Exemple #1
0
        public void SetStageVariables()
        {
            CurrentStage.Restart();

            notesMissed = 0;

            piggyBankSpawner.Stop();
            if (CurrentStage.HasFlag(Stage.StageFlags.PigsEnabled))
            {
                piggyBankSpawner.Start();
            }

            vacuumSpawner.Stop();
            if (CurrentStage.HasFlag(Stage.StageFlags.VacuumsEnabled))
            {
                vacuumSpawner.Interval = CurrentStage.VacuumSpawnTime;
                vacuumSpawner.Start();
            }

            noteSpawner.Stop();
            if (CurrentStage.HasFlag(Stage.StageFlags.NotesEnabled))
            {
                noteSpawner.Interval = CurrentStage.NoteSpawnTime;
                noteSpawner.Start();
            }

            if (!CurrentStage.HasFlag(Stage.StageFlags.LaserPlayerEnabled))
            {
                laserPlayer.FiringLaser = false;
                SoundController.StopAllLoops();
            }
        }
Exemple #2
0
        public void UpdatePlay(GameTime gameTime)
        {
            #region Create objects
            if (ReadyToSpawnPiggyBank)
            {
                SpawnPiggyBank();

                ReadyToSpawnPiggyBank = false;
            }

            if (ReadyToSpawnVacuum)
            {
                SpawnVacuum();

                ReadyToSpawnVacuum = false;
            }

            if (ReadyToSpawnNote)
            {
                SpawnNote();

                ReadyToSpawnNote = false;
            }
            #endregion

            #region Update objects
            if (CurrentStage.HasFlag(Stage.StageFlags.LaserPlayerEnabled))
            {
                laserPlayer.Update(gameTime);
                laserPlayer.FixedUpdate();
            }
            if (CurrentStage.HasFlag(Stage.StageFlags.PaddlePlayerEnabled))
            {
                paddlePlayer.Update(gameTime);
            }

            coinBackgroundController.Update(gameTime);

            // Update enemies.
            for (int i = 0; i < enemies.Count; i++)
            {
                enemies[i].Update(gameTime);

                if (enemies[i] is VacuumEnemy)
                {
                    var vEnemy = enemies[i] as VacuumEnemy;

                    for (int j = notes.Count - 1; j >= 0; j--)
                    {
                        var note = notes[j];

                        vEnemy.TryCollect(note);
                    }
                }
            }

            for (int i = 0; i < notes.Count; i++)
            {
                notes[i].Update(gameTime);
            }

            foreach (var c in corpses)
            {
                c.Update(gameTime);
            }

            foreach (var c in notesOnFire)
            {
                c.Update(gameTime);
            }

            CurrentStage.Update(gameTime);
            #endregion

            #region Remove objects
            // Remove destroyed enemies.
            for (int i = 0; i < enemies.Count; i++)
            {
                // A "killed" enemy. Show the death sequence.
                if (enemies[i].IsDead)
                {
                    AddCoins(enemies[i].CoinsOnDeath);

                    var newCorpse = new EnemyCorpse(enemies[i]);
                    corpses.Add(newCorpse);

                    enemies[i].OnDeath();

                    DestroyEnemy(enemies[i]);
                }
                else if (enemies[i].ReadyToRemove)
                {
                    if (enemies[i] is VacuumEnemy)
                    {
                        // Only play sound once.
                        if (((VacuumEnemy)enemies[i]).totalNotesHeld > 0)
                        {
                            SoundController.Play(Sound.FireFlare);
                        }

                        for (int j = ((VacuumEnemy)enemies[i]).totalNotesHeld - 1; j >= 0; j--)
                        {
                            var note = ((VacuumEnemy)enemies[i]).NotesHeld[j];

                            notes.Remove(note);
                            notesMissed++;
                        }
                    }

                    DestroyEnemy(enemies[i]);
                }
            }

            for (int i = corpses.Count - 1; i >= 0; i--)
            {
                if (corpses[i].ReadyToRemove)
                {
                    corpses.RemoveAt(i);
                }
            }

            for (int i = notes.Count - 1; i >= 0; i--)
            {
                // Set on fire. No money earnt.
                if (notes[i].IsDead)
                {
                    var newOnFire = new NoteOnFire(notes[i]);
                    notesOnFire.Add(newOnFire);

                    if (notes[i].CaughtByVacuum != null)
                    {
                        notes[i].CaughtByVacuum.RemoveNoteFromVacuum(notes[i]);
                    }

                    SoundController.Play(Sound.FireFlare);

                    notes.RemoveAt(i);

                    notesMissed++;
                }
                // Otherwise, if caught, give money.
                else if (CurrentStage.HasFlag(Stage.StageFlags.PaddlePlayerEnabled) && notes[i].InRangeForCatching && !notes[i].CaughtByPlayer && BoxCollisionTest.IntersectAABB(paddlePlayer.CollisionRect, notes[i].CollisionRect))
                {
                    notes[i].CaughtByPlayer = true;
                }
                // Otherwise, check if ready to remove
                else if (notes[i].ReadyToRemove)
                {
                    if (notes[i].CaughtByPlayer)
                    {
                        AddCoins(Note.noteWorths[notes[i].Type]);
                        SoundController.Play(Sound.Ding);
                    }
                    else
                    {
                        notesMissed++;

                        SoundController.Play(Sound.FireFlare);
                    }

                    notes.RemoveAt(i);
                }
            }

            for (int i = notesOnFire.Count - 1; i >= 0; i--)
            {
                if (notesOnFire[i].ReadyToRemove)
                {
                    notesOnFire.RemoveAt(i);
                }
            }
            #endregion

            // If run out of health, game over.
            if (CurrentStage.HasFlag(Stage.StageFlags.NotesEnabled) && notesMissed >= CurrentStage.MaxNotesMissed)
            {
                SetState(GameState.GameOver);
            }

            // Move on to the next stage.
            if (CurrentState == GameState.Playing && CurrentStage.IsComplete())
            {
                ToNextStage();
            }

            if (Control.Return.IsJustPressed)
            {
                SetState(GameState.GameOver);
            }
        }