/// <summary> /// Create the start menu /// </summary> void CreateStartMenu() { //The background Entity background = new Entity(0, GameState.Start); SpriteComponent backgroundSprite = new SpriteComponent(new Rectangle(0, 0, screenWidth, screenHeight), collBackgroundTexture); backgroundSprite.OffsetRatio = new Vector2(0, 0); background.AddComponent(backgroundSprite); EntityManager.AddEntity(background); Entity pressStart = new Entity(8, GameState.Start); pressStartShade = new SpriteComponent(new Rectangle(400, 300, 200, 50), shadeTexture); pressStartShade.OffsetRatio = new Vector2(.5f, .5f); pressStart.AddComponent(pressStartShade); pressStartShade.IsGui = true; pressStartSprite = new TextSpriteComponent("PRESS START", TextAlignment.Center, new Vector2(400, 300), menuFont); pressStart.AddComponent(pressStartSprite); EntityManager.AddEntity(pressStart); pressStartSprite.IsGui = true; }
/// <summary> /// Create the player lobby menus /// </summary> void CreatePlayerLobby() { for (int p = 0; p < 4; p++) { foreach (PlayerLobbyState lobby in Enum.GetValues(typeof(PlayerLobbyState))) { playerLobbyStateSprites[p].Add(lobby, new List<DrawableComponent>()); } } //Background Entity background = new Entity(0, GameState.PlayerLobby); SpriteComponent backgroundSprite = new SpriteComponent(new Rectangle(0, 0, screenWidth, screenHeight), collBackgroundTexture); backgroundSprite.OffsetRatio = new Vector2(0, 0); background.AddComponent(backgroundSprite); EntityManager.AddEntity(background); //What state are we in Entity gameStateIdentifier = new Entity(5, GameState.PlayerLobby); SpriteComponent titleSpriteBackground = new SpriteComponent(new Rectangle(400, 20, 200, 50), shadeTexture); titleSpriteBackground.OffsetRatio = new Vector2(.5f, .5f); gameStateIdentifier.AddComponent(titleSpriteBackground); gameStateIdentifier.AddComponent(new TextSpriteComponent("Pregame Lobby", TextAlignment.Center, Color.White, new Vector2(400, 20), menuFont)); EntityManager.AddEntity(gameStateIdentifier); //Create our classweapons CreateWeapons(); //Menu borders and sizes int classNameYSideBuffer = 75; int classNameXSideBuffer = -50; int classSpriteYBuffer = 150; int classIconWidth = 150; int classIconHeight = 150; //Create the name selection pinwheels CreateNamePinWheel(60, 400, 5, 3, 0); //Creating each players lobbystates for (int p = 0; p < 4; p++) { //Not connected Entity playerConnectionInstructions = new Entity(3, GameState.PlayerLobby); TextSpriteComponent playerConnectionInstructionsSprite = new TextSpriteComponent(" Press A\nTo Jack In!", TextAlignment.Center, new Vector2((screenWidth - (classNameXSideBuffer * 2)) / 5 * (p + 1) + classNameXSideBuffer, classNameYSideBuffer), menuFont); playerLobbyStateSprites[p][PlayerLobbyState.NotConnected].Add(playerConnectionInstructionsSprite); playerConnectionInstructions.AddComponent(playerConnectionInstructionsSprite); EntityManager.AddEntity(playerConnectionInstructions); //Shade //Entity playerShade = new Entity(1, GameState.PlayerLobby); //int shadeWidth = screenWidth/4; //SpriteComponent shadeSprite = new SpriteComponent(new Rectangle(0 + (p * shadeWidth), 0, shadeWidth, screenHeight), shadeTexture); //shadeSprite.Color = Color.Black; //shadeSprite.Visible = false; //shadeSprite.OffsetRatio = new Vector2(0, 0); //playerShade.AddComponent(shadeSprite); //playerLobbyStateSprites[p][PlayerLobbyState.Class].Add(shadeSprite); //playerLobbyStateSprites[p][PlayerLobbyState.Name].Add(shadeSprite); //playerLobbyStateSprites[p][PlayerLobbyState.Ready].Add(shadeSprite); //EntityManager.AddEntity(playerShade); //Class Entity playerClassName = new Entity(3, GameState.PlayerLobby); playerClassText[p] = new TextSpriteComponent("Weapon:\n" + weapons[0].Name, TextAlignment.Center, new Vector2((screenWidth - (classNameXSideBuffer * 2)) / 5 * (p + 1) + classNameXSideBuffer, classNameYSideBuffer), menuFont); playerLobbyStateSprites[p][PlayerLobbyState.Class].Add(playerClassText[p]); playerLobbyStateSprites[p][PlayerLobbyState.Name].Add(playerClassText[p]); playerLobbyStateSprites[p][PlayerLobbyState.Ready].Add(playerClassText[p]); playerClassName.AddComponent(playerClassText[p]); playerClassText[p].Visible = false; playerClassSprites[p] = new AnimatedSpriteComponent(new Rectangle((screenWidth - (classNameXSideBuffer * 2)) / 5 * (p + 1) + classNameXSideBuffer, classNameYSideBuffer + classSpriteYBuffer, classIconWidth*2, classIconWidth*2), weapons[0].Sprite); playerClassSprites[p].setCurrentRow(7); playerClassSprites[p].Visible = false; playerLobbyStateSprites[p][PlayerLobbyState.Class].Add(playerClassSprites[p]); playerLobbyStateSprites[p][PlayerLobbyState.Name].Add(playerClassSprites[p]); playerLobbyStateSprites[p][PlayerLobbyState.Ready].Add(playerClassSprites[p]); playerClassName.AddComponent(playerClassSprites[p]); EntityManager.AddEntity(playerClassName); Entity playerReadyIcon = new Entity(5, GameState.PlayerLobby); TextSpriteComponent readyText = new TextSpriteComponent("Ready!", TextAlignment.Left, new Vector2((screenWidth - (classNameXSideBuffer * 2)) / 5 * (p + 1) + classNameXSideBuffer , 325), menuFont); readyText.Visible = false; readyText.TextAlighment = TextAlignment.Center; playerReadyIcon.AddComponent(readyText); playerLobbyStateSprites[p][PlayerLobbyState.Ready].Add(readyText); EntityManager.AddEntity(playerReadyIcon); } }
/// <summary> /// Creates the main menu and its options /// </summary> void CreateMainMenu() { Entity mainMenuBackground = new Entity(0, GameState.MainMenu); SpriteComponent mainMenuSprite = new SpriteComponent(new Rectangle(0, 0, screenWidth, screenHeight), collBackgroundTexture); mainMenuSprite.OffsetRatio = new Vector2(0, 0); mainMenuBackground.AddComponent(mainMenuSprite); EntityManager.AddEntity(mainMenuBackground); Entity menuPointer = new Entity(6, GameState.MainMenu); pointerSprite = new SpriteComponent(new Rectangle(300, 250, 50, 25), arrowTexture); pointerSprite.Effect = SpriteEffects.FlipHorizontally; menuPointer.AddComponent(pointerSprite); EntityManager.AddEntity(menuPointer); menuOptionSprites = new TextSpriteComponent[3]; Entity playSelection = new Entity(5, GameState.MainMenu); SpriteComponent playShade = new SpriteComponent(new Rectangle(400, 250, 150, 50), shadeTexture); playShade.OffsetRatio = new Vector2(.5f, .5f); playSelection.AddComponent(playShade); pressStartShade.IsGui = true; TextSpriteComponent playText = new TextSpriteComponent("Play", TextAlignment.Center, Color.White, new Vector2(400, 250), menuFont); menuOptionSprites[0] = playText; playSelection.AddComponent(playText); EntityManager.AddEntity(playSelection); Entity instructionsSelection = new Entity(5, GameState.MainMenu); SpriteComponent intructionsShade = new SpriteComponent(new Rectangle(400, 300, 150, 50), shadeTexture); intructionsShade.OffsetRatio = new Vector2(.5f, .5f); instructionsSelection.AddComponent(intructionsShade); pressStartShade.IsGui = true; instructionsText = new TextSpriteComponent("Instructions", TextAlignment.Center, Color.White, new Vector2(400, 300), menuFont); menuOptionSprites[1] = instructionsText; instructionsSelection.AddComponent(instructionsText); EntityManager.AddEntity(instructionsSelection); Entity quitSelection = new Entity(5, GameState.MainMenu); SpriteComponent quitShade = new SpriteComponent(new Rectangle(400, 350, 150, 50), shadeTexture); quitShade.OffsetRatio = new Vector2(.5f, .5f); quitSelection.AddComponent(quitShade); pressStartShade.IsGui = true; TextSpriteComponent quitText = new TextSpriteComponent("Quit", TextAlignment.Center, Color.White, new Vector2(400, 350), menuFont); menuOptionSprites[2] = quitText; quitSelection.AddComponent(quitText); EntityManager.AddEntity(quitSelection); }
/// <summary> /// Create the level select menu /// </summary> void CreateLevelSelect() { Entity background = new Entity(0, GameState.LevelSelect); SpriteComponent backgroundSprite = new SpriteComponent(new Rectangle(0, 0, screenWidth, screenHeight), collBackgroundTexture); backgroundSprite.OffsetRatio = new Vector2(0, 0); background.AddComponent(backgroundSprite); EntityManager.AddEntity(background); Entity levelSelectTitle = new Entity(5, GameState.LevelSelect); levelSelectSpritePointer = new SpriteComponent(new Rectangle(400, 20, 200, 50), shadeTexture); levelSelectSpritePointer.OffsetRatio = new Vector2(.5f, .5f); levelSelectTitle.AddComponent(levelSelectSpritePointer); TextSpriteComponent selectLevelText = new TextSpriteComponent("Select a level!", TextAlignment.Left, new Vector2(400, 20), menuFont); selectLevelText.TextAlighment = TextAlignment.Center; levelSelectTitle.AddComponent(selectLevelText); EntityManager.AddEntity(levelSelectTitle); int numberTilesX = 3; int numberTilesY = 3; int xSideBuffer = 50; int ySideBuffer = 50; int xBuffer = 10; int yBuffer = 10; int previewWidth = (screenWidth - (xSideBuffer * 2) - (xBuffer * 2)) / numberTilesX; int previewHeight = (screenHeight - (ySideBuffer * 2) - (yBuffer * 2)) / numberTilesY; //Loading all maps! if (Directory.Exists("Content/Maps/MapFiles")) { string[] fileEntries = Directory.GetFiles("Content/Maps/MapFiles"); foreach (string fileName in fileEntries) mapNames.Add(fileName); } if (Directory.Exists("Content/Maps/MapPreviews")) { string[] fileEntries = Directory.GetFiles("Content/Maps/MapPreviews"); foreach (string fileName in fileEntries) { string finalFileName = ""; for (int c = 8; c < fileName.Length; c++) { finalFileName += fileName[c]; } mapPreviewNames.Add(finalFileName); } } //Done Loading maps! levelPreviews = new Entity[numberTilesX, numberTilesY]; int numberOfPreviews = 0; for (int y = 0; y < numberTilesY; y++) { for (int x = 0; x < numberTilesX; x++) { if (numberOfPreviews < mapNames.Count) { Entity preview = new Entity(8, GameState.LevelSelect); levelPreviews[x, y] = preview; SpriteComponent previewSprite = new SpriteComponent(new Rectangle(xSideBuffer + (x * (previewWidth + xBuffer)), ySideBuffer + (y * (previewHeight + yBuffer)), previewWidth, previewHeight), Content.Load<Texture2D>(mapPreviewNames[numberOfPreviews])); previewSprite.OffsetRatio = Vector2.Zero; preview.AddComponent(previewSprite); EntityManager.AddEntity(preview); numberOfPreviews++; } else //We are out of previews { levelPreviews[x, y] = null; } } } for (int y = 0; y < numberTilesY; y++) { for (int x = 0; x < numberTilesX; x++) { if (mapNames.Count < (y * numberTilesX) + x) { mapNames.Add(null); } } } //Creating the glow of being selected SpriteComponent selectedPreviewSprite = (SpriteComponent)levelPreviews[0, 0].GetComponent("Sprite"); Entity selectedLevelHighlight = new Entity(9, GameState.LevelSelect); levelSelectSpritePointer = new SpriteComponent(selectedPreviewSprite.Position, selectedGraphic); levelSelectSpritePointer.OffsetRatio = Vector2.Zero; selectedLevelHighlight.AddComponent(levelSelectSpritePointer); EntityManager.AddEntity(selectedLevelHighlight); }
/// <summary> /// instructions state for the game /// </summary> void CreateInstructions() { //string containing whatever the directions are (press enter to be changed i dont have a controller) string textToDisplay = "Instructions:\nCreate your gladiator team and enter the arena\nto fight off waves of enemies!\n\nControls:\nLeft Thumbstick to move\nA to attack" + "\n\nPress B to Return..."; //same background Entity background = new Entity(0, GameState.Instructions); SpriteComponent backgroundSprite = new SpriteComponent(new Rectangle(0, 0, screenWidth, screenHeight), collBackgroundTexture); backgroundSprite.OffsetRatio = new Vector2(0, 0); background.AddComponent(backgroundSprite); EntityManager.AddEntity(background); //What state are we in Entity gameStateIdentifier = new Entity(5, GameState.Instructions); gameStateIdentifier.AddComponent(new TextSpriteComponent("Instructions", TextAlignment.Left, Color.White, new Vector2(600, 0), menuFont)); EntityManager.AddEntity(gameStateIdentifier); //make entity for text Entity instructionsTextEntity = new Entity(3, GameState.Instructions); instructionsText = new TextSpriteComponent(textToDisplay, TextAlignment.Left, Color.White, new Vector2(0, 100), menuFont); instructionsText.IsGui = true; instructionsTextEntity.AddComponent(instructionsText); EntityManager.AddEntity(instructionsTextEntity); }
/// <summary> /// Load the map and create the player /// </summary> void CreateIngame() { // brings in map data and gives two lists of spawn locations mapProcessor = new MapProcessor(chosenMapFileName); enemySpawnsLoc = MapProcessor.enemySpawnLocations; playerSpawnLoc = MapProcessor.playerSpawnLocations; Vector2 spawnLocation = Vector2.Zero; //isPlayerPlaying[0] = true; // T E M P OR A R I LY populates array - this should toggle when a player clicks into the main lobby to select a weapon/ leaves float healthBarHalfWidth = ((healthBarWidth * healthBarNumber) + (healthBarSpacing * (healthBarNumber - 1))) / 2; float healthBarPosXRatio = 0.20f;//Percents of the screen float healthBarPosYRatio = 0.80f; float namePosYRatio = 0.75f; //Wave counter Entity waveCounterEntity = new Entity(6, GameState.Ingame); SpriteComponent titleSpriteBackground = new SpriteComponent(new Rectangle(400, 20, 200, 50), shadeTexture); titleSpriteBackground.OffsetRatio = new Vector2(.5f, .5f); waveCounterEntity.AddComponent(titleSpriteBackground); titleSpriteBackground.IsGui = true; waveCounterTextSprite = new TextSpriteComponent("Wave Counter: 1", TextAlignment.Center, new Vector2(400, 20), menuFont); waveCounterTextSprite.Color = Color.White; waveCounterTextSprite.IsGui = true; waveCounterEntity.AddComponent(waveCounterTextSprite); EntityManager.AddEntity(waveCounterEntity); wave = 1; //CREATING ALL THE PLAYERS for (int p = 0; p < 4; p++) { if (isPlayerPlaying[p]) { //Creating teh palyer playerEntities[p] = new Entity(6, GameState.Ingame); //Pulling spawn if (playerSpawnLoc.Count != 0) { int spawnLocationUsed = randell.Next(0, playerSpawnLoc.Count); spawnLocation = playerSpawnLoc[spawnLocationUsed]; playerSpawnLoc.RemoveAt(spawnLocationUsed); } //Shadow playerShadows[p] = new SpriteComponent(new Rectangle(0, 0, 50, 30), shadeTexture); playerShadows[p].OffsetRatio = new Vector2(.5f, .5f); playerEntities[p].AddComponent(playerShadows[p]); //Player Graphoc playerSprites[p] = new AnimatedSpriteComponent(new Rectangle((int)spawnLocation.X, (int)spawnLocation.Y, 120, 75), swordTexture); playerSprites[p].OffsetRatio = new Vector2(0.5f, .9f); playerEntities[p].AddComponent(playerSprites[p]); //Player Player playerPlayers[p] = new PlayerComponent(chosenPlayerNames[p], 100, 5, 1f, 5, playerSprites[p]); // 20 makes him move way too quickly playerEntities[p].AddComponent(playerPlayers[p]); EntityManager.AddEntity(playerEntities[p]); playerPlayers[p].Equip(weapons[playerCurrentWeaponIndex[p]]); //Create Name Entity nameEntity = new Entity(8, GameState.Ingame); SpriteComponent nameShade = new SpriteComponent(new Rectangle((int)(screenWidth * healthBarPosXRatio * (p + 1)), (int)(screenHeight * namePosYRatio), 150, 50), shadeTexture); nameShade.OffsetRatio = new Vector2(.5f, .5f); nameShade.IsGui = true; nameEntity.AddComponent(nameShade); TextSpriteComponent nameText = new TextSpriteComponent(chosenPlayerNames[p], TextAlignment.Center, new Vector2((int)(screenWidth * healthBarPosXRatio * (p + 1)), screenHeight * namePosYRatio), menuFont); nameText.IsGui = true; nameEntity.AddComponent(nameText); playerNameUI[p] = nameText; EntityManager.AddEntity(nameEntity); //Creating the health bar for (int i = 0; i < healthBarNumber; i++) { Entity healthBarEntity = new Entity(8, GameState.Ingame); SpriteComponent healthBarSprite = new SpriteComponent(new Rectangle( (int)(screenWidth * healthBarPosXRatio * (p + 1)) + (healthBarWidth * i) + (healthBarSpacing * i) - (int)healthBarHalfWidth, (int)(screenHeight * healthBarPosYRatio), healthBarWidth, healthBarHeight), healthBarTexture); healthBarSprite.IsGui = true; healthBarEntity.AddComponent(healthBarSprite); playerHealthBars[p][i] = healthBarSprite; EntityManager.AddEntity(healthBarEntity); Entity healthBarMissingEntity = new Entity(7, GameState.Ingame); SpriteComponent healthBarMissingSprite = new SpriteComponent(new Rectangle( (int)(screenWidth * healthBarPosXRatio * (p + 1)) + (healthBarWidth * i) + (healthBarSpacing * i) - (int)healthBarHalfWidth, (int)(screenHeight * healthBarPosYRatio), healthBarWidth, healthBarHeight), healthBarMissingTexture); healthBarMissingSprite.IsGui = true; healthBarMissingEntity.AddComponent(healthBarMissingSprite); playerHealthBarsBase[p][i] = healthBarMissingSprite; EntityManager.AddEntity(healthBarMissingEntity); } //AttackBoxes if (attackBoxesDrawn) { Entity attackBox = new Entity(9, GameState.Ingame); attackBoxSprites[p] = new AnimatedSpriteComponent(playerPlayers[p].AttackBox[0], swordAttackAnimation); attackBoxSprites[p].OffsetRatio = Vector2.Zero; attackBox.AddComponent(attackBoxSprites[p]); EntityManager.AddEntity(attackBox); } } } }