Exemple #1
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            new Camera(this, Vector2.Zero,
                       new Vector2(tileMap.GetLength(1) * tileWidth, tileMap.GetLength(0) * tileHeight));

            new InputEngine(this);

            // Create a sentry for testing.
            Services.AddService(sentry1 = new Sentry(this, new Vector2(64, 128), new List <TileRef>()
            {
                new TileRef(21, 2, 0),
                new TileRef(21, 3, 0),
                new TileRef(21, 4, 0),
                new TileRef(21, 5, 0),
                new TileRef(21, 6, 0),
                new TileRef(21, 7, 0),
                new TileRef(21, 8, 0),
            }, 64, 64, 0f));


            SetColliders(TileType.BLUESTEEL);
            SetColliders(TileType.BLUEBOX);

            SpawnPlayer(TileType.HOME);

            base.Initialize();
        }
Exemple #2
0
        private void FindBody()
        {
            List <Sentry> Sentries = (List <Sentry>)Game.Services.GetService(typeof(List <Sentry>));

            foreach (Sentry sentry in Sentries)
            {
                // Find appropiate body with the same name
                if (Name == sentry.Name && sentry != null)
                {
                    parentBody = sentry;
                }
            }
        }
Exemple #3
0
        public void CollisionSentry(Sentry s)
        {
            if (BoundingRectangle.Intersects(s.BoundingRectangle))
            {
                PixelPosition = previousPosition;
            }

            if (MySuperProjectile.BoundingRectangle.Intersects(s.BoundingRectangle) && MySuperProjectile.Visible == true)
            {
                MySuperProjectile.ProjectileState = SuperProjectile.PROJECTILE_STATE.EXPLODING;
                s.Health -= 50;

                //if (s.Health <= 0)
                //{
                //    s.Visible = false;
                //}
            }
        }
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);
            Services.AddService(spriteBatch);
            Services.AddService(Content.Load <Texture2D>(@"Tiles/tank tiles 64 x 64"));

            // Tile References to be drawn on the Map corresponding to the entries in the defined
            // Tile Map
            // "free", "pavement", "ground", "blue", "home", "grass" "end"
            TileRefs.Add(new TileRef(4, 2, 0));
            TileRefs.Add(new TileRef(3, 3, 1));
            TileRefs.Add(new TileRef(6, 3, 2));
            TileRefs.Add(new TileRef(6, 2, 3));
            TileRefs.Add(new TileRef(0, 2, 4));
            TileRefs.Add(new TileRef(0, 1, 5));
            TileRefs.Add(new TileRef(0, 4, 6));
            // Names fo the Tiles

            new SimpleTileLayer(this, backTileNames, tileMap, TileRefs, tileWidth, tileHeight);
            List <Tile> found = SimpleTileLayer.getNamedTiles("home");

            new SimpleTileLayer(this, backTileNames, tileMap, TileRefs, tileWidth, tileHeight);
            List <Tile> foundSentry = SimpleTileLayer.getNamedTiles(backTileNames[(int)TileType.GREENBOX]);

            Services.AddService(new TilePlayer(this, new Vector2((int)TileType.HOME), new List <TileRef>()
            {
                new TileRef(15, 2, 0),
                new TileRef(15, 3, 0),
                new TileRef(15, 4, 0),
                new TileRef(15, 5, 0),
                new TileRef(15, 6, 0),
                new TileRef(15, 7, 0),
                new TileRef(15, 8, 0),
            }, 64, 64, 0f));
            SetColliders(TileType.GREENBOX);
            SetColliders(TileType.BLUEBOX);

            TilePlayer tilePlayer = Services.GetService <TilePlayer>();

            tilePlayer.AddHealthBar(new HealthBar(tilePlayer.Game, tilePlayer.PixelPosition));

            player = (TilePlayer)Services.GetService(typeof(TilePlayer));

            Projectile playerProjectile = new Projectile(this, new List <TileRef>()
            {
                new TileRef(8, 0, 0)
            },

                                                         new AnimateSheetSprite(this, player.PixelPosition, new List <TileRef>()
            {
                new TileRef(0, 0, 0),
                new TileRef(1, 0, 1),
                new TileRef(2, 0, 2)
            }, 64, 64, 0), player.PixelPosition, 1);

            player.LoadProjectile(playerProjectile);


            for (int i = 0; i < foundSentry.Count; i++)
            {
                sentryTurret = new Sentry(this, new Vector2(foundSentry[i].X * tileWidth, foundSentry[i].Y * tileHeight), new List <TileRef>()
                {
                    new TileRef(20, 2, 0),
                    new TileRef(20, 3, 0),
                    new TileRef(20, 4, 0),
                    new TileRef(20, 5, 0),
                    new TileRef(20, 6, 0),
                    new TileRef(20, 6, 0),
                    new TileRef(20, 8, 0),
                }, 64, 64, 0);
                sentryList.Add(sentryTurret);
            }

            for (int i = 0; i < sentryList.Count; i++)
            {
                Projectile projectile = new Projectile(this, new List <TileRef>()
                {
                    new TileRef(8, 0, 0)
                },
                                                       new AnimateSheetSprite(this, sentryList[i].PixelPosition, new List <TileRef>()
                {
                    new TileRef(0, 0, 0),
                    new TileRef(1, 0, 1),
                    new TileRef(2, 0, 2)
                }, 64, 64, 0), sentryList[i].PixelPosition, 1);

                sentryList[i].LoadProjectile(projectile);
                sentryList[i].Health = 20;
            }


            // TODO: use this.Content to load your game content here

            //Background
            backgroundMusic = Content.Load <Song>(@"Audio/bckGroundMusic");
            MediaPlayer.Play(backgroundMusic);
            MediaPlayer.Volume      = 0.4f;
            MediaPlayer.IsRepeating = true;

            //Sound FX
            sfx[0] = Content.Load <SoundEffect>(@"Audio/Explosion 2"); //Player Shot
            sfx[1] = Content.Load <SoundEffect>(@"Audio/Beep");        //Sentry Shot
            sfx[2] = Content.Load <SoundEffect>(@"Audio/Explosion");   //Projectile Explosion
            sfx[3] = Content.Load <SoundEffect>(@"Audio/Ching");       //Victory
            sfx[4] = Content.Load <SoundEffect>(@"Audio/Error");       //Fail

            //Screens
            victory  = Content.Load <Texture2D>(@"Images/Victory");
            gameOver = Content.Load <Texture2D>(@"Images/GameOver");
        }