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
            gameContent  = new GameContent(Content);
            screenWidth  = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            screenHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
            if (screenWidth >= 1080)
            {
                screenWidth = 1080;
            }
            if (screenHeight >= 720)
            {
                screenHeight = 720;
            }

            graphics.PreferredBackBufferWidth  = screenWidth;
            graphics.PreferredBackBufferHeight = screenHeight;
            graphics.ApplyChanges();
            charX     = 300;
            charY     = 300;
            character = new Character(gameContent, spriteBatch, charX, charY, screenWidth, screenHeight);
            floor     = new Floor(gameContent, spriteBatch, screenWidth, screenHeight);
            //create all the buttons needed for the game and place them
            startButtonPosition   = new Vector2((screenWidth / 2 - 40), (screenHeight / 10) * 5);
            exitButtonPosition    = new Vector2((screenWidth / 2 - 40), (screenHeight / 10) * 6);
            startButton           = new Button(this, spriteBatch, gameContent, "Start", screenHeight / 10, screenWidth / 5, startButtonPosition);
            ContinueButton        = new Button(this, spriteBatch, gameContent, "Continue", screenHeight / 10, screenWidth / 5, startButtonPosition);
            ControlsButton        = new Button(this, spriteBatch, gameContent, "Controls", screenHeight / 10, screenWidth / 5, exitButtonPosition);
            exitButtonPosition.Y += 100;
            exitButton            = new Button(this, spriteBatch, gameContent, "Exit", screenHeight / 10, screenWidth / 5, exitButtonPosition);
            exitButtonPosition.Y -= 50;
            ReturnButton          = new Button(this, spriteBatch, gameContent, "Return", screenHeight / 10, screenWidth / 5, exitButtonPosition);
            //create the bool for if the game has started and is not paused
            isPlaying = false;
            //load in all the levels
            level     = new Level(gameContent, spriteBatch, screenWidth, screenHeight, floor, 1);
            level2    = new Level(gameContent, spriteBatch, screenWidth, screenHeight, level, 2);
            level3    = new Level(gameContent, spriteBatch, screenWidth, screenHeight, level2, 3);
            level4    = new Level(gameContent, spriteBatch, screenWidth, screenHeight, level3, 4);
            level5    = new Level(gameContent, spriteBatch, screenWidth, screenHeight, level4, 5);
            levels    = new Level[5];
            levels[0] = level;
            levels[1] = level2;
            levels[2] = level3;
            levels[3] = level4;
            levels[4] = level5;
            //create the level counter
            levCounter = new LevelCounter(gameContent, spriteBatch);
            //create the mouse object so player can see a mouse in the menus
            mouse = new DrawMouse(spriteBatch, gameContent);
            //create a controls list so the control menu can be seen
            controlsList = new ControlsList(this, spriteBatch, gameContent);
        }
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).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            KeyboardState currentKeyboardState = Keyboard.GetState();

            LevelCounter.updateCount();
            if (isPlaying)//Check to see if game should be running or not
            {
                //check to see if player pauses the game
                if (currentKeyboardState.IsKeyDown(Keys.Enter) && prevKeyboardState.IsKeyUp(Keys.Enter))
                {
                    isPlaying = false;
                }
                if (character.Y > screenHeight)//check to see if character fell off the botton of the screen
                {
                    died = true;
                }
                if (character.landOnSpike)//check to see if character landed on a spike
                {
                    died = true;
                }
                if (character.WinLevel)//check to see if character has completed the current level
                {
                    levels[Level.curLevel].visible = false;
                    if (Level.curLevel < 4)
                    {
                        levels[Level.curLevel + 1].visible = true;
                    }
                    //Exit();
                }
                if (died)//check to see if character has died in some way
                {
                    PlaySound(GameContent.DeathSound);
                    isPlaying = false;
                }
                if (character.WinCounter >= 5)//check to see if character has completed all levels and won the game
                {
                    PlaySound(GameContent.WinSound);
                    isPlaying = false;
                    Win       = true;
                }

                //check to see if character should move
                if (currentKeyboardState.IsKeyDown(Keys.D) || currentKeyboardState.IsKeyDown(Keys.A))
                {
                    if (currentKeyboardState.IsKeyDown(Keys.D))
                    {
                        character.MovingRight();
                    }
                    else if (currentKeyboardState.IsKeyDown(Keys.A))
                    {
                        character.MovingLeft();
                    }
                }
                //check to see if character should jump
                if (currentKeyboardState.IsKeyDown(Keys.Space) && prevKeyboardState.IsKeyDown(Keys.Space))
                {
                    character.Jump();
                }
                //check to see if character is not moving
                if (!(currentKeyboardState.IsKeyDown(Keys.D) || currentKeyboardState.IsKeyDown(Keys.A)))
                {
                    character.ResetVectorX();
                }
                //move the character
                character.Move(floor, levels);
                //check to see if character is not on top of an object
                if (!character.stable)
                {
                    character.ResetVectorY();
                }

                //the logic to cause the screen to passively scroll
                if (character.X > screenWidth / 2)
                {
                    foreach (Land l in floor.floor)
                    {
                        l.X    = l.X - 3;
                        l.rect = new Rectangle((int)l.X, (int)l.Y, (int)l.Width, (int)l.Height);
                    }
                    foreach (Level l in levels)
                    {
                        foreach (Tile t in l.level)
                        {
                            t.X    = t.X - 3;
                            t.rect = new Rectangle((int)t.X, (int)t.Y, (int)t.Width, (int)t.Height);
                        }
                    }
                    character.X -= 3;
                }
                else
                {
                    foreach (Land l in floor.floor)
                    {
                        l.X    = l.X - 1;
                        l.rect = new Rectangle((int)l.X, (int)l.Y, (int)l.Width, (int)l.Height);
                    }
                    foreach (Level l in levels)
                    {
                        foreach (Tile t in l.level)
                        {
                            t.X    = t.X - 1;
                            t.rect = new Rectangle((int)t.X, (int)t.Y, (int)t.Width, (int)t.Height);
                        }
                    }
                }
                //the logic to cause the floor to move to its next position when character starts the next level
                if (character.resetFloor)
                {
                    foreach (Land l in floor.floor)
                    {
                        l.X    = levels[Level.curLevel].level[levels[Level.curLevel].platformNumber - 1].X;
                        l.rect = new Rectangle((int)l.X, (int)l.Y, (int)l.Width, (int)l.Height);
                    }
                }
                //scroll the character with the landscape
                character.X -= 1;
            }
            else
            {
                //check to see if player clicked start
                if (startButton.Update(gameTime) && !isStarted)
                {
                    isPlaying = true;
                    isStarted = true;
                }
                //check to see if character clicked continue when paused
                else if (ContinueButton.Update(gameTime) && !died)
                {
                    isPlaying = true;
                }
                //check to see if player clicked controls
                else if (ControlsButton.Update(gameTime))
                {
                    ControlScreen = true;
                }
                //check to see if player wants to return to menu from looking at controls
                else if (ReturnButton.Update(gameTime))
                {
                    ControlScreen = false;
                }
                //check to see if character hit exit
                else if (exitButton.Update(gameTime))
                {
                    died = false;
                    Exit();
                }
            }
            //save the current keyboard state for next update call
            prevKeyboardState = currentKeyboardState;
            base.Update(gameTime);
        }