コード例 #1
0
        public override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(r);

            String str;

            switch (Game1.gameState)
            {
            case 2:
                //玩家死亡
                str = "you dead! \nyou get " + ScoreBoard.getInstance().addScore(0) + " !";
                break;

            case 3:
                //通关
                str = "you win! \nyou get " + ScoreBoard.getInstance().addScore(0) + " !";
                Resourse.getInstance().victory.Play();
                break;

            default:
                str = "";
                break;
            }

            str += "\n\nEnter for Retry";

            sb.Begin();

            sb.DrawString(font, str, new Vector2(Game.Window.ClientBounds.Width / 2 - font.MeasureString(str).X / 2,
                                                 Game.Window.ClientBounds.Height / 2 - font.MeasureString(str).Y / 2), Color.Black);

            sb.End();
            base.Draw(gameTime);
        }
コード例 #2
0
        public override void Draw(GameTime gameTime)
        {
            sb.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);


            sb.Draw(Resourse.getInstance().gameBackground.texture,
                    Vector2.Zero,
                    new Rectangle(0, 0,
                                  Resourse.getInstance().gameBackground.frameSize.X,
                                  Resourse.getInstance().gameBackground.frameSize.Y),
                    Color.White,
                    0,
                    Vector2.Zero,
                    1,
                    SpriteEffects.None,
                    0);



            PlayerBall.getInstance().Draw(sb);
            foreach (BaseBall ball in ballList)
            {
                ball.Draw(sb);
            }

            //计分板
            ScoreBoard.getInstance().onDraw(sb);
            sb.End();

            base.Draw(gameTime);
        }
コード例 #3
0
ファイル: Game1.cs プロジェクト: FENG-MASTER/BallBattle
 public void playGame()
 {
     gameState = 1;//进入游戏状态
     Components.RemoveAt(0);
     Components.Add(gameComponent);
     Chapters.getInstance().init();
     ScoreBoard.getInstance().init();
     gameComponent.clear();
     PlayerBall.init(new Vector2(100, 100), 6, Resourse.getInstance().playerBallTexture, 50);
     bgm.Play();
 }
コード例 #4
0
        public void check()
        {
            PlayerBall player = PlayerBall.getInstance();

            if (ScoreBoard.getInstance().addScore(0) >= getCurrentChapterPoint())
            {
                level++;
                Resourse.getInstance().levelUp.Play();
                if (level >= 2)
                {
                    PlayerBall.getInstance().addVal(-50, false);
                }
            }

            if (level == chapters.Count)
            {
                Game1.gameState = 3;
            }
        }
コード例 #5
0
        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            // TODO: Add your update code here



            List <BaseBall> removeList = new List <BaseBall>();

            PlayerBall.getInstance().upDate(Game.Window.ClientBounds);

            ScoreBoard.getInstance().upDate();

            if (wallmg.checkBall(PlayerBall.getInstance()))
            {
                //越界要做的事情,默认把位置修改回
            }

            foreach (BaseBall ball in ballList)
            {
                ball.upDate(Game.Window.ClientBounds);


                if (ball.getRect().Intersects(PlayerBall.getInstance().getRect()))
                {
                    if (ball.impactBall(PlayerBall.getInstance()))
                    {
                        //小球被吃
                        removeList.Add(ball);
                    }
                    else
                    {
                        //被大的球吃到了
                        if (PlayerBall.getInstance().impactBall(ball))
                        {//交给player处理事件,返回true表示游戏结束
                         //玩家死亡
                        }
                        removeList.Add(ball);
                    }
                }


                if (!wallmg.checkBall(ball) && ball.isOutDo()) //检测超界,并且交给球处理超界事件
                {                                              //检测是否超出边界
                    removeList.Add(ball);
                }
            }

            foreach (BaseBall rball in  removeList)
            {
                ballList.Remove(rball);//删除超出边界的球
            }

            //交给关卡类 随机生成球
            BaseBall newball = Chapters.getInstance().getBaseBall();

            if (newball != null)
            {
                ballList.Add(newball);
            }

            Chapters.getInstance().check();

            base.Update(gameTime);
        }