コード例 #1
0
ファイル: Game1.cs プロジェクト: Pandamonium-san/asteroids
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            
            audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs");
            waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");
           
            bgm = Content.Load<Song>("irisu_05");
            gameOver_sfx = Content.Load<Song>("irisu_gos1");

            bg1_texture = Content.Load<Texture2D>("bg1");
            bg2_texture = Content.Load<Texture2D>("bg2");
            bg3_texture = Content.Load<Texture2D>("bg3");

            asteroid_texture = Content.Load<Texture2D>("asteroid");
            player_texture = Content.Load<Texture2D>("Ship");
            bullet_texture = Content.Load<Texture2D>("Bullet");
            gameOver_texture = Content.Load<Texture2D>("GameOver1");
            explosion_texture = Content.Load<Texture2D>("explosion");
            player_explode = Content.Load<Texture2D>("player_explosion");
            powerup_texture = Content.Load<Texture2D>("powerups");
            font1 = Content.Load<SpriteFont>("font1");

            player = new Player(player_texture, playerStartPos, Vector2.Zero, playerAcc);
            powerup = new Powerup(powerup_texture, Vector2.Zero, Vector2.Zero, new Rectangle(0,0,0,0), 0);

            bg1 = new bg(bg1_texture, new Rectangle(0, 0, bg1_texture.Width, bg1_texture.Height), new Rectangle(0, -bg1_texture.Height, bg1_texture.Width, bg1_texture.Height), 1f, 2);
            bg2 = new bg(bg2_texture, new Rectangle(0, 0, bg2_texture.Width, bg2_texture.Height), new Rectangle(0, -bg2_texture.Height, bg2_texture.Width, bg2_texture.Height), 0.3f, 3);
            bg3 = new bg(bg3_texture, new Rectangle(0, 0, bg3_texture.Width, bg3_texture.Height), new Rectangle(0, -bg3_texture.Height, bg3_texture.Width, bg3_texture.Height), 0.5f, 4);

            asteroids = new List<Asteroid>();
            bullets = new List<Bullet>();
            rand = new Random();

            MediaPlayer.IsRepeating = true;
            MediaPlayer.Volume = 0.1f;
            MediaPlayer.Play(bgm);
        }
コード例 #2
0
ファイル: Game1.cs プロジェクト: Pandamonium-san/asteroids
        protected override void Update(GameTime gameTime)
        {
            KeyMouseReader.Update();

            if (!gameOverSound && gameOver)
            {
                MediaPlayer.Stop();
                MediaPlayer.IsRepeating = false;
                MediaPlayer.Play(gameOver_sfx);
                gameOverSound = true;
            }
            if (gameOver)
            {
                playerinfo = "Press enter to restart";
                showPlayerInfo = true;
                if (Keyboard.GetState().IsKeyDown(Keys.Enter))
                    Initialize();
            }


            if (KeyMouseReader.KeyPressed(Keys.P))
            {
                paused = !paused;
            }


            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            if (showPlayerInfo)
                playerinfoTime += (float)gameTime.ElapsedGameTime.TotalSeconds;
            if (playerinfoTime > 9)
            {
                showPlayerInfo = false;
                playerinfoTime = 0;
            }

            audioEngine.Update();

            if (gameOver || paused) return;

                this.Window.Title = "AsteroidKiller       Score: " + playerScore.ToString();
                player.Update();
                bg1.Update();
                bg2.Update();
                bg3.Update();

                //Difficulty
                diffLevel = playerTime1 / 15 + playerScore/10000;
                maxAsteroids = 10 + diffLevel * 3;
                rMinSpeed = 1 + diffLevel / 8;
                rMaxSpeed = 4 + diffLevel / 4;
                if (SpawnRate > 1)
                    SpawnRate = 200 - diffLevel * 7;
                if (SpawnRate < 1)
                    SpawnRate = 1;
               
                //Bullet logic
                foreach (Bullet bullet in bullets)
                {
                    bullet.Update();

                    foreach (Asteroid asteroid in asteroids)
                    {
                        asteroid.Collision(bullet.hitbox);
                        if(!piercingBullets)                       
                        bullet.Collision(asteroid.hitbox);
                    }

                }

                if (KeyMouseReader.LeftClickPressed() && nextShot >= 60 && !player.dead)
                {
                    ShootBullet();
                    nextShot = 0;
                }
                if (nextShot < 60)
                {
                    nextShot += shotRate;
                }

                for (int i = bullets.Count - 1; i >= 0; i--)
                {
                    if (bullets[i].bulletHitAsteroid)
                        playerScore += 100;
                    if (bullets[i].removeBullet)
                        bullets.RemoveAt(i);
                }


                //Asteroid Logic
                foreach (Asteroid asteroid in asteroids)
                {
                    asteroid.Update();
                    player.Collision(asteroid.hitbox);
                }

                foreach (Asteroid asteroid in asteroids)
                {
                    foreach (Asteroid asteroid2 in asteroids)
                    {
                        if (asteroid2 != asteroid && asteroid.scale > 0.7 && asteroid2.scale > 0.7)     //Collision with other asteroids
                        {
                            asteroid.Collision(asteroid2.hitbox);
                            asteroid2.Collision(asteroid.hitbox);
                        }
                    }
                    if (asteroid.destroyAsteroid)
                    {
                        asteroid.texture = explosion_texture;
                    }
                }
                foreach (Asteroid asteroid in asteroids)
                {
                    if (asteroid.spawnDaughters)        //Logic for spawning "daughter" asteroids
                    {
                        rHitbox = new Rectangle((int)asteroid.pos.X, (int)asteroid.pos.Y, asteroid_texture.Width, asteroid_texture.Height);
                        Vector2 daughterSpeed, daughterSpeed2;
                        daughterSpeed = new Vector2(asteroid.speed.X, rand.Next(-2,2));
                        daughterSpeed2 = new Vector2(rand.Next(-2,2), asteroid.speed.Y);
                        asteroids.Add(new Asteroid(asteroid_texture, asteroid.pos, daughterSpeed, rHitbox, asteroid.scale / 2));
                        asteroids.Add(new Asteroid(asteroid_texture, asteroid.pos, daughterSpeed2, rHitbox, asteroid.scale / 2));
                        asteroid.spawnDaughters = false;
                        break;
                    }

                }

                nextSpawn += rand.Next(1, 5);
                if (nextSpawn >= SpawnRate && asteroids.Count < maxAsteroids)
                {
                    SpawnRandom();                                  //Randomize position/speed of asteroid
                    rScale = (11 - rand.Next(1, 4)) * 0.12f;        //Randomize size of asteroid
                    rHitbox = new Rectangle((int)rPos.X, (int)rPos.Y, asteroid_texture.Width, asteroid_texture.Height);
                    asteroids.Add(new Asteroid(asteroid_texture, rPos, rSpeed, rHitbox, rScale));
                    nextSpawn = 0;
                }

                for (int i = asteroids.Count - 1; i >= 0; i--)      //Goes through list in reverse order to avoid rearrangement in list
                {
                    if (asteroids[i].destroyAsteroid && asteroids[i].animationTime > 10)
                    {
                        if (asteroidSounds < 3)           //Prevents sound overlap from more than 3 explosions on the same frame
                        {
                            soundBank.PlayCue("boom6");
                            ++asteroidSounds;
                        }
                        asteroids.RemoveAt(i);
                    }
                }
                asteroidSounds = 0; 


                //Player Logic
                if (player.dead)
                {
                    player.texture = player_explode;
                    if (player.animationTime == 1)
                        soundBank.PlayCue("boom1");
                    if (player.animationTime >= 100)    //Checks to see whether animation has ended
                    {
                        player.pos = playerStartPos;
                        player.speed = Vector2.Zero;
                        player.texture = player_texture;
                        playerLives -= 1;
                        player.invulnerable = true;
                        player.dead = false;
                        
                    }
                    if (player.animationTime >= 100)
                        player.animationTime = 0;
                }


                if (playerLives <= 0)
                    gameOver = true;

                if (player.invulnerable)
                    playerInvulnerableCount += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (playerInvulnerableCount >= playerInvulnerableTime)
                {
                    player.invulnerable = false;
                    playerInvulnerableCount = 0;
                }
                playerTime += (float)gameTime.ElapsedGameTime.TotalSeconds;
                playerTime1 = (int)playerTime;

                //Powerup logic
                powerup.Update();
                if (!powerupExists)
                    powerupCounter += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (powerupCounter >= nextPowerup)
                {
                    SpawnRandom();
                    rHitbox = new Rectangle((int)rPos.X, (int)rPos.Y, powerup_texture.Width, powerup_texture.Height);
                    powerup = new Powerup(powerup_texture, rPos, rSpeed*0.5f, rHitbox, rand.Next(1, 6));
                    powerupExists = true;
                    nextPowerup = rand.Next(10,20);
                    powerupCounter = 0;
                }
                powerup.Collision(player.hitbox);
                if (powerup.playerGotPowerup)
                {
                    
                    switch (powerup.id)
                    {
                        case 1:
                            playerLives += 1;
                            DisplayPlayerInfo("                  Life up!");
                            soundBank.PlayCue("se_bonus");
                            break;
                        case 2:
                            shotRate = 14;
                            powerupTime = 0;
                            powerupActive = true;
                            DisplayPlayerInfo("            Fire rate doubled!");
                            soundBank.PlayCue("se_ch02");
                            break;
                        case 3:
                            foreach (Asteroid asteroid in asteroids)
                                asteroid.destroyAsteroid = true;
                            DisplayPlayerInfo("                KABOOM");
                            soundBank.PlayCue("se_slash");
                            break;
                        case 4:
                            player.invulnerable = true;
                            playerInvulnerableCount = -7;
                            DisplayPlayerInfo("           Invulnerability!");
                            soundBank.PlayCue("se_chargeup");
                            break;
                        case 5:
                            piercingBullets = true;
                            shotRate = 5;
                            powerupTime = 0;
                            powerupActive = true;
                            DisplayPlayerInfo("         Asteroids are made of cheese!");
                            soundBank.PlayCue("se_charge00");
                            break;
                    }
                    powerup = new Powerup(powerup_texture, Vector2.Zero, Vector2.Zero, new Rectangle(-10, -10, 0, 0), 0);
                    powerupExists = false;
                }
                if (powerupActive)
                    powerupTime += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (powerupTime >= 10)
                {
                    shotRate = 7;
                    piercingBullets = false;
                    powerupActive = false;
                    powerupTime = 0;
                }

            base.Update(gameTime);

        }
コード例 #3
0
        protected override void Update(GameTime gameTime)
        {
            KeyMouseReader.Update();

            if (!gameOverSound && gameOver)
            {
                MediaPlayer.Stop();
                MediaPlayer.IsRepeating = false;
                MediaPlayer.Play(gameOver_sfx);
                gameOverSound = true;
            }
            if (gameOver)
            {
                playerinfo     = "Press enter to restart";
                showPlayerInfo = true;
                if (Keyboard.GetState().IsKeyDown(Keys.Enter))
                {
                    Initialize();
                }
            }


            if (KeyMouseReader.KeyPressed(Keys.P))
            {
                paused = !paused;
            }


            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            if (showPlayerInfo)
            {
                playerinfoTime += (float)gameTime.ElapsedGameTime.TotalSeconds;
            }
            if (playerinfoTime > 9)
            {
                showPlayerInfo = false;
                playerinfoTime = 0;
            }

            audioEngine.Update();

            if (gameOver || paused)
            {
                return;
            }

            this.Window.Title = "AsteroidKiller       Score: " + playerScore.ToString();
            player.Update();
            bg1.Update();
            bg2.Update();
            bg3.Update();

            //Difficulty
            diffLevel    = playerTime1 / 15 + playerScore / 10000;
            maxAsteroids = 10 + diffLevel * 3;
            rMinSpeed    = 1 + diffLevel / 8;
            rMaxSpeed    = 4 + diffLevel / 4;
            if (SpawnRate > 1)
            {
                SpawnRate = 200 - diffLevel * 7;
            }
            if (SpawnRate < 1)
            {
                SpawnRate = 1;
            }

            //Bullet logic
            foreach (Bullet bullet in bullets)
            {
                bullet.Update();

                foreach (Asteroid asteroid in asteroids)
                {
                    asteroid.Collision(bullet.hitbox);
                    if (!piercingBullets)
                    {
                        bullet.Collision(asteroid.hitbox);
                    }
                }
            }

            if (KeyMouseReader.LeftClickPressed() && nextShot >= 60 && !player.dead)
            {
                ShootBullet();
                nextShot = 0;
            }
            if (nextShot < 60)
            {
                nextShot += shotRate;
            }

            for (int i = bullets.Count - 1; i >= 0; i--)
            {
                if (bullets[i].bulletHitAsteroid)
                {
                    playerScore += 100;
                }
                if (bullets[i].removeBullet)
                {
                    bullets.RemoveAt(i);
                }
            }


            //Asteroid Logic
            foreach (Asteroid asteroid in asteroids)
            {
                asteroid.Update();
                player.Collision(asteroid.hitbox);
            }

            foreach (Asteroid asteroid in asteroids)
            {
                foreach (Asteroid asteroid2 in asteroids)
                {
                    if (asteroid2 != asteroid && asteroid.scale > 0.7 && asteroid2.scale > 0.7)         //Collision with other asteroids
                    {
                        asteroid.Collision(asteroid2.hitbox);
                        asteroid2.Collision(asteroid.hitbox);
                    }
                }
                if (asteroid.destroyAsteroid)
                {
                    asteroid.texture = explosion_texture;
                }
            }
            foreach (Asteroid asteroid in asteroids)
            {
                if (asteroid.spawnDaughters)            //Logic for spawning "daughter" asteroids
                {
                    rHitbox = new Rectangle((int)asteroid.pos.X, (int)asteroid.pos.Y, asteroid_texture.Width, asteroid_texture.Height);
                    Vector2 daughterSpeed, daughterSpeed2;
                    daughterSpeed  = new Vector2(asteroid.speed.X, rand.Next(-2, 2));
                    daughterSpeed2 = new Vector2(rand.Next(-2, 2), asteroid.speed.Y);
                    asteroids.Add(new Asteroid(asteroid_texture, asteroid.pos, daughterSpeed, rHitbox, asteroid.scale / 2));
                    asteroids.Add(new Asteroid(asteroid_texture, asteroid.pos, daughterSpeed2, rHitbox, asteroid.scale / 2));
                    asteroid.spawnDaughters = false;
                    break;
                }
            }

            nextSpawn += rand.Next(1, 5);
            if (nextSpawn >= SpawnRate && asteroids.Count < maxAsteroids)
            {
                SpawnRandom();                                      //Randomize position/speed of asteroid
                rScale  = (11 - rand.Next(1, 4)) * 0.12f;           //Randomize size of asteroid
                rHitbox = new Rectangle((int)rPos.X, (int)rPos.Y, asteroid_texture.Width, asteroid_texture.Height);
                asteroids.Add(new Asteroid(asteroid_texture, rPos, rSpeed, rHitbox, rScale));
                nextSpawn = 0;
            }

            for (int i = asteroids.Count - 1; i >= 0; i--)          //Goes through list in reverse order to avoid rearrangement in list
            {
                if (asteroids[i].destroyAsteroid && asteroids[i].animationTime > 10)
                {
                    if (asteroidSounds < 3)               //Prevents sound overlap from more than 3 explosions on the same frame
                    {
                        soundBank.PlayCue("boom6");
                        ++asteroidSounds;
                    }
                    asteroids.RemoveAt(i);
                }
            }
            asteroidSounds = 0;


            //Player Logic
            if (player.dead)
            {
                player.texture = player_explode;
                if (player.animationTime == 1)
                {
                    soundBank.PlayCue("boom1");
                }
                if (player.animationTime >= 100)        //Checks to see whether animation has ended
                {
                    player.pos          = playerStartPos;
                    player.speed        = Vector2.Zero;
                    player.texture      = player_texture;
                    playerLives        -= 1;
                    player.invulnerable = true;
                    player.dead         = false;
                }
                if (player.animationTime >= 100)
                {
                    player.animationTime = 0;
                }
            }


            if (playerLives <= 0)
            {
                gameOver = true;
            }

            if (player.invulnerable)
            {
                playerInvulnerableCount += (float)gameTime.ElapsedGameTime.TotalSeconds;
            }
            if (playerInvulnerableCount >= playerInvulnerableTime)
            {
                player.invulnerable     = false;
                playerInvulnerableCount = 0;
            }
            playerTime += (float)gameTime.ElapsedGameTime.TotalSeconds;
            playerTime1 = (int)playerTime;

            //Powerup logic
            powerup.Update();
            if (!powerupExists)
            {
                powerupCounter += (float)gameTime.ElapsedGameTime.TotalSeconds;
            }
            if (powerupCounter >= nextPowerup)
            {
                SpawnRandom();
                rHitbox        = new Rectangle((int)rPos.X, (int)rPos.Y, powerup_texture.Width, powerup_texture.Height);
                powerup        = new Powerup(powerup_texture, rPos, rSpeed * 0.5f, rHitbox, rand.Next(1, 6));
                powerupExists  = true;
                nextPowerup    = rand.Next(10, 20);
                powerupCounter = 0;
            }
            powerup.Collision(player.hitbox);
            if (powerup.playerGotPowerup)
            {
                switch (powerup.id)
                {
                case 1:
                    playerLives += 1;
                    DisplayPlayerInfo("                  Life up!");
                    soundBank.PlayCue("se_bonus");
                    break;

                case 2:
                    shotRate      = 14;
                    powerupTime   = 0;
                    powerupActive = true;
                    DisplayPlayerInfo("            Fire rate doubled!");
                    soundBank.PlayCue("se_ch02");
                    break;

                case 3:
                    foreach (Asteroid asteroid in asteroids)
                    {
                        asteroid.destroyAsteroid = true;
                    }
                    DisplayPlayerInfo("                KABOOM");
                    soundBank.PlayCue("se_slash");
                    break;

                case 4:
                    player.invulnerable     = true;
                    playerInvulnerableCount = -7;
                    DisplayPlayerInfo("           Invulnerability!");
                    soundBank.PlayCue("se_chargeup");
                    break;

                case 5:
                    piercingBullets = true;
                    shotRate        = 5;
                    powerupTime     = 0;
                    powerupActive   = true;
                    DisplayPlayerInfo("         Asteroids are made of cheese!");
                    soundBank.PlayCue("se_charge00");
                    break;
                }
                powerup       = new Powerup(powerup_texture, Vector2.Zero, Vector2.Zero, new Rectangle(-10, -10, 0, 0), 0);
                powerupExists = false;
            }
            if (powerupActive)
            {
                powerupTime += (float)gameTime.ElapsedGameTime.TotalSeconds;
            }
            if (powerupTime >= 10)
            {
                shotRate        = 7;
                piercingBullets = false;
                powerupActive   = false;
                powerupTime     = 0;
            }

            base.Update(gameTime);
        }