Exemple #1
0
        // Spawn a new Superman enemy at a random location
        private void SpawnSuperman()
        {
            /*
             *  Renerate random Location
             */

            // for X location: Spawn in between 100 left to 100 right -> Domain is from 100 to 700 Horizontally
            int x = GetRandomLocation(GameVariables.SPAWN_LOCATION_MIN, graphics.PreferredBackBufferWidth - 2 * GameVariables.SPAWN_LOCATION_MIN);
            // for Y location: Spawn in between 100 top to 100 down -> Domain is from 100 to 500 Vertically
            int y = GetRandomLocation(GameVariables.SPAWN_LOCATION_MIN, graphics.PreferredBackBufferHeight - 2 * GameVariables.SPAWN_LOCATION_MIN);

            /*
             *  Renerate random Speed for Superman
             */
            float speed = GetRandomSpeed(GameVariables.SUPERMAN_MAX_SPEED);
            float angle = RandomGenerator.NextFloat((float)Math.PI * 2);

            Vector2 velocity = new Vector2((float)(speed * Math.Cos(angle)), (float)(speed * Math.Sin(angle)));

            /*
             *  Make a new Alive Man of Steel
             */
            Console.WriteLine(x + y);
            Superman newSuperMan = new Superman(Content, "superfat", x, y, velocity, SupermanShoot, SupermanGetHit);

            //make the superman does not spawn right at the collistion
            List <Rectangle> collideRectangles = getListCollideRectangles();

            while (!CollisionUtils.IsCollisionFree(newSuperMan.sRectangle, collideRectangles))
            {
                // for X location: Spawn in between 100 left to 100 right -> Domain is from 100 to 700 Horizontally
                newSuperMan.x = GetRandomLocation(GameVariables.SPAWN_LOCATION_MIN, graphics.PreferredBackBufferWidth - 2 * GameVariables.SPAWN_LOCATION_MIN);
                // for Y location: Spawn in between 100 top to 100 down -> Domain is from 100 to 500 Vertically
                newSuperMan.y = GetRandomLocation(GameVariables.SPAWN_LOCATION_MIN, graphics.PreferredBackBufferHeight - 2 * GameVariables.SPAWN_LOCATION_MIN);
            }

            /*
             *  Add New Enemies
             */
            supermen.Add(newSuperMan);
        }
Exemple #2
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
            // Allows user to exit the game by using Escape Button
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            // TODO: Add your update logic here

            // Making "GOKU" character following the mouse state
            MouseState mouse = Mouse.GetState();

            goku.Update(gameTime, mouse);

            // Update every objects in the game every milisecond
            foreach (Superman superfat in supermen)
            {
                superfat.Update(gameTime);
            }
            foreach (Weapon weapon in weapons)
            {
                weapon.Update(gameTime);
            }
            foreach (Explosion explosion in explosions)
            {
                explosion.Update(gameTime);
            }

            // Check and Update the collisions between enemies
            for (int i = 0; i < supermen.Count; i++)
            {
                for (int j = i + 1; j < supermen.Count; j++)
                {
                    if (supermen[i].Alive && supermen[j].Alive)
                    {
                        EnemiesCollisionInfor collis = CollisionUtils.CheckCollision(
                            gameTime.ElapsedGameTime.Milliseconds,
                            GameVariables.SCREEN_WIDTH,
                            GameVariables.SCREEN_WIDTH,
                            supermen[i].sVelocity,
                            supermen[i].sRectangle,
                            supermen[j].sVelocity,
                            supermen[j].sRectangle);
                        if (collis != null)
                        {
                            if (collis.firstOutBounds)
                            {
                                supermen[i].Alive = false;
                            }
                            else
                            {
                                supermen[i].sVelocity  = collis.getFirstVelocity;
                                supermen[i].sRectangle = collis.getFirstRectangle;
                            }

                            if (collis.firstOutBounds)
                            {
                                supermen[j].Alive = false;
                            }
                            else
                            {
                                supermen[j].sVelocity  = collis.getSecondVelocity;
                                supermen[j].sRectangle = collis.getSecondRectangle;
                            }
                        }
                    }
                }
            }

            // Check and Update what happen if the Goku's fire hits a superman
            foreach (Superman superfat in supermen)
            {
                foreach (Weapon weapon in weapons)
                {
                    if (weapon.Type == WeaponType.GokuWeapon &&
                        weapon.Active && superfat.Alive && superfat.getRectangle.Intersects(weapon.wRectangle))
                    {
                        weapon.Active  = false;
                        superfat.Alive = false;
                        score         += GameVariables.KILLED_SUPERMAN_AWARD;
                        // Make a new Explosion when the superfat is not Alive
                        Explosion newExplode = new Explosion(explosionSprite, superfat.currentLocation.X,
                                                             superfat.currentLocation.Y);

                        newExplode.Sound = explosion;
                        // Add the Explosion to the Array List
                        explosions.Add(newExplode);

                        //play sound
                        if (!Game1.IsLosing)
                        {
                            newExplode.Sound.Play();
                        }
                    }
                }
            }

            // Check if Goku gets hit by touching the superman
            foreach (Superman superfat in supermen)
            {
                if (superfat.Alive && goku.getRectangle.Intersects(superfat.sRectangle))
                {
                    goku.health   -= GameVariables.SUPERMAN_DAMAGES_HIMSELF;
                    superfat.Alive = false;
                    score         += GameVariables.KILLED_SUPERMAN_AWARD;
                    explosions.Add(new Explosion(explosionSprite, superfat.currentLocation.X, superfat.currentLocation.Y));
                    if (!Game1.IsLosing)
                    {
                        GokuGetHit.Play();
                        explosion.Play();
                    }
                }
            }

            // Check if Goku gets hit by touch the superman's fires
            foreach (Weapon weapon in weapons)
            {
                if (weapon.Type == WeaponType.SupermanWeapon && weapon.wRectangle.Intersects(goku.getRectangle))
                {
                    weapon.Active = false;
                    goku.health  -= GameVariables.SUPERMAN_SHOOTING_DAMAGES;
                    if (!Game1.IsLosing)
                    {
                        GokuGetHit.Play();
                    }
                }
            }

            // Clean out the superman objects which has the Aclive status is false
            for (int i = supermen.Count - 1; i >= 0; i--) // remove from the back of the list
            {
                if (!supermen[i].Alive)
                {
                    supermen.RemoveAt(i);
                }
            }

            while (supermen.Count < GameVariables.MAX_NUM_SUPERMEN)
            {
                SpawnSuperman();
            }

            // Clean out the weapon objects which has the Aclive status is false
            for (int i = weapons.Count - 1; i >= 0; i--) // remove from the back of the list
            {
                if (!weapons[i].Active)
                {
                    weapons.RemoveAt(i);
                }
            }

            // Clean out the explosion when it finishes
            for (int i = explosions.Count - 1; i >= 0; i--) // remove from the back of the list
            {
                if (explosions[i].Finish)
                {
                    explosions.RemoveAt(i);
                }
            }

            // display current score and health
            healthString = GameVariables.HEALTH + goku.health;
            scoreString  = GameVariables.SCORE + score;

            // Always check if we are losing or not
            IsLostAlready();

            base.Update(gameTime);
        }