Esempio n. 1
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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            playerSprite.Update();
            fire.Update();
            var state           = Keyboard.GetState();
            int speed           = 200;
            var viewMatrix      = camera.GetViewMatrix();
            int speedForSprites = (int)(speed * viewMatrix.Scale.X);

            if (state.IsKeyDown(Keys.A))
            {
                position.X -= speed * gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
            }
            if (state.IsKeyDown(Keys.D))
            {
                position.X += speed * gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
            }
            if (state.IsKeyDown(Keys.S))
            {
                position.Y += speed * gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
            }
            if (state.IsKeyDown(Keys.W))
            {
                position.Y -= speed * gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
            }

            fire.MoveUpdate(gameTime, speedForSprites);
            fire1.MoveUpdate(gameTime, speedForSprites);
            fire2.MoveUpdate(gameTime, speedForSprites);
            fire3.MoveUpdate(gameTime, speedForSprites);
            stone.MoveUpdate(gameTime, speedForSprites);

            camera.LookAt(position);
            mapRenderer.Update(map, gameTime);
            base.Update(gameTime);
        }
Esempio n. 2
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>

        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            var viewMatrix = camera.GetViewMatrix();

            camera.Position = camPos;
            camera.Rotation = rotation;
            camera.Zoom     = zoom;

            if (CurrentGameState == GameState.MainMenu)
            {
                spriteBatch.Begin();
                spriteBatch.Draw(background, mainframe, Color.White);
                //spriteBatch.DrawString(font, "press enter to start ", new Vector2(0, 0), Color.Black, 0, new Vector2(0, 0),2 , 0, 0);
                spriteBatch.DrawString(font, "press enter to start", new Vector2((GraphicsDevice.Viewport.Width / 2) - 150, 375), Color.Black);
                spriteBatch.End();
            }

            else if (CurrentGameState == GameState.PlayingLvl1)
            {
                #region GameLvl1;
                spriteBatch.Begin();
                spriteBatch.Draw(background, mainframe, Color.White);

                spriteBatch.DrawString(font, "Score: " + _hero.Score, new Vector2(750, 0), Color.Black);
                spriteBatch.DrawString(font, "Hero Life: x" + _hero.HeroLife, new Vector2(0, 0), Color.Black);
                spriteBatch.End();


                spriteBatch.Begin(transformMatrix: viewMatrix);
                exit_Lvl1.Draw(spriteBatch);
                _hero.Draw(spriteBatch);
                fire.Draw(spriteBatch);
                foreach (coin coin in coins)
                {
                    coin.Draw(spriteBatch);
                }

                foreach (Enemy enemy in _Enemys)
                {
                    if (enemy.isAlive)
                    {
                        enemy.Draw(spriteBatch);
                    }
                }

                foreach (BulletRight Bullet in bulletsright)
                {
                    Bullet.Draw(spriteBatch);
                }
                foreach (BulletLeft Bullet in bulletsleft)
                {
                    Bullet.Draw(spriteBatch);
                }
                map.Draw(spriteBatch);
                foreach (MovingTiles tile in movingTiles)
                {
                    tile.Draw(spriteBatch);
                }

                spriteBatch.End();
                #endregion
            }

            else if (CurrentGameState == GameState.PlayingSecretLvl)
            {
                spriteBatch.Begin();
                spriteBatch.Draw(background, mainframe, Color.White);
                spriteBatch.DrawString(font, "Score: " + _hero.Score, new Vector2(750, 0), Color.Black);
                spriteBatch.DrawString(font, "Hero Life: x" + _hero.HeroLife, new Vector2(0, 0), Color.Black);

                spriteBatch.End();

                spriteBatch.Begin();
                exit_SecretLvl.Draw(spriteBatch);
                _hero.Draw(spriteBatch);
                SecretLvl.Draw(spriteBatch);
                foreach (coin coin in coins_SecretLvl)
                {
                    coin.Draw(spriteBatch);
                }

                spriteBatch.End();
            }

            else if (CurrentGameState == GameState.PlayingLvl2)
            {
                spriteBatch.Begin();
                spriteBatch.Draw(background, mainframe, Color.White);
                spriteBatch.DrawString(font, "Score: " + _hero.Score, new Vector2(750, 0), Color.Black);
                spriteBatch.DrawString(font, "Hero Life: x" + _hero.HeroLife, new Vector2(0, 0), Color.Black);
                spriteBatch.End();

                spriteBatch.Begin(transformMatrix: viewMatrix);
                _hero.Draw(spriteBatch);

                foreach (MovingTiles tile in movingTiles_Lvl2)
                {
                    tile.Draw(spriteBatch);
                }

                foreach (Enemy enemy in _EnemysLvl2)
                {
                    if (enemy.isAlive)
                    {
                        enemy.Draw(spriteBatch);
                    }
                }

                foreach (BulletRight Bullet in bulletsright)
                {
                    Bullet.Draw(spriteBatch);
                }
                foreach (BulletLeft Bullet in bulletsleft)
                {
                    Bullet.Draw(spriteBatch);
                }
                foreach (BulletEnemy Bullet in bulletEnemy)
                {
                    Bullet.Draw(spriteBatch);
                }
                foreach (coin coin in coins_Lvl2)
                {
                    coin.Draw(spriteBatch);
                }
                if (damageEndBoss < 20)
                {
                    endBoss.Draw(spriteBatch);
                }
                else
                {
                    exit_Lvl2.Draw(spriteBatch);
                }



                foreach (Kanon kanon in Kannonen)
                {
                    kanon.Draw(spriteBatch);
                }

                map_Lvl2.Draw(spriteBatch);
                spriteBatch.End();
            }

            else if (CurrentGameState == GameState.Dead)
            {
                spriteBatch.Begin();
                spriteBatch.Draw(background, mainframe, Color.White);
                spriteBatch.DrawString(font, "Game Over!", new Vector2(650, 200), Color.Black);
                spriteBatch.DrawString(font, "Your score: " + _hero.Score, new Vector2(650, 400), Color.Black);
                spriteBatch.End();
            }

            else if (CurrentGameState == GameState.End)
            {
                spriteBatch.Begin();
                spriteBatch.Draw(background, mainframe, Color.White);
                spriteBatch.DrawString(font, "Yes! You did it!", new Vector2(650, 200), Color.Black);
                spriteBatch.DrawString(font, "Your score: " + _hero.Score, new Vector2(650, 400), Color.Black);
                spriteBatch.End();
            }

            base.Draw(gameTime);
        }