コード例 #1
0
ファイル: Game1.cs プロジェクト: crobinson95/GDAPS-Project-2
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            //    Exit();

            // TODO: Add your update logic here

            foreach (MusicController temp in GameVariables.layerList)
            {
                temp.Layer.Play();
            }

            previousKbState = kbState;
            kbState = Keyboard.GetState();

            if (g == GameState.Menu)
            {

                GameVariables.menuMusicInstance.Play();

                moveCamera.viewMatrix = moveCamera.GetTransform(player, width, height);
                if (SingleKeyPress(Keys.Enter, kbState, previousKbState))
                {
                    GameVariables.interfaceStartInstance.Play();
                    GameVariables.menuMusicInstance.Stop();
                    g = GameState.Level;
                    world.levels[world.currentLevel].levelTimer.Start();
                }
                MuteSoundEffects();
                MuteMusic();
                if (SingleKeyPress(Keys.F, kbState, previousKbState))
                {
                    graphics.ToggleFullScreen();
                }
            }

            if (g == GameState.Pause)
            {
                FadeLayers();
                if (SingleKeyPress(Keys.R, kbState, previousKbState))
                {
                    ResetLevel();
                    GameVariables.interfacePauseInstance.Play();
                    g = prevState;
                    paused = false;
                }
                if (SingleKeyPress(Keys.F, kbState, previousKbState))
                {
                    graphics.ToggleFullScreen();
                }

                MuteSoundEffects();
                MuteMusic();
                if (SingleKeyPress(Keys.Q, kbState, previousKbState))
                {
                    Exit();
                }
            }

            if (g == GameState.Dead)
            {
                foreach (MusicController temp in GameVariables.layerList)
                {
                    temp.Layer.Stop();
                }
                if (GameVariables.deathMusicInstance.State == SoundState.Stopped)
                {
                    GameVariables.deathMusicInstance.Play();
                }
                if (SingleKeyPress(Keys.R, kbState, previousKbState))
                {
                    ResetLevel();
                    g = GameState.Level;
                    GameVariables.interfaceStartInstance.Play();
                    GameVariables.deathMusicInstance.Stop();
                }
            }

            if (g == GameState.Victory)
            {
                world.levels[world.currentLevel].levelTimer.Stop();
                if (SingleKeyPress(Keys.Enter, kbState, previousKbState))
                {
                    g = GameState.Level;
                    player.victory = false;
                    GameVariables.interfaceStartInstance.Play();
                    world.levels[world.currentLevel].levelTimer.Start();
                }
                if (SingleKeyPress(Keys.F, kbState, previousKbState))
                {
                    graphics.ToggleFullScreen();
                }
                MuteSoundEffects();
                MuteMusic();
            }

            if (g == GameState.Level)
            {
                FadeLayers();
                player.Movement(kbState, previousKbState, gameTime, falling);
                player.Collisions(kbState, previousKbState, world, s, Content, robotMovement);
                foreach (Enemy enemy in world.levels[world.currentLevel].enemies)
                {
                    if (enemy.alive)
                    {
                        enemy.Movement(gameTime);
                        enemy.Collisions(world.levels[world.currentLevel].objects, kbState, previousKbState, world);
                    }
                }
                if (player.IsDead())
                {
                    foreach (SoundEffectInstance temp in GameVariables.GameSounds)
                    {
                        if (temp != GameVariables.deathMusicInstance && temp != GameVariables.deathSoundInstance)
                        {
                            temp.Stop();
                        }
                    }
                    g = GameState.Dead;
                }

                if (player.world != null && player.world != world)
                {
                    if (player.victory)
                    {
                        tempTime = world.levels[world.currentLevel].levelTimer.Elapsed.Seconds;
                        tempDeaths = world.levels[world.currentLevel].deathCount;
                        player.energy = 280;
                    }
                    world = player.world;
                    world.LoadWorld();
                    world.levels[world.currentLevel].levelTimer.Start();
                }

                if (player.victory)
                {
                    g = GameState.Victory;
                }

                moveCamera.viewMatrix = moveCamera.GetTransform(player, width, height);
                gameHUD.Check();
                player.Update(gameTime);
            }

            if (SingleKeyPress(Keys.P, kbState, previousKbState) && g != GameState.Menu && g != GameState.Victory && g != GameState.Dead)
            {
                foreach (SoundEffectInstance temp in GameVariables.GameSounds)
                {
                    if (temp != GameVariables.layer1Instance && temp != GameVariables.layer2Instance && temp != GameVariables.layer3Instance && temp != GameVariables.layer4Instance && temp != GameVariables.layer5Instance && temp != GameVariables.layer6Instance)
                    {
                        temp.Stop();
                    }
                }
                GameVariables.interfacePauseInstance.Play();
                if (!paused)
                {
                    prevState = g;
                    world.levels[world.currentLevel].levelTimer.Stop();
                    g = GameState.Pause;
                    paused = true;
                }
                else
                {
                    g = prevState;
                    GameVariables.interfacePauseInstance.Play();
                    world.levels[world.currentLevel].levelTimer.Start();
                    paused = false;
                }
            }

            //if(g == GameState.Level && world.levels[world.currentLevel].HudInfo != null)
            //{
            //    gameHUD.checkPlayerY();
            //}

            base.Update(gameTime);
        }
コード例 #2
0
ファイル: Game1.cs プロジェクト: crobinson95/GDAPS-Project-2
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            player.LoadContent(Content);
            GameVariables.LoadContentFiles(Content);

            // TODO: use this.Content to load your game content here

            pauseBack = Content.Load<Texture2D>(GameVariables.imgWall);
            gameFont = Content.Load<SpriteFont>(GameVariables.gFont);
            gameFont2 = Content.Load<SpriteFont>(GameVariables.gFont2);
            deathScreen = Content.Load<Texture2D>(@"ContentFiles/Images/Sprites/death");
            victoryScreen = Content.Load<Texture2D>(@"ContentFiles/Images/Sprites/Victory");
            menu = new AnimatedTexture(Content, @"ContentFiles/Images/Sprites/fronta", 5, .05f);

            world = new World(GameVariables.menuWorld, s, player, Content); // Menu "world"
            world.LoadWorld();

            player.ObjPos.X = world.levels["main.txt"].playerSpawn.X;
            player.ObjPos.Y = world.levels["main.txt"].playerSpawn.Y;
            world.currentLevel = "main.txt";

            moveCamera = new Camera(player, GraphicsDevice);
            gameHUD = new Hud((int)moveCamera.camX + 20, (int)moveCamera.camY + 20, 300, 45, spriteBatch, player, moveCamera, world.levels[world.currentLevel]);

            falling = new SoundLoop(GameVariables.fallingLoopInstance1, 700, GameVariables.fallingLoopInstance2, 700, GameVariables.fallingAccelerationInstance, 850);
            robotMovement = new SoundLoop(GameVariables.robotSoundInstance1, 690, GameVariables.robotSoundInstance2, 690);

            gameHUD.backt = Content.Load<Texture2D>(@"ContentFiles/Images/Sprites/back");
            gameHUD.undert = Content.Load<Texture2D>(@"ContentFiles/Images/Sprites/grey");
            gameHUD.energyt = Content.Load<Texture2D>(@"ContentFiles/Images/Sprites/energy");
        }