Esempio n. 1
0
        public void Update(Player player, Dictionary<string,CaseFile> levelCases)
        {
            casesListTest.Clear();
            caseDistance.Clear();

            foreach(KeyValuePair<string,CaseFile> i in levelCases)
            {
                double x;
                double y;
                double distance;

                x = Math.Abs(i.Value.rectangle.X - player.playerRectangle.X);
                y = Math.Abs(i.Value.rectangle.Y - player.playerRectangle.Y);
                distance = Math.Sqrt(Math.Pow(x, 2) + Math.Pow(y, 2));
                caseDistance.Add(distance);
                casesList.Add(i.Value);
            }

            if (caseDistance[0] < caseDistance[1] && caseDistance[0] < caseDistance[2])
            {
                playRelativeSound(player, 0);
            }

            else if (caseDistance[1] < caseDistance[0] && caseDistance[1] < caseDistance[2])
            {
                playRelativeSound(player, 1);
            }

               else if (caseDistance[2] < caseDistance[1] && caseDistance[2] < caseDistance[0])
            {
                playRelativeSound(player, 2);
            }
        }
Esempio n. 2
0
        public void Update3(Player player, Rectangle _1,Rectangle _2, Rectangle _3)
        {
            casesListTest.Clear();
            caseDistance.Clear();
            casesListTest.Add(_1);
            casesListTest.Add(_2);
            casesListTest.Add(_3);

            foreach (Rectangle i in casesListTest)
            {
                double x;
                double y;
                double distance;

                x = Math.Abs(i.X - player.playerRectangle.X);
                y = Math.Abs(i.Y - player.playerRectangle.Y);
                distance = Math.Sqrt(Math.Pow(x, 2) + Math.Pow(y, 2));
                caseDistance.Add(distance);

            }

            if (caseDistance[0] < caseDistance[1] && caseDistance[0] < caseDistance[2])
            {
                playRelativeSound(player, 0);
            }

            else if (caseDistance[1] < caseDistance[0] && caseDistance[1] < caseDistance[2])
            {
                playRelativeSound(player, 1);
            }

            else if (caseDistance[2] < caseDistance[1] && caseDistance[2] < caseDistance[0])
            {
                playRelativeSound(player, 2);
            }
        }
Esempio n. 3
0
        public void UpdateTest(Player player, Rectangle inRectangle)
        {
            double x;
            double y;
            double distance;

            x = Math.Abs(inRectangle.X - player.playerRectangle.X);
            y = Math.Abs(inRectangle.Y - player.playerRectangle.Y);
             distance = Math.Sqrt(Math.Pow(x,2) + Math.Pow(y,2));
             double panNum = inRectangle.X - player.playerRectangle.X;
             pan = MathHelper.Clamp((float)(panNum/100), -1, 1);
             volume = MathHelper.Clamp((float)(100 / distance), 0, 1);
             heartBeatInst.Pan = (float)pan;
             heartBeatInst.Volume = (float)volume;

             if (heartBeatInst.State != SoundState.Playing)
             {
                 heartBeatInst.Play();
             }
        }
Esempio n. 4
0
        private void playRelativeSound(Player player, int i)
        {
            double panNum = casesListTest[i].X - player.playerRectangle.X;
            pan = MathHelper.Clamp((float)(panNum / 100), -1, 1);
            volume = MathHelper.Clamp((float)(100 / caseDistance[i]), 0, 1);

            heartBeatInst.Pan = (float)pan;
            heartBeatInst.Volume = (float)volume;

            if (heartBeatInst.State != SoundState.Playing)
            {
                heartBeatInst.Play();
            }
        }
Esempio n. 5
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            ScreenSize = new Vector2(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            screenWidth = GraphicsDevice.Viewport.Width;
            screenHeight = GraphicsDevice.Viewport.Height;

            BulletDir = Vector2.Zero;
            noOfClues = 5;

            // List of cases
            #region caseList
            Sprite CaseItem = new Sprite(Content.Load<Texture2D>("case"), new Rectangle(0, 0, Content.Load<Texture2D>("case").Width, Content.Load<Texture2D>("case").Height), 0.0f, SpriteEffects.None, Color.White);
            for (int i = 0; i < noOfClues; i++)
            {
                caseList.Add("Case" + i.ToString(), new CaseFile(Content.Load<Texture2D>("popUp"), new Rectangle(10, 10, 150, 200), new Rectangle(0, 0, 3200, 2400), 0.0f, SpriteEffects.None, Color.White, CaseItem.Copy(), "lol", "hehe", Vector2.Zero));
            }
            #endregion

            #region MenuSetup
            mainMenu = new Menu(new Rectangle(0, -5, screenWidth*8/10, screenHeight / 8), Content.Load<Texture2D>("MainMenuTitle"));
            mainMenu.Add(new Rectangle(0, 0, screenWidth / 10, screenHeight / 10), Content.Load<Texture2D>("MainMenuPlay"));
            mainMenu.Add(new Rectangle(0, 0, screenWidth / 5, screenHeight / 9), Content.Load<Texture2D>("MainMenuSettings"));
            mainMenu.Add(new Rectangle(0, 0, screenWidth / 12, screenHeight / 9), Content.Load<Texture2D>("MainMenuExit"));

            Alignment align = Alignment.Left;
            mainMenu.Setup(align, screenHeight, screenWidth);

            mainMenu.backgroundRectangle = new Rectangle(0, 0, screenWidth, screenHeight);
            mainMenu.backgroundTexture = Content.Load<Texture2D>("MainMenuBackground");
            #endregion

            // Creates the user
            player = new Player(
                Content.Load<Texture2D>("Tron_Charcter2"), 8, 3);

            player.Load();

            // Creates the enemy
            enemy = new Enemy(
                Content.Load<Texture2D>("Tron_Charcter2"), 8, 3);

            enemy.Load();
            CaseFont = Content.Load<SpriteFont>("cFont");

            splashScreen = new Sprite(Content.Load<Texture2D>("betaJester1"), new Rectangle(0, 0, screenWidth, screenHeight), 0.0f, SpriteEffects.None, Color.White);
            //ixjingle = Content.Load<SoundEffect>("ixjingle");
            //heartBeatIntro = Content.Load<SoundEffect>("GGJ13_Theme");
            background = new Background(Content.Load<Texture2D>("gamebackground"), Content.Load<Texture2D>("gamebackgroundback"), Content.Load<Texture2D>("gamebackgroundmiddle"), Content.Load<Texture2D>("gamebackgroundfront"), 200 * 32, screenWidth, screenHeight);
            playerData = PlayerData.Load();

            //heartBeatTracker = new HeartBeatTracker(Content.Load<SoundEffect>("heartBeat"));
            ParticleEffects = new ParticleSystem(Vector2.Zero);
            ParticleEffects.AddEmitter(new Vector2(0.001f, 0.6f),
                                            new Vector2(0, 1), new Vector2(0.0f * MathHelper.Pi, 0.0f * -MathHelper.Pi),
                                            new Vector2(1f, 1f),
                                            new Vector2(60, 70), new Vector2(15, 15f),
                                            Color.White, Color.White, Color.White, Color.White,
                                            new Vector2(0, 700), new Vector2(0, 120), 500, new Vector2(100, 100), Content.Load<Texture2D>("raindrop"), 0, (int)ScreenSize.X);
            if (playerData == null)
            {
                playerData = new PlayerData(100, 0.0f, 0, 0);
            }
            enemyGun = new Gun(new Vector2(enemy.enemyRectangle.X + enemy.enemyRectangle.Width, enemy.enemyRectangle.Y), Content.Load<Texture2D>("bullet"), new Rectangle(0, 0, Content.Load<Texture2D>("bullet").Width, Content.Load<Texture2D>("bullet").Height), 5, 0.0f, SpriteEffects.None, Color.White, 1, null, null, false);
            playerGun = new Gun(new Vector2(player.playerRectangle.X + player.playerRectangle.Width, player.playerRectangle.Y), Content.Load<Texture2D>("bullet"), new Rectangle(0, 0, Content.Load<Texture2D>("bullet").Width, Content.Load<Texture2D>("bullet").Height), 5, 0.0f, SpriteEffects.None, Color.White, 1, null, null, false);

            spriteBatch = new SpriteBatch(GraphicsDevice);
            Tile.TileSetTexture = Content.Load<Texture2D>("TileSet");
            background = new Background(Content.Load<Texture2D>("gameBackground"), Content.Load<Texture2D>("gameBackgroundBack"),
                Content.Load<Texture2D>("gameBackgroundMiddle"), Content.Load<Texture2D>("gameBackgroundFront"),
                (200 * 32), GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
        }