Esempio n. 1
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);

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

            // Render targets
            RenderTargetTop = new RenderTarget2D(
                GraphicsDevice,
                960,
                1080,
                false,
                GraphicsDevice.PresentationParameters.BackBufferFormat,
                DepthFormat.Depth24, 0, RenderTargetUsage.PreserveContents
                );
            RenderTargetBottom = new RenderTarget2D(
                GraphicsDevice,
                960,
                1080,
                false,
                GraphicsDevice.PresentationParameters.BackBufferFormat,
                DepthFormat.Depth24, 0, RenderTargetUsage.PreserveContents
                );
            RenderTargetFullscreen = new RenderTarget2D(
                GraphicsDevice,
                1920,
                1080,
                false,
                GraphicsDevice.PresentationParameters.BackBufferFormat,
                DepthFormat.Depth24, 0, RenderTargetUsage.PreserveContents
                );

            // Load lighting effect and set up material. Give material's color variables some values
            ShipMaterial = new LightningMaterial();
            ShipMaterial.AmbientColor = Color.Red.ToVector3() * .15f;
            ShipMaterial.LightColor   = Color.White.ToVector3() * .85f;
            SimpleEffect = Content.Load <Effect>("Effects/LightingEffect");

            // SkyBox
            skyBox = new SkyBox(Content, GraphicsDevice, Content.Load <TextureCube>("Models/clouds"));

            // Static class menus
            MainMenu.LoadContent(Content, GraphicsDevice);
            GameOver.LoadContent(Content, GraphicsDevice);
            Credits.LoadContent(Content, GraphicsDevice);
            Tutorial.LoadContent(Content, GraphicsDevice);

            // Load Ship models for both players
            CustomModel ship1 = new CustomModel(Content.Load <Model>("Models/Ship"), Vector3.Zero, Vector3.Zero, new Vector3(1f), Vector3.Zero, Vector3.Zero, GraphicsDevice);
            CustomModel ship2 = new CustomModel(Content.Load <Model>("Models/Ship"), Vector3.Zero, Vector3.Zero, new Vector3(1f), Vector3.Zero, Vector3.Zero, GraphicsDevice);
            // Load cockpit models for both players
            CustomModel cockpit1 = new CustomModel(Content.Load <Model>("Models/Cockpit"), Vector3.Zero, Vector3.Zero, new Vector3(1f), Vector3.Zero, Vector3.Zero, GraphicsDevice);
            CustomModel cockpit2 = new CustomModel(Content.Load <Model>("Models/Cockpit"), Vector3.Zero, Vector3.Zero, new Vector3(1f), Vector3.Zero, Vector3.Zero, GraphicsDevice);

            // Set models' effect
            ship1.SetModelEffect(SimpleEffect, true);
            ship2.SetModelEffect(SimpleEffect, true);

            // Set models' material
            ship1.Material = ShipMaterial;
            ship2.Material = ShipMaterial;

            // BulletManagers
            player1bulletManager = new BulletManager(Content.Load <Model>("Models/bullet"), 3000);
            player2bulletManager = new BulletManager(Content.Load <Model>("Models/bullet"), 3000);
            // Create player ships and assign controllers
            player1Ship = new PlayerShip(ship1, cockpit1, player1bulletManager, Content.Load <Texture2D>("Textures/crosshair"), Content.Load <Texture2D>("Textures/marker"), Content.Load <Texture2D>("Textures/centerMarker1"), Content.Load <Texture2D>("Textures/centerMarker1"), new Vector3(0, 0, -150), new Vector3(0, 0, 0), PlayerIndex.One);
            player2Ship = new PlayerShip(ship2, cockpit2, player2bulletManager, Content.Load <Texture2D>("Textures/crosshair"), Content.Load <Texture2D>("Textures/marker"), Content.Load <Texture2D>("Textures/centerMarker1"), Content.Load <Texture2D>("Textures/centerMarker1"), new Vector3(0, 30, 150), new Vector3(0, MathHelper.Pi, 0), PlayerIndex.Two);
            // Player's cameras
            cameraPlayer1 = new CockpitCamera(new Vector3(0, 3.1f, -10), new Vector3(0, 3, 0), Vector3.Zero, GraphicsDevice, 8 / 9f);
            cameraPlayer2 = new CockpitCamera(new Vector3(0, 3, -10), new Vector3(0, 3, 0), Vector3.Zero, GraphicsDevice, 8 / 9f);

            // Load asteroid field
            asteroidField = new AsteroidField(Content.Load <Model>("Models/asteroid"), 10);

            // CollisionsManager
            collisionsManager = new CollisionsManager(player1Ship, player2Ship, asteroidField);

            // Load font used for HUD
            HudFont = Content.Load <SpriteFont>("Fonts/digitaldream");

            // Get mouseState to prevent potential error with variable beeing null
            lastMouseState = Mouse.GetState();

            // Load sounds
            SoundManager.LoadContent(Content);

            // Update input manager once before game start to prevent possible gamepad state == null error
            InputManager.Update();
        }
Esempio n. 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)
        {
            // Exit game when pressing Escape
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }
            // Toggle fullscreen when pressing F
            if (Keyboard.GetState().IsKeyDown(Keys.F))
            {
                graphics.IsFullScreen = !graphics.IsFullScreen;
                graphics.ApplyChanges();
            }
            // Update input manager for menus
            InputManager.Update();

            // Gamestate specific code
            switch (gameState)
            {
            case GameState.MainMenu:
                MainMenu.Update();
                break;

            case GameState.PrePlaying:
                // Reset everything
                player1Ship.Reset();
                player2Ship.Reset();
                player1bulletManager.Reset();
                player2bulletManager.Reset();

                // Move to playing
                gameState = GameState.Playing;
                break;

            case GameState.Playing:
                // Update cameras
                updateCameraPlayer1(gameTime);
                updateCameraPlayer2(gameTime);

                // Update player ships
                player1Ship.Update(gameTime);
                player2Ship.Update(gameTime);

                // Update models
                asteroidField.Update(gameTime);

                // Check collisions
                collisionsManager.Update();


                // Check if a player has won and if so move to game over screen
                if (player1Ship.Kills >= WinLimit || player2Ship.Kills >= WinLimit)
                {
                    gameState = GameState.GameOver;
                }
                // Return to main menu when either controller presses start
                if (InputManager.IsTapped(Buttons.Start, PlayerIndex.One) || InputManager.IsTapped(Buttons.Start, PlayerIndex.Two))
                {
                    gameState = GameState.MainMenu;
                }

                break;

            case GameState.GameOver:
                GameOver.Update();
                break;

            case GameState.Credits:
                Credits.Update();
                break;

            case GameState.Tutorial:
                Tutorial.Update();
                break;

            case GameState.Exit:
                this.Exit();
                break;
            }

            // Window title
            Window.Title = "CQC";

            base.Update(gameTime);
        }