Exemple #1
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            gsm.GameStateChanger(currentGameState);

            if (currentGameState == 1)
            {
                if (Keyboard.GetState().IsKeyDown(Keys.E))
                {
                    currentGameState = 3;
                }
                else
                {
                    intro.IntroText();
                }
            }

            if (currentGameState == 3)
            {
                p.Update(gameTime, ch);
                p.CheckBoundries(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
                hud.Update(gameTime);

                foreach (Asteroid a in asteroid)
                {
                    a.Update(gameTime);
                    a.CheckBoundries(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);

                    if (p.GetPlayerHitbox().Intersects(a.GetAsteroidHitbox()))
                    {
                        switch (a.GetSize())
                        {
                            case 1:
                                numOfAsteroids -= 1;
                                Vector2 temp = new Vector2((float)a.GetXPos(), (float)a.GetYPos());
                                asteroidKillList.Add(a);
                                p.SetLives((p.GetLife() - 1));
                                break;
                            case 2:
                                numOfAsteroids -= 1;
                                for (int i = 0; i < 2; i++)
                                {
                                    double angle = r.NextDouble() * 2 * Math.PI;
                                    newAsteroidList.Add(new Asteroid(new Vector2(a.GetXPos(), a.GetYPos()), 1, 3.0f, dir = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle))));
                                    numOfAsteroids += 1;
                                }
                                asteroidKillList.Add(a);
                                p.SetLives((p.GetLife() - 1));
                                break;
                            case 3:
                                numOfAsteroids -= 1;
                                for (int i = 0; i < 2; i++)
                                {
                                    double angle = r.NextDouble() * 2 * Math.PI;
                                    newAsteroidList.Add(new Asteroid(new Vector2(a.GetXPos(), a.GetYPos()), 2, 3.0f, dir = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle))));
                                    numOfAsteroids += 1;
                                }
                                asteroidKillList.Add(a);
                                p.SetLives((p.GetLife() - 1));
                                break;
                            default:
                                System.Windows.Forms.MessageBox.Show("Oeps");
                                break;
                        }
                    }
                }

                if (asteroid.Count == 0)
                {
                    LevelsIncrease();
                }

                foreach (Asteroid a in newAsteroidList)
                {
                    asteroid.Add(a);
                }

                foreach (Asteroid a in asteroidKillList)
                {
                    asteroid.Remove(a);
                }

                asteroidKillList.Clear();
                newAsteroidList.Clear();

                foreach (Weapon wep in p.weapList)
                {
                    wep.Update(gameTime, wep.GetDirection());
                    wep.CheckBoundries(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);

                    if (wep.GetFadeTime() == 0)
                    {
                        wep.SetIsVisable(false);
                        killListWep.Add(wep);
                    }

                    foreach (Asteroid a in asteroid)
                    {
                        if (wep.GetHitbox().Intersects(a.GetAsteroidHitbox()))
                        {
                            switch (a.GetSize())
                            {
                                case 1:
                                    asteroidKillList.Add(a);
                                    killListWep.Add(wep);
                                    hud.SetScore(10);
                                    numOfAsteroids -= 1;
                                    break;
                                case 2:
                                    for (int i = 0; i < 2; i++)
                                    {
                                        double angle = r.NextDouble() * 2 * Math.PI;
                                        newAsteroidList.Add(new Asteroid(new Vector2(a.GetXPos(), a.GetYPos()), 1, 3.0f, dir = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle))));
                                        numOfAsteroids += 1;
                                    }
                                    asteroidKillList.Add(a);
                                    killListWep.Add(wep);
                                    hud.SetScore(25);
                                    break;
                                case 3:
                                    for (int i = 0; i < 2; i++)
                                    {
                                        double angle = r.NextDouble() * 2 * Math.PI;
                                        newAsteroidList.Add(new Asteroid(new Vector2(a.GetXPos(), a.GetYPos()), 2, 3.0f, dir = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle))));
                                        numOfAsteroids += 1;
                                    }
                                    asteroidKillList.Add(a);
                                    killListWep.Add(wep);
                                    hud.SetScore(50);
                                    break;
                                default:

                                    break;
                            }
                        }
                    }
                }

                foreach (Weapon weap in killListWep)
                {
                    p.weapList.Remove(weap);
                }

                playerLife = p.GetLife();
                if (playerLife <= 0)
                {
                    currentGameState = 4;
                }
            }

            if (currentGameState == 4)
            {
                if (Keyboard.GetState().IsKeyDown(Keys.Enter))
                {
                    numOfAsteroids = 5;
                    r = new Random();
                    p = new Player();
                    hud = new HUD();
                    Initialize();
                    currentGameState = 3;
                }
            }

            if (currentGameState == 5)
            {
                if (Keyboard.GetState().IsKeyDown(Keys.F))
                {
                    currentGameState = 2;
                }
                else
                {
                    oMenu.Update(ch);
                }
            }

            if (currentGameState == 8)
            {
                if (loadingScreen != null)
                {
                    IsFixedTimeStep = false;
                    loader = loadingScreen.Update();
                    if (loader != null)
                    {
                        loadingScreen = null;
                        IsFixedTimeStep = true;
                    }
                }
            }

            base.Update(gameTime);
        }
Exemple #2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            structOptionsMain = new StructOptionsMain();
            structOptionsMain.Graphics = graphics;
            structOptionsMain.Content = Content;
            structOptionsMain.SpriteBatch = spriteBatch;
            structOptionsMain.SpriteFont = Content.Load<SpriteFont>("MenuFont");
            structOptionsMain.Ch = ch;
            oMenu = new OptionsMenu(structOptionsMain);

            p.Load(Content);
            p.SetPlayerPos(spriteBatch);
            hud.Load(Content);
            intro.Load(Content, graphics);
            credit.Load(Content, graphics);
            oMenu.Init();
            gameOverMenu.Load();
            shield.Load();
            pickUp.Load(Content);
            if (spawnPickup >= 70)
            {
                pickUp.Load(Content);
            }
            machineGun.Load();
            extraLife.Load();

            speedUp.Load();

            mainMenu.Load(graphics.GraphicsDevice, scores);
            background = new Background(GraphicsDevice, Content);
            loadingScreen = new LoadingScreen(Content, graphics.GraphicsDevice);
            kbm.Load();

            foreach (Weapon wep in p.weapList)
            {
                wep.Load(Content, p.GetDirection());
            }
        }
Exemple #3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            p.Load(Content);
            hud.Load(Content);
            intro.Load(Content, graphics);
            oMenu.Load();
            background = new Background(GraphicsDevice, Content);
            loadingScreen = new LoadingScreen(Content, graphics.GraphicsDevice);

            foreach (Weapon wep in p.weapList)
            {
                wep.Load(Content, p.GetDirection());
            }
        }
Exemple #4
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            p.Load(Content);
            p.SetPlayerPos(spriteBatch);
            hud.Load(Content);
            mainMenu = new MainMenu(Content, graphics, ch);
            intro.Load(Content, graphics);
            oMenu.Load();
            mainMenu.Load(Content, graphicsDevice);
            background = new Background(GraphicsDevice, Content);
            loadingScreen = new LoadingScreen(Content, graphics.GraphicsDevice);
            alien = new Alien(Content.Load<Texture2D>("AlienShip"), new Vector2(50, 100), Vector2.Zero, 0f, 2f, Content.Load<Texture2D>("AlienBullet"));

            foreach (Weapon wep in p.weapList)
            {
                wep.Load(Content, p.GetDirection());
            }
        }