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);

            target = new RenderTarget2D(GraphicsDevice, screenX, screenY); //resolution 3200 by 1800
            Bullet.LoadContent(Content);                                   //loads bullet image so that each bullet can use the same static image- saves memory

            //Enemies and Enemy bullets
            T1Bullet.LoadContent(Content);
            T2Bullet.LoadContent(Content);
            BBullet.LoadContent(Content);
            Type1.LoadContent(Content);
            Type2.LoadContent(Content);


            Health.LoadContent(Content);
            Shield.LoadContent(Content);

            // TODO: use this.Content to load your game content here
            //normal background image
            background = Content.Load <Texture2D>("Background");
            //status bars
            healthBar  = Content.Load <Texture2D>("healthBar");
            shieldBar  = Content.Load <Texture2D>("shieldBar");
            chargeBar  = Content.Load <Texture2D>("chargeBar");
            reloadBar  = Content.Load <Texture2D>("reloadBar");
            reloadBarF = Content.Load <Texture2D>("reloadBarF");
            BBar       = Content.Load <Texture2D>("BBar");
            //howto images
            howK = Content.Load <Texture2D>("howtoK");
            howC = Content.Load <Texture2D>("howtoC");


            //lose image
            end = Content.Load <Texture2D>("gg");
            //win image
            win = Content.Load <Texture2D>("win");
            p1.LoadContent(Content);
            t.LoadContent(Content);

            //loading text
            write  = Content.Load <SpriteFont>("write");
            big    = Content.Load <SpriteFont>("bigWrite");
            myFont = Content.Load <SpriteFont>("myFont");

            //spawns an enemy at each gate
            Type1 t1; Type1 t2; Type1 t3; Type1 t4;

            t1 = new Type1((screenX / 2) - 150, 0);             //top gate
            t2 = new Type1(0, 600);                             //left gate
            t3 = new Type1(screenX - 335, 600);                 //right gate
            t4 = new Type1((screenX / 2) - 150, screenY - 460); //bottom gate
            enemies1.Add(t1); enemies1.Add(t2); enemies1.Add(t3); enemies1.Add(t4);

            Sound.LoadContent(Content);
        }
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)
        {
            if (GamePad.GetState(PlayerIndex.One).IsConnected)//if you're using an xbox controller instead of keyboard
            {
                controller = true;
            }
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Q))
            {
                this.Exit();
            }

            //check level for indicator
            if (gameMode == modeType.OneLevel)
            {
                gameLevel = 1;
            }
            else if (gameMode == modeType.TwoLevel)
            {
                gameLevel = 2;
            }
            else if (gameMode == modeType.OneBoss)
            {
                gameLevel = 3;
            }

            if (gameMode != modeType.Pause)
            {
                if (gameMode == modeType.OneBoss || gameMode == modeType.TwoBoss || gameMode == modeType.OneLevel || gameMode == modeType.TwoLevel) //if in game
                {
                    if (Keyboard.GetState().IsKeyDown(Keys.P) || GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.LeftStick))                 //Pauses game
                    {
                        prevMode = gameMode;
                        gameMode = modeType.Pause;
                    }
                }
                //move to wave 2
                if (gameMode == modeType.OneLevel && enemies1.Count <= 0)  //if you kill all wave 1 enemies
                {
                    //creates a new shield, adds it to list of items
                    Shield iS;
                    iS = new Shield(new Vector2((screenX / 2), (screenY / 2)));
                    Items.Add(iS);

                    gameMode = modeType.TwoLevel;  //move to wave 2

                    //spawn wave 2 enemies

                    //enemy class 1:
                    Type1 t1; Type1 t2; Type1 t3; Type1 t4;
                    t1 = new Type1((screenX / 2) - 150, 0);             //top gate
                    t2 = new Type1(0, 600);                             //left gate
                    t3 = new Type1(screenX - 335, 600);                 //right gate
                    t4 = new Type1((screenX / 2) - 150, screenY - 460); //bottom gate
                    enemies1.Add(t1); enemies1.Add(t2); enemies1.Add(t3); enemies1.Add(t4);

                    //enemy class 2:
                    Type2 t5; Type2 t6; Type2 t7; Type2 t8;
                    t5 = new Type2(screenX - 335, 50);            //top right
                    t6 = new Type2(50, 50);                       //top left
                    t7 = new Type2(screenX - 335, screenY - 470); //bottom right
                    t8 = new Type2(50, screenY - 470);            //bottom left
                    enemies2.Add(t5); enemies2.Add(t6); enemies2.Add(t7); enemies2.Add(t8);
                }

                //Part 1 Boss fight
                if (gameMode == modeType.TwoLevel && enemies1.Count == 0 && enemies2.Count == 0)    //if you kill all wave 2 enemies
                {
                    b = new Boss(new Vector2((screenX / 2) - 200, (screenY / 2) - 200));
                    b.LoadContent(Content);
                    b.hp = 10;

                    //creates a new shield, adds it to list of items
                    Shield iS;
                    iS = new Shield(new Vector2((screenX / 2), 2 * (screenY / 3) + 50));
                    Items.Add(iS);

                    gameMode = modeType.OneBoss; //sets game mode to boss level
                }

                //part 2 boss fight
                if (gameMode == modeType.OneBoss && b.hp < 5)
                {
                    b.stage = 2; //moves boss to new abilities

                    //add in enemy class 2 fighters
                    Type2 t5; Type2 t6; Type2 t7; Type2 t8;
                    t5 = new Type2(screenX - 335, 50);            //top right
                    t6 = new Type2(50, 50);                       //top left
                    t7 = new Type2(screenX - 335, screenY - 470); //bottom right
                    t8 = new Type2(50, screenY - 470);            //bottom left
                    enemies2.Add(t5); enemies2.Add(t6); enemies2.Add(t7); enemies2.Add(t8);

                    b.hp = 10;

                    gameMode = modeType.TwoBoss;
                }

                if (gameMode == modeType.TwoBoss && b.hp <= 0) //if you kill the boss
                {
                    gameMode = modeType.Win;                   //move to win screen
                }


                //reset game
                if (gameMode == modeType.Win || gameMode == modeType.Loss)
                {
                    //resets game back to wave 1
                    enemies1.Clear();    //respawn all wave 1 enemies
                    enemies2.Clear();
                    Items.Clear();
                    Type1 t1; Type1 t2; Type1 t3; Type1 t4;
                    t1 = new Type1(900, 0);                         //top gate
                    t2 = new Type1(0, 600);                         //left gate
                    t3 = new Type1(1900, 600);                      //right gate
                    t4 = new Type1(900, 1000);                      //bottom gate
                    enemies1.Add(t1); enemies1.Add(t2); enemies1.Add(t3); enemies1.Add(t4);
                    p1 = new Player(new Vector2(screenX, screenY)); //override old player
                    p1.LoadContent(Content);
                    //clear the bullet classes too
                    bullets.Clear(); ebullets.Clear();

                    //to restart at level 1
                    if (Keyboard.GetState().IsKeyDown(Keys.V) || GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.A))
                    {
                        gameMode = modeType.OneLevel;       //if v is pressed when the game is over, restart at level 1
                        MediaPlayer.Play(Sound.background); //background music
                    }
                    //to go back to menu
                    if (Keyboard.GetState().IsKeyDown(Keys.M) || GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.Y))
                    {
                        gameMode = modeType.Menu; //if M is pressed, go back to main menu
                    }
                }
                //start the game
                if (gameMode == modeType.Menu)
                {
                    if (Keyboard.GetState().IsKeyDown(Keys.E) || GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.X)) //starts the game
                    {
                        gameMode = modeType.OneLevel;
                        MediaPlayer.Play(Sound.background); //background music
                    }

                    if (Keyboard.GetState().IsKeyDown(Keys.H) || GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.Y))//go to help screen
                    {
                        gameMode = modeType.Help;
                    }
                }

                if (gameMode == modeType.Help)                                                                                       //if in help screen
                {
                    if (Keyboard.GetState().IsKeyDown(Keys.M) || GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.RightStick)) //if these buttons are pressed return to menu screen
                    {
                        gameMode = modeType.Menu;
                    }
                }

                if (gameMode == modeType.OneLevel || gameMode == modeType.TwoLevel || gameMode == modeType.OneBoss || gameMode == modeType.TwoBoss) //if in game, not end game or menu screen
                {
                    rTime = rTime.Add(gameTime.ElapsedGameTime);

                    p1.Move(new Vector2(screenX, screenY));
                    t.Move(new Vector2(screenX, screenY));

                    //player death
                    if (p1.hp <= 0)
                    {
                        gameMode = modeType.Loss;  //goto lose game screen
                    }


                    //moves enemy1
                    foreach (Type1 l in enemies1)
                    {
                        l.Move(p1.position, p1.oldPosition); //passing player position and previous player position
                        l.MovebBox();                        //moves the bounding box. For now, i think it has to be in a separate function because i dont want to override move
                    }

                    //moves enemy2
                    foreach (Type2 f in enemies2)
                    {
                        f.Move(p1.position, p1.oldPosition); //passing player position and previous player position
                        f.MovebBox();                        //moves the bounding box. For now, i think it has to be in a separate function because i dont want to override move
                    }


                    //for bullets:

                    //moves bullets
                    foreach (Bullet l in bullets)
                    {
                        l.Move();
                    }
                    //moves enemy bullets
                    foreach (Ebullet j in ebullets)
                    {
                        j.Move();
                    }

                    //player shooting bullets
                    KeyboardState NewKeyState = Keyboard.GetState();
                    GamePadState  NewPadState = GamePad.GetState(PlayerIndex.One);
                    //if space was up in the previous frame and is down now, then shoot
                    if (NewKeyState.IsKeyDown(Keys.Space) && OldKeyState.IsKeyUp(Keys.Space) || NewPadState.IsButtonDown(Buttons.RightShoulder) && OldPadState.IsButtonUp(Buttons.RightShoulder))
                    {
                        if (p1.cp >= 1) //if the player has enough charge points
                        {
                            //Creates bullet and adds it to the list of bullets
                            Bullet b1;
                            b1 = new Bullet(p1.position, t.position); //spawns bullets at player position with goal at target position
                            bullets.Add(b1);                          //adds this bullet to the arraylist

                            p1.cp = p1.cp - 1;                        //lowers players gun charge

                            Sound.pShoot.Play();
                        }
                        else//if there is no gun charge
                        {
                            Sound.noCharge.Play();
                        }
                    }
                    //reloads charge
                    if (rTime >= TimeSpan.FromSeconds(5))
                    {
                        //Stops rTime from going over 5 so the bar looks better
                        if (rTime.Seconds > 5)
                        {
                            rTime = TimeSpan.FromSeconds(5);
                        }
                        //reloading charge
                        if (NewKeyState.IsKeyDown(Keys.R) && OldKeyState.IsKeyUp(Keys.R) || NewPadState.IsButtonDown(Buttons.LeftShoulder) && OldPadState.IsButtonDown(Buttons.LeftShoulder))
                        {
                            if (p1.cp < 8)
                            {
                                p1.cp = p1.cp + 10;
                                Sound.Charge.Play();
                            }
                            rTime = TimeSpan.Zero;
                        }
                    }
                    OldKeyState = NewKeyState;  //updates oldkeystate to newkeystate
                    OldPadState = NewPadState;


                    //for enemy1 shooting bullets
                    Random r = new Random();    //random integer for bullets
                    if (enemies1.Count > 0)
                    {                           //makes sure there is something in the list first
                        if (r.Next(0, 200) < 2) //shoots bullets at random intervals
                        {
                            T1Bullet s;
                            int      i = r.Next(0, enemies1.Count());            //pick a random enemy to shoot
                            s = new T1Bullet(enemies1[i].position, p1.position); //creates new bullet, passes the chosen enemy's position and player position
                            ebullets.Add(s);
                            Sound.t1Shoot.Play();
                        }
                    }

                    //for enemy2 shooting bullets
                    if (enemies2.Count > 0)     //makes sure there is something in the list first
                    {
                        if (r.Next(0, 200) < 2) //shoots bullets at random intervals
                        {
                            T2Bullet s;
                            int      i = r.Next(0, enemies2.Count());            //pick a random enemy to shoot
                            s = new T2Bullet(enemies2[i].position, p1.position); //creates new bullet, passes the chosen enemy's position and player position
                            ebullets.Add(s);
                            Sound.t2Shoot.Play();
                        }
                    }


                    //COLLISION STUFF
                    //Enemy Bullet collision with player
                    for (int i = ebullets.Count() - 1; i >= 0; i--)
                    {
                        if (p1.BoundingBox.Intersects(ebullets[i].BoundingSphere))
                        {
                            if (p1.sp > 0)
                            {
                                p1.sp = p1.sp - 1;  //lowers player shield if they have
                            }
                            else //if the player doesn't have a shield
                            {
                                ebullets[i].Action(p1);
                            }

                            ebullets.RemoveAt(i);   //removes bullet
                            Sound.pHit.Play();
                        }
                    }

                    //Allied bullet with enemy player1
                    for (int j = enemies1.Count - 1; j >= 0; j--)
                    {
                        for (int i = bullets.Count - 1; i >= 0; i--)
                        {
                            if (j <= enemies1.Count - 1)
                            {
                                if (enemies1[j].BoundingBox.Intersects(bullets[i].BoundingSphere))
                                {
                                    //chance for enemies to drop health on death
                                    Random l = new Random();
                                    if (l.Next(0, 5) == 0)
                                    {
                                        Health iH;
                                        iH = new Health(new Vector2(enemies1[j].position.X + 50, enemies1[j].position.Y + 50));  //if the random number is 0, leave a health pack at the enemy's positon
                                        Items.Add(iH);
                                    }
                                    bullets.RemoveAt(i);  //removes bullet
                                    enemies1.RemoveAt(j); //kills (removes) enemy
                                    Sound.ehit.Play();    //death sound
                                }
                            }
                        }
                    }

                    //Allied bullet with enemy player2
                    for (int j = enemies2.Count - 1; j >= 0; j--)
                    {
                        for (int i = bullets.Count - 1; i >= 0; i--)
                        {
                            if (j <= enemies2.Count - 1)
                            {
                                if (enemies2[j].BoundingBox.Intersects(bullets[i].BoundingSphere))
                                {
                                    bullets.RemoveAt(i);  //removes bullet
                                    enemies2.RemoveAt(j); //kills (removes) enemy
                                    Sound.ehit.Play();    //death sound
                                }
                            }
                        }
                    }
                    //item collisions
                    for (int i = Items.Count - 1; i >= 0; i--)
                    {
                        if (p1.BoundingBox.Intersects(Items[i].BoundingBox))
                        {
                            Items[i].Action(p1);
                            Items.RemoveAt(i);
                        }
                    }



                    // removes bullets if they go offscreen
                    for (int i = bullets.Count - 1; i >= 0; i--)
                    {
                        //collision detection
                        if (bullets[i].position.X >= screenX || bullets[i].position.X <= 0 || bullets[i].position.Y >= screenY || bullets[i].position.X <= 0)
                        {
                            bullets.RemoveAt(i);
                        }
                    }

                    //removes enemy bullets if they go offscreen
                    for (int i = ebullets.Count - 1; i >= 0; i--)
                    {
                        //collision detection
                        if (ebullets[i].position.X >= screenX || ebullets[i].position.X <= 0 || ebullets[i].position.Y >= screenY || ebullets[i].position.X <= 0)
                        {
                            ebullets.RemoveAt(i);
                        }
                    }
                }

                //if in boss battle
                if (gameMode == modeType.OneBoss || gameMode == modeType.TwoBoss)
                {
                    //boss shooting
                    Random rr = new Random();
                    //shoots more often during stage 2
                    if (b.stage == 1)
                    {
                        k = 100;
                    }
                    if (b.stage == 2)
                    {
                        k = 50;
                    }
                    if (rr.Next(0, k) < 2)
                    {
                        //Creates bullet and adds it to the list of bullets
                        Ebullet c;
                        c = new BBullet(b.position, p1.position); //spawns bullets at player position with goal at target position
                        ebullets.Add(c);                          //adds this bullet to the arraylist
                    }

                    //player bullets with boss
                    for (int i = bullets.Count - 1; i >= 0; i--)
                    {
                        if (bullets[i].BoundingSphere.Intersects(b.BoundingBox))
                        {
                            b.hp = b.hp - 1;   //lower boss hp
                            bullets.RemoveAt(i);
                            Sound.ehit.Play(); //death sound
                        }
                    }

                    // player  with boss
                    if (p1.BoundingBox.Intersects(b.BoundingBox))
                    {
                        p1.hp = p1.hp - p1.hp; //you die if you touch the boss
                    }
                }
            }
            else  //if in pause
            {
                if (Keyboard.GetState().IsKeyDown(Keys.T) || GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.RightStick))
                {
                    gameMode = prevMode;
                }
            }
            base.Update(gameTime);
        }