コード例 #1
0
        /// DefaultSettings
        /// If the player starts a new game the variables will be set to the values specified in the function.
        public void DefaultSettings(Player mainPlayer, InformationDisplay mainID, AreaInterface areaInt)
        {
            int STARTX = 2;             // inital starting section of overworld is 2,4
            int STARTY = 4;

            int STARTDUNNUM = 1;             // set default dungeon number

            mainID.ShowFirstDay = true;      // show the first day information screen on loading of game file.
            // Set variables for player object
            mainPlayer.CurrentOWSec         = new Vector2(STARTX, STARTY);
            mainPlayer.EntityPos            = new Vector2(144, 432);  // 144,432
            mainPlayer.CurrentDungeonNumber = STARTDUNNUM;
            mainPlayer.CurrentBLNumber      = STARTDUNNUM;

            areaInt.GenerateStructure(STARTX, STARTY);
            areaInt.GenerateRectangleCollisions();
        }
コード例 #2
0
        /// Update
        public void update(GamePadState state, InformationDisplay mainID, LoadGame mainLG, Player mainPlayer, HUD mainHUD, AreaInterface areaInt)
        {
            mainLG.INIT(ref ActiveSaves, ref CompletedDungeons);             // initialise

            if (mainID.RegisterSelectPress == true)
            {
                if (DeleteMode == true)
                {
                    // DELETE MODE

                    // If conditions: so that program only registers one press of each specified button at a time.
                    if (state.Buttons.LeftStick == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.S) == true)
                    {
                        mainID.RegisterSelectPress = false;
                    }

                    if (mainID.RegisterBPress == true)                                                               // confirm the player wants to delete the save file
                    {
                        if (state.Buttons.A == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.B) == true) // player chooses not to delete
                        {
                            DeleteMode            = false;                                                           // exit delete mode
                            mainID.RegisterBPress = false;
                        }
                    }

                    // Player chooses to delete file
                    if (mainID.RegisterStartPress == true)                     // if start button can be pressed
                    {
                        if (state.Buttons.RightStick == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Enter) == true)
                        {
                            mainLG.DeleteGameFile(LoadOptionNumber);        // Delete file
                            DeleteMode = false;                             // exit delete mode
                            mainID.RegisterStartPress = false;
                        }
                    }
                }

                if (DeleteMode == false)                 // If not in delete mode
                {
                    // SWITCHING OPTIONS
                    if (state.Buttons.LeftStick == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.S) == true)
                    {
                        LoadOptionNumber += 1;

                        if (LoadOptionNumber >= 4)
                        {
                            LoadOptionNumber = 1;
                        }                                                                            // only allow upto 4 options

                        // Move the position of the arrow graphic in accordance to the option number
                        if (LoadOptionNumber == 1)
                        {
                            ArrowPos = new Vector2(40, 180);
                        }

                        if (LoadOptionNumber == 2)
                        {
                            ArrowPos = new Vector2(40, 340);
                        }

                        if (LoadOptionNumber == 3)
                        {
                            ArrowPos = new Vector2(40, 500);
                        }

                        mainID.RegisterSelectPress = false;
                    }

                    // CHECK TO SEE IF ENTERING DELETE MODE
                    if (mainID.RegisterBPress == true)
                    {
                        if (state.Buttons.A == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.B) == true)
                        {
                            if (ActiveSaves[LoadOptionNumber - 1] == true)         // -1 as option number minimum is 1 compared with Active saves which starts with 0.
                            {
                                DeleteMode = true;                                 // enter delete mode
                            }
                            mainID.RegisterBPress = false;
                        }
                    }

                    // LOAD GAME FILE AND SETUP, LoadOptionNumber 1 corresponds with file 0.
                    if (mainID.RegisterStartPress == true)
                    {
                        if (state.Buttons.RightStick == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Enter) == true)
                        {
                            if (ActiveSaves[LoadOptionNumber - 1] == true)                           // -1 as option number minimum is 1 compared with Active saves which starts with 0.
                            {
                                mainLG.LoadGameFile(mainID, mainPlayer, mainHUD, LoadOptionNumber);

                                areaInt.GenerateStructure((int)mainPlayer.CurrentOWSec.X, (int)mainPlayer.CurrentOWSec.Y);
                                areaInt.GenerateRectangleCollisions();
                                mainPlayer.PlayerGenCoordinate(areaInt);

                                RegularSettings(mainPlayer, mainID);
                            }
                            else
                            {
                                DefaultSettings(mainPlayer, mainID, areaInt);
                            }

                            mainID.ShowPlayer     = true;
                            mainID.SaveFileNumber = LoadOptionNumber;

                            mainID.ShowLoadScreen = false;

                            mainID.RegisterStartPress = false;
                        }
                    }
                }
            }
        }
コード例 #3
0
        /// Update Method:
        /// The main game logic is located in this method or the update methods in the classes called in this method.
        /// The majority of user input is registered i.e. button/key pressing is registered here.

        protected override void Update(GameTime gameTime)
        {
            state = GamePad.GetState(PlayerIndex.One);             // creates a state for gamepads


            // EXIT GAME VIA ESCAPE KEY
            if (state.Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();                 // the game closes
            }



            InterfaceUpdate();


            mainID.update(gameTime, mainPlayer, mainHUD, areaInt, mainLG, state);

            if (mainID.Init == true)
            {
                Initialize();                 // reinitialise game
            }


            // PAUSE SCREEN
            if (mainID.GameError == false && mainID.RegisterStartPress == true && mainID.ShowTitleScreen == false && mainID.GameOver == false && mainID.GameComplete == false)
            {
                bool ExitGame = false;

                mainPS.update(state, mainID, mainLG, mainPlayer, mainHUD, ref ExitGame);

                if (ExitGame == true)
                {
                    Exit();                     // close game
                }
            }
            //


            if (mainID.GameError == false && mainID.GamePaused == false && mainID.GameComplete == false)
            {
                if (mainID.GameOver == false)
                {
                    if (mainID.ShowLoadScreen == true)
                    {
                        mainLS.update(state, mainID, mainLG, mainPlayer, mainHUD, areaInt);
                    }


                    // IN GAME CLOCK SYSTEM - Prints an in game clock on the HUD.
                    if (mainID.ShowFirstDay == false && mainID.ShowTitleScreen == false && mainID.ShowFinalDay == false && mainID.ShowLoadScreen == false && mainID.GameOver == false)
                    {
                        mainHUD.update(gameTime, mainPlayer, mainID);
                    }



                    if ((areaInt.ChangeSec == true) && mainID.AllowSectionChangeReset == true)
                    {
                        // Generate structure for area i.e. read text file and load to array, then draw
                        if (mainPlayer.InOverworld == true)
                        {
                            mainOWM.GenerateStructure((int)mainPlayer.CurrentOWSec.X, (int)mainPlayer.CurrentOWSec.Y);
                            mainOWM.GenerateRectangleCollisions();
                        }

                        if (mainPlayer.InDungeon == true)
                        {
                            mainDM.GenerateStructure(mainPlayer.CurrentDungeonNumber, (int)mainPlayer.CurrentDUNSec.X, (int)mainPlayer.CurrentDUNSec.Y);
                            mainPlayer.CurrentBLNumber = mainPlayer.CurrentDungeonNumber;
                            mainDM.GenerateRectangleCollisions();
                        }

                        if (mainPlayer.InBossLevel == true)
                        {
                            mainBLM.SetBossLevelNumber(mainPlayer.CurrentBLNumber);
                            mainBLM.GenerateStructure();
                            mainDM.GenerateRectangleCollisions();
                        }

                        if (areaInt.EnemyList != null)
                        {
                            areaInt.EnemyList.Clear();                             // clear the area's enemy list
                        }

                        if (areaInt.ItemList != null)
                        {
                            areaInt.ItemList.Clear();                             // clear the area's item list
                            mainID.NewItemList = true;
                        }

                        mainID.AllowSectionChangeReset = false;
                    }


                    if (areaInt.ChangeSec == false)
                    {
                        mainID.AllowSectionChangeReset = true;
                    }                                                                                              // reset change section



                    areaInt.update();



                    // ENEMY, WEAPON AND ITEM UPDATE AND LIST GENERATION
                    if (areaInt.ChangeSec == false && mainID.GameOver == false)
                    {
                        Rectangle WeaponRectangle = new Rectangle(0, 0, 0, 0);                         // default rectangle

                        mainPlayer.PlayerWeapon.SetRectangle();
                        WeaponRectangle = mainPlayer.PlayerWeapon.GetWeaponRect();                         // sets the weapon rectangle to the dimentions and position of the sword.



                        FalseBool = false;                         // a bool that will be set to false everytime update is called.


                        if (mainPlayer.HasChangedArea == true)
                        {
                            mainID.NewEnemyList       = true;
                            mainID.EraseList          = true;
                            mainPlayer.HasChangedArea = false;
                        }


                        areaInt.GenerateEnemies(mainPlayer.Rect(), mainID);

                        areaInt.GenerateItems(mainPlayer, areaInt, mainID);

                        if (areaInt.EnemyList != null)                         // check to see if enemy list is empty
                        {
                            if (areaInt.EnemyList.Count > 0)
                            {
                                mainEM.Update(gameTime, areaInt, mainPlayer, mainID);                                 // Update the enemy manager
                            }
                        }
                    }
                }



                // PLAYER UPDATE AND MOVEMENT

                if (mainPlayer.AllowEntityMovement == true && areaInt.ChangeSec == false)
                {
                    bool trueBool = true;

                    mainPlayer.Update(gameTime, state, areaInt, mainID);

                    // If the player changes area type, then reaload the interface, content and enemies
                    if (mainPlayer.InOverworld == true && mainPlayer.HasChangedArea == true)
                    {
                        mainOWM.GenerateStructure((int)mainPlayer.CurrentOWSec.X, (int)mainPlayer.CurrentOWSec.Y);
                        mainOWM.GenerateEnemies(mainPlayer.Rect(), mainID);
                        areaInt.GenerateRectangleCollisions();
                    }

                    if (mainPlayer.InDungeon == true && mainPlayer.HasChangedArea == true)
                    {
                        InterfaceUpdate();
                        areaInt.GenerateStructure(mainPlayer.CurrentDungeonNumber, 2, 3);
                        areaInt.GenerateRectangleCollisions();
                        mainPlayer.CurrentBLNumber = mainPlayer.CurrentDungeonNumber;
                        areaInt.GenerateEnemies(mainPlayer.Rect(), mainID);
                    }

                    if (mainPlayer.InBossLevel == true && mainPlayer.HasChangedArea == true)
                    {
                        InterfaceUpdate();
                        areaInt.SetBossLevelNumber(mainPlayer.CurrentBLNumber);
                        areaInt.GenerateStructure();
                        areaInt.GenerateRectangleCollisions();
                        areaInt.GenerateEnemies(mainPlayer.Rect(), mainID);
                    }
                    // -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
                }


                // ITEM UPDATE
                if (areaInt.ChangeSec == false)
                {
                    mainIM.update(areaInt, mainPlayer);
                }
            }

            base.Update(gameTime);
        }