コード例 #1
0
ファイル: QuestionScreen.cs プロジェクト: decwong/DEPW
 public QuestionScreen(string msg, GameplayScreen caller)
 {
     parent = caller;
     string question = RandomGenerator.RandomQuestion( parent.CurrentScore,
                                           out correctAnswer, out answers);
     lifeSpan = 240;
     questionMessage = msg + "\n                           " + question;
     answerMessage = "\n\n                          " + answers[0].ToString().PadLeft(8) + "\n                          " +
               answers[1] + answers[2].ToString().PadLeft(12) + "\n                          " +
                            answers[3].ToString().PadLeft(8);
     timeMessage = "\n\nTime Left: " + lifeSpan;
     message = questionMessage + answerMessage + timeMessage + usageText;
     IsPopup = true;
     TransitionOnTime = TimeSpan.FromSeconds(0.1);
     TransitionOffTime = TimeSpan.FromSeconds(0.1);
 }
コード例 #2
0
ファイル: Helper-GameUpdate.cs プロジェクト: jeala/DEPW
        public static void CheckInput(GameTime gameTime, Player player1,
            List<Bullet> dBulletList, List<Texture2D> bulletTexList,
            TimeSpan previousFireTime, TimeSpan dFireRate,
            Vector2 wSize, GameplayScreen caller, SoundEffect gunSound)
        {
            // BoostButton pressing
            GamePadState newGamePadState = GamePad.GetState(PlayerIndex.One);
            KeyboardState newKeyboardState = Keyboard.GetState();
            if (newGamePadState.IsButtonDown(Buttons.LeftTrigger) ||
                newKeyboardState.IsKeyDown(Keys.RightShift))
            {
                player1.StartBoost = true;
            }
            else
            {
                player1.StartBoost = false;
            }
            // endof BoostButton pressing

            // Bullet Generation
            bool gunSoundInstance = false;
            if (gameTime.TotalGameTime - previousFireTime > dFireRate)
            {
                if (newGamePadState.Triggers.Right > .2f ||
                    newKeyboardState.IsKeyDown(Keys.Space))
                {
                    gunSoundInstance = gunSound.Play();
                    Vector2 bSize = new Vector2(bulletTexList[0].Width,
                                                bulletTexList[0].Height);
                    Vector2 bPos = new Vector2(player1.PlayerPosition.X +
                                               player1.CharacterSize.X / 2,
                                               player1.PlayerPosition.Y);

                    dBulletList.Add(new Bullet(bulletTexList[0], bPos,
                                    new Vector2(bSize.X / 2, bSize.Y),
                                        wSize, Vector2.Zero, 10, 20));
                    caller.PreviousFireTime = gameTime.TotalGameTime;
                }
            }
            // endof Bullet Generation
        }