//Resets the game in order to make a fresh, new game public static void NewGame() { //Disposes of menu music, and plays game music bgmplay.Dispose(); Bgm bgm2 = new Bgm("/Application/Sounds/RomanticFall.mp3"); bgmplay2 = bgm2.CreatePlayer(); bgmplay2.Loop = true; bgmplay2.Play(); background = new Background(graphics, backTex); backplanets = new BackgroundPlanets(graphics); enemyTimeCounter = 0; weapons = new List <Weapon> (); enemies = new List <Enemy> (); pickups = new List <Pickup> (); ebullets = new List <EnemyBullet> (); p = new Player(graphics, 100, 100, pTex); counter = -1; currentWeapon = GameWeapons.Missles; enemyCounter = enemies.Count; timeDelta = 0; hasLaser = false; hasMissle = true; hasSpread = false; p1 = new Pickup(graphics, powTex, gen.Next(100, 700), gen.Next(100, 500)); pickups.Add(p1); p2 = new Pickup(graphics, powTex, gen.Next(100, 700), gen.Next(100, 500)); pickups.Add(p2); spreadNext = false; laserNext = false; playerScore = 0; enterName = ""; newHighScore = false; }
public static void UpdatePlaying() { var gamePadData = GamePad.GetData(0); if (p.IsAlive == true) { if ((gamePadData.ButtonsDown & GamePadButtons.R) != 0) { HandleShooting(); } //Switches Weapons if ((gamePadData.ButtonsDown & GamePadButtons.L) != 0) { currentWeapon++; if (currentWeapon > GameWeapons.Spread) { currentWeapon = GameWeapons.Missles; } } } if ((gamePadData.ButtonsDown & GamePadButtons.Start) != 0) { currentState = GameState.Paused; } backplanets.Update(); background.Update(); HandleWeapons(); HandleEnemies(); HandleEnemyBullets(); ShipPickupCollision(); CheckForCollisions(); foreach (EnemyBullet eb in ebullets) { eb.Update(); } if (ShipEnemyCollision() == true) { p.IsAlive = false; } if (ShipEnemyCollision() == true || ShipEnenmyBulletCollision() == true) { currentState = GameState.Dead; } //If you press Z or Select the game will close if ((gamePadData.ButtonsDown & GamePadButtons.Select) != 0) { running = false; } p.Update(gamePadData); }
public void SetToss(bool isPlayerToss, GameWeapons weapon, Vector3 velocity) { gameObject.SetActive(true); boxCollider.enabled = isPlayerToss ? true : false; isBeingTossed = isPlayerToss ? true : false; IsPlayerToss = isPlayerToss; WeaponType = weapon; SetSprite(GameManager.Instance.GetspriteForWeapon(weapon)); rigidBody2D.velocity = velocity; }
//Depending on the selected weapon, and the weapons in the player's inventory, the corresponding weapon will be fired. public static void HandleShooting() { switch (currentWeapon) { case (GameWeapons.Missles): { if (hasMissle == true) { missleSP.Volume = .35f; missleSP.Play(); Missle m = new Missle(graphics, mTex, (p.Position + weaponOffset), p.Rotation); weapons.Add(m); break; } currentWeapon = GameWeapons.Lasers; HandleShooting(); break; } case (GameWeapons.Lasers): { if (hasLaser == true) { laserSP.Volume = .25f; laserSP.Play(); Laser l = new Laser(graphics, lTex, (p.Position + weaponOffset), p.Rotation); weapons.Add(l); break; } currentWeapon = GameWeapons.Spread; HandleShooting(); break; } case (GameWeapons.Spread): { if (hasSpread == true) { laserSP.Volume = .25f; laserSP.Play(); SpreadGun sp = new SpreadGun(graphics, sTex, (p.Position + weaponOffset), counter, p.Rotation); weapons.Add(sp); counter++; if (counter > 1) { counter = -1; } break; } currentWeapon = GameWeapons.Missles; HandleShooting(); break; } } }