Esempio n. 1
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        // Initalized the game
        public ArcadeFlyerGame()
        {
            // Get the graphics
            graphics = new GraphicsDeviceManager(this);

            // Set the height and width
            graphics.PreferredBackBufferWidth  = screenWidth;
            graphics.PreferredBackBufferHeight = screenHeight;
            graphics.ApplyChanges();

            //viewport = new Viewport(0,0,screenWidth,screenHeight);

            // Set up the directory containing the assets
            Content.RootDirectory = "Content";

            // Make mouse visible
            IsMouseVisible = true;

            Vector2 position = new Vector2(100.0f, 100.0f);

            player      = new Player(this, position);
            fieldBounds = new FieldBounds(this);

            enemies = new List <Enemy>();
            enemies.Add(new Enemy(this, new Vector2(19 * (screenWidth / 20), screenHeight / 2), EnemyType.Wizard));

            enemyCreationTimer = new Timer(1.0f);
            enemyCreationTimer.StartTimer();

            bossCreationTimer = new Timer(15.0f);
            bossCreationTimer.StartTimer();

            projectiles = new List <Projectile>();
        }
Esempio n. 2
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        public void Update(GameTime gameTime, FieldBounds fieldBounds, Vector2 cameraPosition)
        {
            this.fieldBounds    = fieldBounds;
            this.cameraPosition = cameraPosition;
            KeyboardState currentKeyboardState = Keyboard.GetState();
            MouseState    currentMouseState    = Mouse.GetState();

            HandleInput(currentKeyboardState, currentMouseState, fieldBounds, cameraPosition);


            bool spaceKeyPressed = currentKeyboardState.IsKeyDown(Keys.Space);

            if (firingProjectile && !spaceKeyPressed)
            {
                firingProjectile = false;
            }

            //cooldownTimer.Update(gameTime);
        }
Esempio n. 3
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        public void HandleInput(KeyboardState currentKeyboardState, MouseState currentMouseState, FieldBounds fieldBounds, Vector2 cameraPosition)
        {
            Point currentMousePosition = currentMouseState.Position;
            bool  wKeyPressed          = currentKeyboardState.IsKeyDown(Keys.W);

            if (wKeyPressed && position.Y >= 0 + movementSpeed)
            {
                position.Y -= movementSpeed; //position.Y = position.Y - movementSpeed
            }

            bool sKeyPressed = currentKeyboardState.IsKeyDown(Keys.S);

            if (sKeyPressed && position.Y < root.ScreenHeight * 10)
            {
                position.Y += movementSpeed;
            }

            bool aKeyPressed = currentKeyboardState.IsKeyDown(Keys.A);

            if (aKeyPressed && position.X >= 0 + movementSpeed)
            {
                position.X -= movementSpeed;
            }

            bool dKeyPressed = currentKeyboardState.IsKeyDown(Keys.D);

            if (dKeyPressed && position.X < root.ScreenWidth * 10)
            {
                position.X += movementSpeed;
            }

            bool spaceKeyPressed = currentKeyboardState.IsKeyDown(Keys.Space);

            if (spaceKeyPressed && !firingProjectile)
            {
                Vector2 projectilePosition;
                Vector2 projectileVelocity;

                projectilePosition = new Vector2(position.X + (SpriteWidth / 2), position.Y + (SpriteHeight / 2));
                //projectileVelocity = new Vector2(10.0f, 0.0f);   //original

                //These two lines do the same thing as the following, except with a lot of math instead of code.
                //projectileVelocity.X = ( 10*(currentMousePosition.X-position.X)/(Convert.ToInt32( Math.Sqrt( Math.Pow((currentMousePosition.X-position.X),2) + Math.Pow(((currentMousePosition.Y-position.Y)),2) ) ) ) ); //works
                //projectileVelocity.Y = ( 10*(currentMousePosition.Y-position.Y)/(Convert.ToInt32( Math.Sqrt( Math.Pow((currentMousePosition.X-position.X),2) + Math.Pow(((currentMousePosition.Y-position.Y)),2) ) ) ) ); //works

                //the good stuff:
                // projectileVelocity.X = (currentMousePosition.X-position.X);
                // projectileVelocity.Y = (currentMousePosition.Y-position.Y);

                projectileVelocity.X = ((currentMousePosition.X + fieldBounds.ScreenBoundaries.X) - position.X);
                projectileVelocity.Y = ((currentMousePosition.Y + fieldBounds.ScreenBoundaries.Y) - position.Y);

                projectileVelocity.Normalize();
                projectileVelocity *= 7;

                root.FireProjectile(projectilePosition, projectileVelocity, ProjectileType.Player);
                firingProjectile = true;
            }

            /*  How to fire consistently
             * bool eKeyPressed = currentKeyboardState.IsKeyDown(Keys.E);
             * if (eKeyPressed && !cooldownTimer.Active)
             * {
             *  Vector2 projectilePosition;
             *  Vector2 projectileVelocity;
             *
             *  projectilePosition = new Vector2(position.X + (SpriteWidth / 2), position.Y + (SpriteHeight / 2));
             *  projectileVelocity = new Vector2(10.0f, 0.0f);
             *  root.FireProjectile(projectilePosition, projectileVelocity, ProjectileType.Player);
             *  cooldownTimer.StartTimer();
             * }
             */

            // Shop Management:

            bool tKeyPressed = currentKeyboardState.IsKeyDown(Keys.T);

            if (tKeyPressed && (root.points >= 5))
            {
                position.X = currentMousePosition.X;
                position.Y = currentMousePosition.Y;
                //position.X = fieldBounds.OriginalScreenMiddle.X+200;
                //position.Y = fieldBounds.OriginalScreenMiddle.Y+200;
                root.points -= 5;
            }

            bool qKeyPressed = currentKeyboardState.IsKeyDown(Keys.Q);

            if (qKeyPressed && (root.points >= 10))
            {
                root.life++;
                root.points -= 10;
            }

            bool eKeyPressed = currentKeyboardState.IsKeyDown(Keys.E);

            if (eKeyPressed && (root.points >= 30))
            {
                //Nothing yet
            }
        }