Esempio n. 1
0
        /// <summary>
        /// Update the StoryBoard.
        /// </summary>
        /// <param name="dt">The delta time.</param>
        /// <param name="input">The input item if any.</param>
        public static bool Update(TimeSpan dt, GenericMessage message)
        {
            // The STORYBOARD should only response to Low Level Game Events like SceneSwitch
            if (message is Message_SceneSwitch)
            {
                if (null != CurrentScene.mp)
                {
                    CurrentScene.mp.Pause();
                    CurrentScene.mp.PlaybackSession.Position = TimeSpan.Zero;
                }

                Message_SceneSwitch mss = message as Message_SceneSwitch;

                // find the scene
                if (SceneDictionary.ContainsKey(mss.TargetScene))
                {
                    // push the scene on to the history
                    SceneHistory.Push(CurrentScene);

                    // switch and kill the message
                    CurrentScene = SceneDictionary[mss.TargetScene];
                    CurrentScene.Reset();

                    if (AudioManager.AudioDictionary.TryGetValue(mss.TargetScene, out CurrentScene.mp))
                    {
                        CurrentScene.mp.Play();
                    }
                }

                return(true);
            }
            else if (message is Message_GoBack)
            {
                // check to see if the history list is empty
                if (SceneHistory.Count == 0)
                {
                    //Do nothing
                }
                else
                {
                    // Pop the scene from the history list and set it as the current scene
                    CurrentScene = SceneHistory.Pop();
                    CurrentScene.Reset();
                }

                return(true);
            }

            return(false);
        }
Esempio n. 2
0
        /// <summary>
        /// Set up the initial state of the scene
        /// </summary>
        public override void SetupScene()
        {
            // design the scene manually
            GenericItem title = new GenericItem("Title");

            title.Location = new System.Numerics.Vector2(500, 100);
            title.SetBitmapFromImageDictionary("GameOver");
            this.AddObject(title);
            CenterObject(title, true, false);


            _start_button = new EvilutionButton("Main Menu", Colors.White, 350, 50);
            CenterObject(_start_button);
            this.AddObject(_start_button);

            if (StoryBoard.SceneHistory.Count > 0)
            {
                Score = StoryBoard.SceneHistory.Peek().Score;
            }

            _score_label          = new EvilutionLabel("SCORE: " + Score, Colors.White, (uint)(this._width * 0.90f), 100);
            _score_label.Y        = _start_button.Y - 200;
            _score_label.FontSize = 50;
            CenterObject(_score_label, true, false);
            this.AddObject(_score_label);



            // event callbacks
            _start_button.ButtonClick += _start_button_ButtonClick;

            void _start_button_ButtonClick(object sender, EvilutionButton_Event e)
            {
                // create the scene switch message to switch the current scene to the main game scene
                Message_SceneSwitch mss = new Message_SceneSwitch("Generic Title Scene");

                MessageManager.AddMessageItem(mss);
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Setup the initial state of the scene
        /// </summary>
        public override void SetupScene()
        {
            // design the scene manually
            //Title scene is the only sene that starts playing audio by default
            if (AudioManager.AudioDictionary.TryGetValue("Generic Title Scene", out mp))
            {
                mp.Play();
            }

            //Evilution Title
            GenericItem title = new GenericItem("Title");

            title.Location = new System.Numerics.Vector2(500, 200);
            title.SetBitmapFromImageDictionary("Title");
            this.AddObject(title);
            CenterObject(title, true, false);

            //Buttons
            _start_button     = new EvilutionButton("New Game", Colors.White, 350, 50);
            _top_score_button = new EvilutionButton("Top Scores", Colors.White, 350, 50);
            _credits_button   = new EvilutionButton("Credits", Colors.DarkGray, 350, 50);

            //Center Buttons
            CenterObject(_start_button);
            _top_score_button.Location = new Vector2(_start_button.Location.X, _start_button.Location.Y + _start_button.Size.Height + 10);
            _credits_button.Location   = new Vector2(_top_score_button.Location.X, _top_score_button.Location.Y + _top_score_button.Size.Height + 10);

            this.AddObject(_start_button);
            this.AddObject(_top_score_button);
            this.AddObject(_credits_button);


            // event callbacks
            _start_button.ButtonClick     += _start_button_ButtonClick;
            _top_score_button.ButtonClick += _top_score_button_ButtonClick;
            _credits_button.ButtonClick   += _credits_button_ButtonClick;

            void _credits_button_ButtonClick(object sender, EvilutionButton_Event e)
            {
                // create the scene switch message to switch the current scene to the credits scene
                Message_SceneSwitch mss = new Message_SceneSwitch("Credits Scene");

                MessageManager.AddMessageItem(mss);
            }

            void _top_score_button_ButtonClick(object sender, EvilutionButton_Event e)
            {
                // create the scene switch message to switch the current scene to the top score scene
                Message_SceneSwitch mss = new Message_SceneSwitch("Top Score Scene");

                MessageManager.AddMessageItem(mss);
            }

            void _start_button_ButtonClick(object sender, EvilutionButton_Event e)
            {
                // create the scene switch message to switch the current scene to the main game scene
                Message_SceneSwitch mss = new Message_SceneSwitch("Main Game Scene");

                MessageManager.AddMessageItem(mss);
            }
        }
Esempio n. 4
0
        /// <summary>
        /// Updates the scene based on incoming messages
        /// </summary>
        /// <param name="dt">Delta time since thew last update was called</param>
        /// <param name="message"> incoming message</param>
        public override void Update(TimeSpan dt, GenericMessage message)
        {
            foreach (GenericItem gi in objects)
            {
                //update each generic item
                gi.Update(dt, message);
            }
            foreach (Hero hero in heros)
            {
                //update each generic item
                hero.Update(dt, message);
            }
            foreach (Villain villain in villains)
            {
                //update each generic item
                villain.Update(dt, message);
            }

            if (message is Message_Attack)
            {
                Message_Attack mhe = (Message_Attack)message;

                switch (mhe.Type)
                {
                case (Message_Attack.AttackType.Hero_Arrow):
                {
                    //(Terry)TODO: add rotation to arrows, this might require using something other than CanvasBitmap images
                    Attack attack = new Attack(mhe.Name, mhe.DirectionX, mhe.DirectionY, mhe.Location, Attack.AttackType.Hero_Arrow, mhe.Range, mhe.Damage);
                    attack.SetBitmapFromImageDictionary("Arrow");
                    this.AddObject(attack);
                    break;
                }

                case (Message_Attack.AttackType.Minion_Arrow):
                {
                    Attack arrow = new Attack(mhe.Name, mhe.DirectionX, mhe.DirectionY, mhe.Location, Attack.AttackType.Boss_Arrow, mhe.Range, mhe.Damage);
                    arrow.SetBitmapFromImageDictionary("Arrow");
                    this.AddObject(arrow);
                    break;
                }
                }
            }

            //if two generic items on the canvas have collided find out what collided and apply aprpriate damage
            if (message is Message_Collision)
            {
                Message_Collision attackInfo = (Message_Collision)message;

                if (attackInfo.CollisionObject is Attack)
                {
                    Attack attack = (Attack)attackInfo.CollisionObject;

                    //if the boss is hit by an attack, increase score, reduce bosses health and remove the attack
                    if (attackInfo.Victim is Boss)
                    {
                        Boss boss = (Boss)attackInfo.Victim;
                        boss.CurrentHealth -= attack.Damage;
                        Score += attack.Damage;
                        _score_label.UpdateText("SCORE: " + Score);
                        objects.Remove(attackInfo.CollisionObject);

                        if (boss.CurrentHealth <= 0.0f)
                        {
                            boss.Level        += 1;
                            boss.MaxHealth    += 100;
                            boss.CurrentHealth = boss.MaxHealth;
                        }
                    }
                    // if the attack hit a minion, remove the attack and the minion
                    else if (attackInfo.Victim is Villain)
                    {
                        Villain villain = (Villain)attackInfo.Victim;
                        villains.Remove(villain);
                        objects.Remove(attackInfo.CollisionObject);
                    }
                    //if the attack hit the hero, reduce hero's health and check for game over
                    else if (attackInfo.Victim is Hero)
                    {
                        Hero hero = (Hero)attackInfo.Victim;
                        hero.CurrentHealth -= attack.Damage;
                        objects.Remove(attackInfo.CollisionObject);
                        if (hero.CurrentHealth <= 0)
                        {
                            heros.Remove(hero);
                            //add tombstone image where hero died?
                            // If all heroes (spelled correctly this time) have died it's game over
                            if (heros.Count <= 0)
                            {
                                game_over = true;
                            }
                        }
                    }
                }
            }
            // switch to game over scene
            if (game_over)
            {
                Message_SceneSwitch mss = new Message_SceneSwitch("Game Over Scene");
                MessageManager.AddMessageItem(mss);
            }

            if (message is Message_SpawnMinions)
            {
                Message_SpawnMinions spawn = (Message_SpawnMinions)message;
                Random r = new Random();
                for (int i = 0; i < spawn.NumberOfMinions; i++)
                {
                    Villain villain = new Villain("minion");
                    villain.Location = new System.Numerics.Vector2(r.Next(0, _width), r.Next(0, _height));
                    villain.SetBitmapFromImageDictionary("MinionLeft");
                    this.AddObject(villain);
                }
            }
        }