X = MOVE_RIGHT;

                }

                if (aCurrentKeyboardState.IsKeyDown(Keys.Up) == true || aCurrentKeyboardState.IsKeyDown(Keys.W) == true)
                 {

                     mSpeed.Y = BEE_SPEED;

                     mDirection.Y = MOVE_UP;

                 }

                else if (aCurrentKeyboardState.IsKeyDown(Keys.Down) == true || aCurrentKeyboardState.IsKeyDown(Keys.S) == true)
                 {

                     mSpeed.Y = BEE_SPEED;

                     mDirection.Y = MOVE_DOWN;

                 }

            }
        }
Example #25
0
        private void UpdateMovement()
        {
            if (state == State.scroll)
            {
                mSpeed = Vector2.Zero;
                mDirection = Vector2.Zero;

                if (X > 270)
                {
                    mSpeed.X = 100;
                    mDirection.X = MOVE_LEFT;
                    X = X + MOVE_LEFT;
                }
                if (X == 270)
                {
                    state = State.spawn;
                    --X;
                    mSpeed = Vector2.Zero;
                    mDirection = Vector2.Zero;
                }

            }
        }
Example #26
0
        private void StopFlight()
        {
            if (mCurrentState == State.Flying)
            {

                if (Position.Y > 450)
                {

                    Position.Y = 450;

                    mCurrentState = State.Walking;

                    mDirection = Vector2.Zero;

                }

                Source = new Rectangle(200, 0, 200, 200);

                mCurrentState = State.Walking;

            }

            if (mCurrentState == State.Walking)
            {
                if (Position.Y < 450)
                {
                    mSpeed.Y = BEE_SPEED;

                    mDirection.Y = MOVE_DOWN;

                }
            }
        }
Example #27
0
 public void setState(State newState)
 {
     switch (state) {
         case State.STATE_GAMEPLAY:
             // reset the map and player data
             player1.reset();
             player2.reset();
             mapLayer.reset();
             mapLayer.setSpeed(2.25);
         break;
         case State.STATE_SCORES:
             score = 0;
         break;
         default:
         break;
     }
     state = newState;
     foreach (RenderTarget2D tex in renderTarget) {
             //graphics.GraphicsDevice.SetRenderTarget(tex);
             //GraphicsDevice.Clear(Color.CornflowerBlue);
     }
     graphics.GraphicsDevice.SetRenderTarget(null);
 }
Example #28
0
        public void Update(GameTime theGameTime, KeyboardState state)
        {
            if (MovingUp == 1 || MovingUp == -1)
            {
                mCurrentState = State.Moving;
            }
            else
            {
                mCurrentState = State.Still;
            }
            this.UpdateMovement(mMoveUp);
            mPreviousPosition = Position;
            base.Update(theGameTime, mSpeed, mDirection);
            this.CheckWallCollision();

            mPreviousState = mCurrentState;
        }
Example #29
0
        public void Update(GameTime theGameTime)
        {
            this.UpdateMovement();

            base.Update(theGameTime, mSpeed, mDirection);
            if (Hp <= 0 && mCurrentState == State.Walking)
            {
                this.Visible = false;
                Stats.setGold(Stats.getGold() + 10);
                mCurrentState = State.Dead;
            }
        }
Example #30
0
        //UpdateMovement will detect inputs, then assign speed and direction
        //Enemy AI function included
        private void UpdateMovement()
        {
            currentRow = 1;

            mSpeed = Vector2.Zero;
            mDirection = Vector2.Zero;

            if (gState == GameState.Escape)
            {

                //Keep last moving decision for stucking
                if (LastDecision.X != 0)
                    StuckedDecision.X = LastDecision.X;
                if (LastDecision.Y != 0)
                    StuckedDecision.Y = LastDecision.Y;

                //Position did not change before movement that
                //indicating stuck on object, state goes to stationary
                //Then, use last 2 dimentional move to get out from stuck
                if (LastPosition2 == pos)
                {
                    mCurrentState = State.Stationary;
                    mSpeed = new Vector2(CHARACTER_SPEED, CHARACTER_SPEED);
                    mDirection = StuckedDecision;
                }

                //Position is same as the after move. Successfuly moved.
                //Indicating got out from stuck, change state to walking
                if (LastPosition1 == pos)
                    mCurrentState = State.Walking;

                //Close enought to player
                if (pos.X <= TargetPos.X + 15 * 1.7f && pos.X >= TargetPos.X - 35 * 1.7f
                        && pos.Y <= TargetPos.Y + 15 * 1.7f && pos.Y >= TargetPos.Y - 45 * 1.7f)
                {
                    currentRow = 1;
                    mSpeed = Vector2.Zero;
                    mDirection = Vector2.Zero;
                }
                else if (mCurrentState != State.Stationary)
                {
                    if (pos.X > TargetPos.X - 15)
                    {
                        currentRow = 0;
                        mSpeed.X = CHARACTER_SPEED;
                        mDirection.X = MOVE_LEFT;
                    }
                    else if (pos.X <= TargetPos.X -12 && pos.X >= TargetPos.X - 18)
                    {
                        //DO NOTHING
                    }
                    else
                    {
                        currentRow = 4;
                        mSpeed.X = CHARACTER_SPEED;
                        mDirection.X = MOVE_RIGHT;
                    }

                    if (pos.Y > TargetPos.Y - 15)
                    {
                        currentRow = 2;
                        mSpeed.Y = CHARACTER_SPEED;
                        mDirection.Y = MOVE_UP;
                    }
                    else if (pos.Y <= TargetPos.Y -12 && pos.Y >= TargetPos.Y - 18)
                    {
                        //DO NOTHING
                    }
                    else
                    {
                        currentRow = 1;
                        mSpeed.Y = CHARACTER_SPEED;
                        mDirection.Y = MOVE_DOWN;
                    }
                }

                if (characterStatus == 4)
                {
                    currentRow = 3;
                    mSpeed = Vector2.Zero;
                    mDirection = Vector2.Zero;
                    mCurrentState = State.Walking;
                }

                if (characterStatus == 5)
                {
                    currentRow = 1;
                    mSpeed = Vector2.Zero;
                    mDirection = Vector2.Zero;
                    mCurrentState = State.Walking;
                }

            }
        }