Esempio n. 1
0
        public override void Initialize()
        {
            // Set random X coordinate for the first Asteroid
            int x = random.Next(Asteroid.WIDTH,
                                Game.GraphicsDevice.Viewport.Width - Asteroid.WIDTH);
            // Y coordinate: over the top of the game screen
            int y = -Asteroid.HEIGHT;

            // Add the first Asteroid
            parent.AddComponent(new Asteroid(Game, new Vector2(x, y)));

            base.Initialize();
        }
Esempio n. 2
0
        /// <summary>
        /// Create a new bullet at regular time interval
        /// </summary>
        /// <param name="gameTime">Game Time</param>
        private void CreateNewBullet(GameTime gameTime)
        {
            createBulletTimer += gameTime.ElapsedGameTime.TotalSeconds;
            if (createBulletTimer > BULLET_DUARTION)
            {
                // Starting X position is a middle of a Alien Spacecraft
                float x = position.X + WIDTH / 2 - Bullet.WIDTH / 2;
                float y = position.Y + HEIGHT;

                parent.AddComponent(new Bullet(Game, new Vector2(x, y)));
                createBulletTimer = 0;
            }
        }
Esempio n. 3
0
        public override void Update(GameTime gameTime)
        {
            // Set current score text (string) to display it
            scoreText = $"Score : {GetScore()} points";

            // Set position for display score (top, center horizontally)
            scorePosition.X = Game.GraphicsDevice.Viewport.Width / 2 - scoreFont.MeasureString(scoreText).X / 2;
            scorePosition.Y = scoreFont.MeasureString(scoreText).Y;

            if (((GetScore() >= 100 && GetScore() < 150) ||
                 (GetScore() >= 1000 && GetScore() < 1050)
                 ) && !Game.Components.OfType <Bonus>().Any())
            {
                // Create a Bonus on the top
                Bonus bonus = new Bonus(Game, new Vector2(50, 10));

                parent.AddComponent(bonus);
            }
            base.Update(gameTime);
        }
Esempio n. 4
0
        /// <summary>
        /// Move Spacecraft by user key inputs (Up/Down/Left/Right keys)
        /// Fire missiles (Space key)
        /// </summary>
        /// <param name="gameTime"></param>
        private void UpdateUserInput(GameTime gameTime)
        {
            KeyboardState ks = Keyboard.GetState();

            if (ks.IsKeyDown(Keys.Right))
            {
                state       = PlayerState.Right;
                Position.X += SPEED;
            }
            else if (ks.IsKeyDown(Keys.Left))
            {
                state       = PlayerState.Left;
                Position.X -= SPEED;
            }
            else
            {
                state        = PlayerState.Idle;
                currentFrame = 0;
            }

            if (ks.IsKeyDown(Keys.Up))
            {
                state        = PlayerState.Idle;
                Position.Y  -= SPEED;
                currentFrame = 0;
            }
            else if (ks.IsKeyDown(Keys.Down))
            {
                state        = PlayerState.Idle;
                Position.Y  += SPEED;
                currentFrame = 0;
            }

            // Space Key: Shoot Missile
            if (ks.IsKeyDown(Keys.Space))
            {
                // Check Shooting Time Inverval
                shootingTimer += gameTime.ElapsedGameTime.TotalSeconds;
                if (shootingTimer >= MISSILE_INTERVAL)
                {
                    if (Missile.missileLevel == 1)
                    {
                        // Create a Missile on the top of the player
                        Missile missile = new Missile(Game, new Vector2(Position.X + WIDTH / 2, Position.Y));
                        shootingTimer = 0;
                        parent.AddComponent(missile);
                    }
                    else if (Missile.missileLevel == 2)
                    {
                        // Create a Missile on the top of the player
                        Missile missile1 = new Missile(Game, new Vector2(Position.X, Position.Y));
                        Missile missile2 = new Missile(Game, new Vector2(Position.X + WIDTH, Position.Y));
                        shootingTimer = 0;
                        parent.AddComponent(missile1);
                        parent.AddComponent(missile2);
                    }
                }
            }

            // Check Boundary, a player cannot go out of the screen
            int screenWidth  = Game.GraphicsDevice.Viewport.Width;
            int screenHeight = Game.GraphicsDevice.Viewport.Height;

            Position.X = MathHelper.Clamp(Position.X, 0, screenWidth - WIDTH);
            Position.Y = MathHelper.Clamp(Position.Y, 0, screenHeight - HEIGHT);
        }