Esempio n. 1
0
        public void playerAttack()
        {
            bool shouldAttack = false;

            if (oldSwordX != currentSwordX || oldSwordY != currentSwordY)
            {
                shouldAttack = true;
            }

            if (shouldAttack)
            {
                for (int i = 0; i < enemyList.Count; i++)
                {
                    if (enemyList[i].GetType() == typeof(enemyStruct))
                    {
                        enemyStruct tempEnemy = (enemyStruct)enemyList[i];
                        if (detectCollision(new Rectangle(swordOffsetX + playerX, swordOffsetY + playerY, 32, 32), new Rectangle(tempEnemy.x, tempEnemy.y, 32, 32)))
                        {
                            tempEnemy.health -= 1;
                            enemyList[i]      = tempEnemy;
                        }
                    }
                }
            }
        }
Esempio n. 2
0
        public void spawnEnemy()
        {
            int enemyX     = rng.Next(600);
            int enemyY     = rng.Next(600);
            int lockToSide = rng.Next(3);

            //ensure that enemys spawn on the sides
            if (lockToSide == 0)
            {
                enemyX = 0;
            }
            if (lockToSide == 1)
            {
                enemyX = 600;
            }
            if (lockToSide == 2)
            {
                enemyY = 0;
            }
            if (lockToSide == 3)
            {
                enemyY = 600;
            }

            enemyStruct newEnemy = new enemyStruct(enemyX, enemyY, 3);

            enemyList.Add(newEnemy);
            enemySpawnRate -= 10;
        }
Esempio n. 3
0
        public enemyStruct enemyLogic(enemyStruct enemy)
        {
            if (enemy.health <= 0)
            {
                enemyList.Remove(enemy);
                shouldReturnEnemy = false;
            }

            if (enemy.x < playerX)
            {
                enemy.x++;
            }
            if (enemy.x > playerX)
            {
                enemy.x--;
            }
            if (enemy.y < playerY)
            {
                enemy.y++;
            }
            if (enemy.y > playerY)
            {
                enemy.y--;
            }

            enemy.attackTimer++;

            if (enemy.attackTimer == enemyAttackRate)
            {
                //if enemy in range, deal damage
                bool shouldAttack = false;

                if (detectCollision(new Rectangle(playerX, playerY, 32, 32), new Rectangle(enemy.x, enemy.y, 32, 32)))
                {
                    shouldAttack = true;
                }

                if (shouldAttack)
                {
                    playerHealth -= 1;
                }

                enemy.attackTimer = 0;
            }

            return(enemy);
        }
Esempio n. 4
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            //start drawing

            for (int i = 0; i < enemyList.Count; i++)
            {
                if (enemyList[i].GetType() == typeof(enemyStruct))
                {
                    enemyStruct tempEnemy = (enemyStruct)enemyList[i];
                    //render enemy;
                    spriteBatch.Draw(enemy, new Vector2(tempEnemy.x, tempEnemy.y), Color.White);
                    spriteBatch.Draw(boundingbox, new Vector2(tempEnemy.x, tempEnemy.y), Color.White);
                }
            }

            spriteBatch.Draw(player, new Vector2(playerX, playerY), Color.White);
            spriteBatch.Draw(boundingbox, new Vector2(playerX, playerY), Color.White);

            spriteBatch.Draw(sword, new Vector2(swordOffsetX + playerX, swordOffsetY + playerY), Color.White);

            for (int i = 0; i < trailFragmentList.Count; i++)
            {
                if (trailFragmentList[i].GetType() == typeof(trailFragment))
                {
                    trailFragment tempTrail = (trailFragment)trailFragmentList[i];
                    spriteBatch.Draw(trail, new Rectangle(tempTrail.x, tempTrail.y, tempTrail.width, tempTrail.height), Color.White);
                }
            }

            //ui stuff
            for (int i = 0; i < playerHealth; i++)
            {
                spriteBatch.Draw(heart, new Vector2(i * 32, 0), Color.White);
            }

            spriteBatch.Draw(cursor, new Vector2(Mouse.GetState().X, Mouse.GetState().Y), Color.White);

            //end drawing
            spriteBatch.End();

            base.Draw(gameTime);
        }
Esempio n. 5
0
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            if (Keyboard.GetState().IsKeyDown(Keys.W))
            {
                //move forward
                playerY -= 2;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.A))
            {
                //move left
                playerX -= 2;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.S))
            {
                //move down
                playerY += 2;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.D))
            {
                //move right
                playerX += 2;
            }

            //sword movement
            swordOffsetX = Mouse.GetState().X - playerX;
            swordOffsetY = Mouse.GetState().Y - playerY;

            int maxReach = 48;

            //keep the sword in check
            if (swordOffsetX > maxReach)
            {
                swordOffsetX = maxReach;
            }
            if (swordOffsetX < -maxReach)
            {
                swordOffsetX = -maxReach;
            }
            if (swordOffsetY > maxReach)
            {
                swordOffsetY = maxReach;
            }
            if (swordOffsetY < -maxReach)
            {
                swordOffsetY = -maxReach;
            }

            //for trails and stuff
            oldSwordX     = currentSwordX;
            oldSwordY     = currentSwordY;
            currentSwordX = swordOffsetX;
            currentSwordY = swordOffsetY;

            if (currentSwordX != oldSwordX || currentSwordY != oldSwordY)
            {
                //create trail
                //this is purely visual for now
                //this will later determine attack damage and speed
                trailFragmentList.Add(new trailFragment(oldSwordX + playerX, oldSwordY + playerY));
            }

            enemySpawnTimer++;
            playerAttackTimer++;

            if (playerAttackTimer == playerAttackRate)
            {
                playerAttack();
                playerAttackTimer = 0;
            }

            if (enemySpawnTimer == enemySpawnRate)
            {
                spawnEnemy();
                enemySpawnTimer = 0;
            }

            for (int i = 0; i < enemyList.Count; i++)
            {
                if (enemyList[i].GetType() == typeof(enemyStruct))
                {
                    enemyStruct tempEnemy = (enemyStruct)enemyList[i];
                    //something weird is happening here
                    if (i < enemyList.Count)
                    {
                        enemyList[i] = enemyLogic(tempEnemy);
                    }
                    else
                    {
                        enemyList[enemyList.Count] = enemyLogic(tempEnemy);
                    }
                }
            }

            updateTrailFragments();

            //update stuff
            base.Update(gameTime);
        }