Example #1
0
        public void LoadContent(ContentManager load_content, Vector2 load_screensize, GameMode load_gamemode, Player load_player)
        {
            //Misc
            ScreenSize = load_screensize;
            gameMode = load_gamemode;
            player = load_player;

            //Fonts
            Font_Score = new Fonts(load_content, ScreenSize.X / 2, 100);
            Font_WepUpgrade = new Fonts(load_content, ScreenSize.X / 2, ScreenSize.Y / 2 - 100);
            Font_WepUpgradeLvl = new Fonts(load_content, ScreenSize.X / 2, ScreenSize.Y / 2 - 50);

            Font_CanUpgrade = new Fonts(load_content, ScreenSize.X / 2 - 165, ScreenSize.Y - 100);

            //Buttons
            //Back Button
            BackBtn.LoadContentOverlay(load_content, "graphics/menu/menubutton", "graphics/menu/underline", 128, 64);
            BackBtn.FontSize = 1f;
            BackBtn.FontColour = Color.Black;
            BackBtn.ButtonName = "Back";
            //Level 1 Button
            Lvl1Btn.LoadContentOverlay(load_content, "graphics/menu/menubutton", "graphics/menu/underline", 296, 64);
            Lvl1Btn.FontSize = 1f;
            Lvl1Btn.FontColour = Color.Black;
            Lvl1Btn.ButtonName = "1: First Strike";

            //Upgrades Button
            UpBtn.LoadContentOverlay(load_content, "graphics/menu/menubutton", "graphics/menu/underline", 296, 64);
            UpBtn.FontSize = 1f;
            UpBtn.FontColour = Color.Black;
            UpBtn.ButtonName = "Buy Upgrades";
            //Weapon Upgrade Button
            WepUpBtn.LoadContentOverlay(load_content, "graphics/menu/menubutton", "graphics/menu/underline", 256, 64);
            WepUpBtn.FontSize = 1f;
            WepUpBtn.FontColour = Color.Black;
            WepUpBtn.ButtonName = "Level Up";

        }
Example #2
0
        public void Update(GameMode load_gamemode, Game load_game, Input load_input)
        {
            gamemode = load_gamemode;
            game = load_game;
            input = load_input;

            test.Update();

            if (gamemode.Mode == GameMode.EGameMode.MENU)
            {

                switch (menuMode)
                {
                    case EMenuMode.Menu: Main(); break;
                    case EMenuMode.Options: Options(); break;
                }

            }

        }
Example #3
0
        public void Update(GameMode load_gamemode, Game1 load_game)
        {
            game1 = load_game;
            HeadsUpDisplay.Score = load_game.UniScore;

            if (IsLevelStartup)
                LevelStartup();

            if (IsReset)
                LevelReset();

            gameTicks.Update();

            HeadsUpDisplay.debug_GameTime = gameTicks.Ticks;

            GT = gameTicks.Ticks;

            background.Update();

            EnemyLayout();


            if (HeadsUpDisplay.Health <= 0)
            {
                IsReset = true;
                game1.UniScore = game1.PrevScore;
                HeadsUpDisplay.Health = ResetHealth;
            }

            for (int i = 0; i < enemy.Count; i++)
            {
                enemy[i].Update(Content, load_game, player);

                //Damage Player and Enemy if Collision
                if (collision.checkcollision(player.player.sprite_colbox, enemy[i].sprite.sprite_colbox))
                {
                    HeadsUpDisplay.Health -= 50;

                    enemy[i].isAlive = false;
                    enemy[i].sprite.sprite_colbox = Rectangle.Empty;
                }

                //Damage Player and Set Enemy Bullet to false
                for (int j = 0; j < enemy[i].Bullet_list.Count; j++)
                {
                    if (collision.checkcollision(player.player.sprite_colbox, enemy[i].Bullet_list[j].bullet_tex.sprite_colbox))
                    {
                        enemy[i].Bullet_list[j].isAlive = false;
                        enemy[i].Bullet_list[j].bullet_tex.sprite_colbox = Rectangle.Empty;

                        HeadsUpDisplay.Health -= enemy[i].Bullet_list[j].Damage;
                    }
                }

                //Damage Enemy and Set Player Bullet to false
                for (int o = 0; o < player.BulletList.Count; o++)
                {

                    if (collision.checkcollision(player.BulletList[o].bullet_tex.sprite_colbox,
                        enemy[i].sprite.sprite_colbox))
                    {
                        player.BulletList[o].isAlive = false;
                        player.BulletList[o].bullet_tex.sprite_colbox = Rectangle.Empty;

                        player.BulletList[o].isHit = true;

                        enemy[i].Health -= player.BulletList[o].Damage;

                        if (enemy[i].Health <= 0)
                        {
                            enemy[i].isAlive = false;
                            enemy[i].sprite.sprite_colbox = Rectangle.Empty;
                        }
                    }
                }
            }

            if (load_gamemode.Mode == GameMode.EGameMode.PLAY)
            {
                if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                {
                    player.ControlsEnabled = false;
                    IsReset = true;
                    game1.UniScore = game1.PrevScore;
                    load_gamemode.Mode = GameMode.EGameMode.LEVELSELECT;
                }
            }
        }