Esempio n. 1
0
        /// <summary>
        /// Updates the state of the game. This method checks the GameScreen.IsActive
        /// property, so the game will stop updating when the pause menu is active,
        /// or if you tab away to a different application.
        /// </summary>
        public override void Update(GameTime gameTime, bool otherScreenHasFocus,
                                    bool coveredByOtherScreen)
        {
            base.Update(gameTime, otherScreenHasFocus, false);

            // Gradually fade in or out depending on whether we are covered by the pause screen.
            if (coveredByOtherScreen)
            {
                pauseAlpha = Math.Min(pauseAlpha + 1f / 32, 1);
            }
            else
            {
                pauseAlpha = Math.Max(pauseAlpha - 1f / 32, 0);
            }

            if (IsActive)
            {
                mouse = Mouse.GetState();
                // bloom
                bloom.Visible  = true;
                bloom.Settings = BloomSettings.PresetSettings[bloomSettingsIndex];

                // update entites

                playerBody.update(gameTime);

                foreach (Pickupable pickupable in pickuables)
                {
                    if (pickupable.getSetIsTouchingPlayer && playerBody.getSetWantsToPickUp && !playerBody.getSetHasPickedUp)
                    {
                        // joints.Add ( JointFactory.CreateRevoluteJoint(world,playerBody.playerBody,
                        //   pickupable.getBody, new Vector2(0,0)));

                        Joints.Add(JointFactory.CreateDistanceJoint(world, playerBody.playerBody, pickupable.getBody, new Vector2(0, 0), new Vector2(0, 0)));


                        playerBody.getSetWantsToPickUp      = false;
                        pickupable.getSetIsAttachedToPlayer = true;



                        playerBody.getSetHasPickedUp = true;
                    }

                    if (Joints.Count > 0 && playerBody.getSetWantsTodrop && playerBody.getSetHasPickedUp && pickupable.getSetIsAttachedToPlayer)
                    {
                        // for some reason the on seperation dosn't work when removing a joint. So we force the pickupable to not touching the player
                        world.RemoveJoint(Joints[0]);
                        Joints.RemoveAt(0);
                        playerBody.getSetHasPickedUp        = false;
                        pickupable.getSetIsAttachedToPlayer = false;
                        pickupable.getSetIsTouchingPlayer   = false;
                    }
                }


                if (playerBody.isAlive == false)
                {
                    bloom.Visible = false;

                    world.Clear();


                    this.ExitScreen();

                    LoadingScreen.Load(ScreenManager, false, PlayerIndex.One, new DeadScreen(0));
                }



                //game script


                if (GreenTestStarted == false)
                {
                    Timer += gameTime.ElapsedGameTime.Milliseconds;
                }
                if (Timer > timerForGreenTest && GreenTestStarted == false && MediaPlayer.State == MediaState.Stopped)
                {
                    Timer            = 0;
                    GreenTestStarted = true;


                    UI.setSub = "Welcome my name is Vivi. Move to and touch the red square to continue.";
                    Squares.Add(new Square(content.Load <Texture2D>("Squares/redSquare"), new Vector2(800, 100), true, world));
                    //      MediaPlayer.Play(Welcome);
                    WelcomeSFXInstance.Play();
                }

                if (GreenTestStarted == true && GreenTestComplete == false)
                {
                    if (Squares[0].isTouching)
                    {
                        GreenTestComplete = true;
                        BlueTestStarted   = true;
                        UI.setSub         = "Wonderful, now fire your laser at the blue square.";
                        //  MediaPlayer.Play(Blue);
                        if (WelcomeSFXInstance.State == SoundState.Stopped)
                        {
                            WelcomeSFXInstance.Stop();
                            BlueSFX.Play();
                        }

                        Squares.Add(new Square(content.Load <Texture2D>("Squares/blueSquare"), new Vector2(100, 500), true, world));
                        playerBody.getSetLaserStatus = true;
                        world.RemoveBody(Squares[0].squareBody);
                        Squares.RemoveAt(0);
                    }
                }


                if (BlueTestStarted && BlueTestComplete == false)
                {
                    if (Squares[0].isTouchingLaser)
                    {
                        BlueTestComplete = true;
                        world.RemoveBody(Squares[0].squareBody);
                        Squares.RemoveAt(0);

                        UI.setSub = "Excellent, now pick up and move the pink square into the pink area.";
                        //    MediaPlayer.Play(Pink);

                        PinkSFX.Play();
                        pickuables.Add(new Pickupable(content.Load <Texture2D>("Squares/pinkSquare"), new Vector2(10, 50), world));
                        Areas.Add(new Area(content.Load <Texture2D>("pinkArea"), new Vector2(800, 500), 1.57f, world));

                        Timer = 0;
                    }
                }

                if (BlueTestComplete && GreenTestComplete)
                {
                    PinkTestStarted = true;

                    if (PinkTestCompleted == false)
                    {
                        if (Areas[0].getIsPickUpTouching && playerBody.getSetHasPickedUp == false)
                        {
                            PinkTestCompleted = true;
                            pickuables.RemoveAt(0);
                            Areas.RemoveAt(0);
                        }
                    }
                }

                // need to add bool for sound fx here.
                if (PinkTestCompleted && UI.Acitve == false && countDownStated == false)
                {
                    if (questionsSpoken == false)
                    {
                        UI.setSub = "You are confirmed operational. Remember only blue, red and pink neon is safe to touch. Questions?";
                        QuestionsSFX.Play();
                        questionsSpoken = true;
                    }
                    Timer += gameTime.ElapsedGameTime.Milliseconds;
                    if (Timer > 2500)
                    {
                        UI.Acitve = true;
                        playerBody.getSetChoicePoint = true;
                        countDownStated = true;
                        Timer           = 0;
                    }
                }
                if (BlueTestComplete && GreenTestComplete && PinkTestCompleted && pressedOk == false)
                {
                    if (playerBody.choiceValue == 2 && questionOneAsked == false)
                    {
                        UI.setSub   = "You are designated as an Operational Perpetuating Organism. Or Opo.";
                        UI.setTextA = "Ok, let's go!";
                        OpoSFXInstance.Play();
                        questionOneAsked = true;
                    }
                    else if (playerBody.choiceValue == 3 && questionTwoAsked == false)
                    {
                        UI.setSub   = "You are in the System.";
                        UI.setTextA = "Ok, let's go!";
                        SystemSFXInstance.Play();
                        questionTwoAsked = true;
                    }
                    else if (playerBody.choiceValue == 1)
                    {
                        pressedOk = true;
                        UI.Acitve = false;
                        UI.setSub = "Loading progress tracker.";
                        Timer     = 0;
                        iniProgressSFXInstance.Play();
                    }
                }

                if (pressedOk && progressLoaded == false)
                {
                    Timer += gameTime.ElapsedGameTime.Milliseconds;
                    if (iniProgressSFXInstance.State != SoundState.Playing && sayThree == false)
                    {
                        UI.setSub = "Three...";
                        ThreeSFXInstance.Play();
                        sayThree = true;
                    }
                    if (ThreeSFXInstance.State != SoundState.Playing && sayTwo == false)
                    {
                        UI.setSub = "Two...";
                        TwoSFXInstance.Play();
                        sayTwo = true;
                    }

                    if (TwoSFXInstance.State != SoundState.Playing && sayOne == false)
                    {
                        UI.setSub = "One...";
                        OneSFXInstance.Play();
                        sayOne = true;
                    }
                    if (OneSFXInstance.State != SoundState.Playing)
                    {
                        UI.setSub = "Progress module loaded.";
                        progressLoadedSFXInstance.Play();
                        playerBody.getSetDrawScore = true;
                        progressLoaded             = true;
                        Timer = 0;
                    }
                }

                if (progressLoaded)
                {
                    Timer += gameTime.ElapsedGameTime.Milliseconds;
                    if (Timer > 2000 && Timer < 4000 && EntryPointSFXInstance.State != SoundState.Playing)
                    {
                        UI.setSub = "Loading courpution entry point.";
                        EntryPointSFXInstance.Play();
                    }
                    if (Timer > 4000 && Timer < 6000 && ThreeSFXInstance.State != SoundState.Playing)
                    {
                        UI.setSub = "Three...";
                        ThreeSFXInstance.Play();
                    }
                    if (Timer > 6000 && Timer < 8000 && TwoSFXInstance.State != SoundState.Playing)
                    {
                        UI.setSub = "Two...";
                        TwoSFXInstance.Play();
                    }
                    if (Timer > 8000 && Timer < 10000 && OneSFXInstance.State != SoundState.Playing)
                    {
                        UI.setSub = "One...";
                        OneSFXInstance.Play();
                    }
                    if (Timer > 10000)
                    {
                        bloom.Visible = false;
                        ExitScreen();
                        LoadingScreen.Load(ScreenManager, true, PlayerIndex.One, new ChapterOne());
                    }
                }


                // limts on the cam.

                cam2D.MaxRotation = 0.001f;
                cam2D.MinRotation = -0.001f;

                cam2D.MaxPosition = new Vector2(((playerBody.playerBody.Position.X) * 64 + 1), ((playerBody.playerBody.Position.Y) * 64) + 1);
                cam2D.MinPosition = new Vector2(((playerBody.playerBody.Position.X) * 64) + 2, ((playerBody.playerBody.Position.Y) * 64) + 1);
                cam2D.Update(gameTime);



                world.Step((float)gameTime.ElapsedGameTime.TotalMilliseconds * 0.001f);
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void Activate(bool instancePreserved)
        {
            if (!instancePreserved)
            {
                if (content == null)
                {
                    content = new ContentManager(ScreenManager.Game.Services, "Content");
                }

                gameFont = content.Load <SpriteFont>("gamefont");

                bloom = new BloomComponent(ScreenManager.Game);
                ScreenManager.Game.Components.Add(bloom);

                /*
                 * Welcome, Blue, Pink, iniProgress, progressLoadedSFX,
                 * Questions, One, Two, Three, Opo, System, entryPoint;
                 *
                 */

                WelcomeSFX        = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Welcome_UK_WAV");
                BlueSFX           = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_BlueSquare_UK_WAV");
                PinkSFX           = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_PinkSquare_UK_WAV");
                QuestionsSFX      = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Questions_UK_WAV");
                progressLoadedSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_ProgessLoaded_WAV");
                iniProgressSFX    = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Progress_Tracker_WAV");

                OneSFX        = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_One_WAV");
                TwoSFX        = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Two_WAV");
                ThreeSFX      = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Three_WAV");
                OpoSFX        = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_You_are_opo_UK_WAV");
                SystemSFX     = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_System_UK_WAV");
                EntryPointSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_EntryPoint_WAV");



                WelcomeSFXInstance        = WelcomeSFX.CreateInstance();
                BlueSFXInstance           = BlueSFX.CreateInstance();
                PinkSFXInstance           = PinkSFX.CreateInstance();
                QuestionsSFXInstance      = QuestionsSFX.CreateInstance();
                iniProgressSFXInstance    = iniProgressSFX.CreateInstance();
                progressLoadedSFXInstance = progressLoadedSFX.CreateInstance();
                OneSFXInstance            = OneSFX.CreateInstance();
                TwoSFXInstance            = TwoSFX.CreateInstance();
                ThreeSFXInstance          = ThreeSFX.CreateInstance();
                OpoSFXInstance            = OpoSFX.CreateInstance();
                SystemSFXInstance         = SystemSFX.CreateInstance();
                EntryPointSFXInstance     = EntryPointSFX.CreateInstance();



                UI = new ChoiceDisplay(content.Load <Texture2D>("a-Button"), content.Load <Texture2D>("b-Button"),
                                       content.Load <Texture2D>("x-Button"), null, "No, Let's go!.", "Who am I?", "Where am I?!", null, content);
                UI.Acitve = false;



                cam2D   = new Cam2d(ScreenManager.GraphicsDevice);
                reticle = content.Load <Texture2D>("redReticle");
                /// player
                playerBody = new PlayerBody(content.Load <Texture2D>("redPlayer"), world, content);
                playerBody.getSetLaserStatus = false;
                playerBody.getSetDrawScore   = false;
                playerBody.getSetChoicePoint = false;

                int space = 0;

                for (int i = 0; i < 11; i++)
                {
                    Walls.Add(new Wall(content.Load <Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 0), true, world));
                    Walls.Add(new Wall(content.Load <Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 600), true, world));

                    if (i <= 5)
                    {
                        //vertical walls
                        Walls.Add(new Wall(content.Load <Texture2D>("Walls/blueWallMedium"), new Vector2(-50, space + 50), false, world));
                        Walls.Add(new Wall(content.Load <Texture2D>("Walls/blueWallMedium"), new Vector2(1050, space + 50), false, world));
                    }

                    space += 100;
                }

                Walls.Add(new Wall(content.Load <Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 45), false, world));
                Walls.Add(new Wall(content.Load <Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 555), false, world));

                // set cam track

                cam2D.TrackingBody   = playerBody.playerBody;
                cam2D.EnableTracking = true;



                // once the load has finished, we use ResetElapsedTime to tell the game's
                // timing mechanism that we have just finished a very long frame, and that
                // it should not try to catch up.
                ScreenManager.Game.ResetElapsedTime();
            }

            base.Activate(instancePreserved);
        }