Exemple #1
0
 protected override void Initialize()
 {
     ran            = new Random();
     startPosition  = new Vector2(0, screenSpace.Height / 2);
     player         = new Player(this, 5.0f, startPosition, 32, 64);
     stars          = new StarField(this, Color.White, 5.0f, new Vector2(0, 0));
     starList       = new List <StarField>();
     enemyList      = new List <Enemy>();
     starDelay      = 30;
     enemyDelay     = 120;
     setWave        = false;
     waveType       = 0;
     waveSpeed      = 1;
     waveNum        = 0;
     nextWave       = ran.Next(0, screenSpace.Height - 64);
     waveTimer      = 60;
     enemy          = new Enemy(this, 50, 64, 64, new Vector2(screenSpace.Width + 80, nextWave), 1f, Content.Load <Texture2D>(@"Sprites\enemyship"), 1);
     enemy.isActive = true;
     base.Initialize();
 }
Exemple #2
0
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            enemyDelay--;
            waveTimer--;
            starDelay--;

            if (starDelay <= 0)
            {
                stars = new StarField(this, (new Color(ran.Next(0, 255), ran.Next(0, 255), ran.Next(0, 255))), ran.Next(2, 8), new Vector2(screenSpace.Width + 80, ran.Next(0, screenSpace.Height)));
                stars.LoadContent();
                stars.isActive = true;
                if (starList.Count <= 100)
                {
                    starList.Add(stars);
                }

                starDelay = ran.Next(5, 25);
            }

            for (int i = 0; i < starList.Count; i++)
            {
                starList[i].Update(gameTime);
                if (starList[i].isActive == false)
                {
                    starList.RemoveAt(i);
                    i--;
                }
            }

            if (waveTimer <= 0)
            {
                if (player.health > 0)
                {
                    if (setWave == false)
                    {
                        nextWave  = ran.Next(0, screenSpace.Height - 64);
                        waveSpeed = ran.Next(2, 6);
                        waveType  = ran.Next(0, 2);
                        waveNum  += 1;
                        setWave   = true;
                    }
                }


                if (setWave)
                {
                    if (enemyDelay <= 0)
                    {
                        enemy          = new Enemy(this, 50, 64, 64, new Vector2(screenSpace.Width + 80, nextWave), waveSpeed, Content.Load <Texture2D>(@"Sprites\enemyship"), waveType);
                        enemy.isActive = true;
                        if (enemyList.Count < 10)
                        {
                            enemyList.Add(enemy);
                        }
                        enemyDelay = 60 / waveSpeed;

                        if (enemyList.Count >= 10)
                        {
                            enemyDelay = 10;
                            setWave    = false;
                            waveTimer  = 200 * (waveSpeed / 2);
                        }
                    }
                }
            }

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

                if (enemyList[i].isActive == false)
                {
                    if (setWave == false)
                    {
                        enemyList.RemoveAt(i);
                        i--;
                    }
                }
            }

            if (player.health <= 0)
            {
                if (InputHandler.KeyReleased(Keys.Enter))
                {
                    enemyList.Clear();
                    score           = 0;
                    waveTimer       = 120;
                    waveNum         = 0;
                    player.health   = 100;
                    player.position = startPosition;
                    player.isActive = true;
                    player.color    = Color.White;
                }
            }

            // TODO: Add your update logic here
            player.Update(gameTime);

            base.Update(gameTime);
        }