public override void Update(GameTime gameTime, Spaceman player, BlackHole blackHole, Weapon weapon1, Weapon weapon2, InventoryManager inventory, Unicorn[] unicorns) { //resting stage if (_restTimer >= TimeSpan.Zero) //not started yet { _restTimer -= gameTime.ElapsedGameTime; if (_restTimer < TimeSpan.Zero) { setPosition(blackHole.Position, true); //set portal position } return; //not ready to start } //Waiting for previous or already complete if (!Active) { return; } //active stage //spawning //spawn particles if still spawning enemies if (_enemySpawnIndex < _numEnemies && SpawnEnable) { _portalEffect.Spawn(_spawnLocation, 90.0f + _portalAngle, gameTime.ElapsedGameTime, Vector2.Zero); _portalEffect.Spawn(_spawnLocation, -90.0f + _portalAngle, gameTime.ElapsedGameTime, Vector2.Zero); trySpawnEnemy(gameTime.ElapsedGameTime, blackHole.Position); } _portalAngle += (float)gameTime.ElapsedGameTime.TotalSeconds * c_portalRotationRate; _portalEffect.Update(gameTime); //update units base.Update(gameTime, player, blackHole, weapon1, weapon2, inventory, unicorns); }
Wave[] _waves; //collection of all trickle waves and active burst wave #endregion Fields #region Constructors public Level(ContentManager content, int levelNumber, InventoryManager im) : base(content, false, "Level") { LevelData data = DataManager.GetData<LevelData>(String.Format(c_levelNameFormat, levelNumber)); _levelBounds = new Rectangle(0, 0, data.Width, data.Height); _player = new Spaceman(new Vector2(data.PlayerX, data.PlayerY)); _blackHole = new BlackHole(data.BlackHole); //store active burst wave as last tricklewave _waves = new Wave[data.TrickleWaves.Length + data.BurstWaves.Length]; _camera = new Camera2D(_player.Position, _levelBounds.Width, _levelBounds.Height); //construct waves for (int i = 0; i < data.TrickleWaves.Length; i++) { _waves[i] = new TrickleWave(data.TrickleWaves[i], _levelBounds); } for (int i = 0; i < data.BurstWaves.Length; i++) { BurstWave prevWave = (i == 0) ? null : (BurstWave)_waves[i + data.TrickleWaves.Length - 1]; _waves[i + data.TrickleWaves.Length] = new BurstWave(data.BurstWaves[i], _levelBounds, prevWave); } //Test code to set weapons 1-6 to created weapons im.setPrimaryGadget(new Gadget("Teleporter", this)); im.setSecondaryGadget(new Gadget("Stopwatch", this)); im.setSlot(1, new ThrowableWeapon("Cryonade", _player)); if (data.Unicorns == null) { _unicorns = new Unicorn[0]; } else { _unicorns = new Unicorn[data.Unicorns.Length]; for (int j = 0; j < data.Unicorns.Length; j++) { _unicorns[j] = new Unicorn(data.Unicorns[j]); } } _primaryGadget = im.getPrimaryGadget(); _secondaryGadget = im.getSecondaryGadget(); _inventoryManager = im; userInterface = new Hud(_player, _blackHole, _waves); _cursorTextureCenter = new Vector2(s_CursorTexture.Width / 2 , s_CursorTexture.Height / 2); selectRandomWeapons(); }
public Level(int levelNumber, InventoryManager im) : base(false) { LevelData data = DataLoader.LoadLevel(levelNumber); _levelBounds = new Rectangle(0, 0, data.Width, data.Height); _player = new Spaceman(data.PlayerStartLocation); _blackHole = data.BlackHole; _waves = new Wave[data.TrickleWaveData.Length + data.BurstWaveData.Length]; _camera = new Camera2D(_player.Position, _levelBounds.Width, _levelBounds.Height); //construct waves for (int i = 0; i < data.TrickleWaveData.Length; i++) { _waves[i] = new Wave(data.TrickleWaveData[i], true, _levelBounds); } for (int i = 0; i < data.BurstWaveData.Length; i++) { _waves[i + data.TrickleWaveData.Length] = new Wave(data.BurstWaveData[i], false, _levelBounds); } //Test code to set weapons 1-6 to created weapons im.setPrimaryWeapon(new ProjectileWeapon("Rocket", _player)); im.setSecondaryWeapon(new ThrowableWeapon("Cryonade", _player)); im.setPrimaryGadget(new Gadget("Teleporter", this)); im.setSlot(1, new ThrowableWeapon("Cryonade", _player)); //Set Weapon holders in level _primaryWeapon = im.getPrimaryWeapon(); _secondaryWeapon = im.getSecondaryWeapon(); _unicorns = new Unicorn[data.Unicorns.Length]; for (int j = 0; j < data.Unicorns.Length; j++) { _unicorns[j] = new Unicorn(data.Unicorns[j]); } _foodCarts = data.FoodCarts; _primaryGadget = im.getPrimaryGadget(); _inventoryManager = im; userInterface = new GUI(_player, _blackHole); }
public override void Update(GameTime gameTime, InputManager input, InventoryManager im) { _mousePos = input.MouseLocation; input.SetCameraOffset(_camera.Position); handleInput(input); _camera.Update(gameTime, _player.Position); //if player is outside static area rectangle, call update on camera to update position of camera until //the player is in the static area rectangle or the camera reaches the _levelbounds, in which case, //the camera does not move in that direction (locks) /* if ((_player.HitRect.Bottom > _cameraLock.Bottom && _player.HitRect.Top < _cameraLock.Top && _player.HitRect.Right < _cameraLock.Right && _player.HitRect.Left > _cameraLock.Left) && (player is in level bounds) { * _camera.Update(gameTime); * _cameraLock.X = (int)(_camera.position.X + (_camera.getViewportWidth() * 0.2)); * _cameraLock.Y = (int)(_camera.position.Y + (_camera.getViewportHeight() * 0.2)); * }*/ if (_timeSlowed) gameTime = new GameTime(gameTime.TotalGameTime, TimeSpan.FromSeconds((float)gameTime.ElapsedGameTime.TotalSeconds / 2)); if (_blackHole.State == BlackHole.BlackHoleState.Pulling) { _blackHole.ApplyToUnit(_player, gameTime); } _player.Update(gameTime, _levelBounds); _primaryGadget.Update(gameTime); _blackHole.Update(gameTime); if (_blackHole.State == BlackHole.BlackHoleState.Overdrive) { foreach (Wave w in _waves) { w.SpawnEnable = false; } foreach (Unicorn u in _unicorns) { u.SpawnEnable = false; } } for (int i = 0; i < _waves.Length; i++) { _waves[i].Update(gameTime, _player, _blackHole, _primaryWeapon, _secondaryWeapon, _inventoryManager, _unicorns); //check cross-wave collisions if (_waves[i].Active) { for (int j = i + 1; j < _waves.Length; j++) { _waves[i].CheckAndApplyCollisions(_waves[j]); } } } for (int i = 0; i < _unicorns.Length; i++) { _unicorns[i].Update(gameTime, _levelBounds, _blackHole.Position, _player.Position, _player.HitRect); _unicorns[i].CheckAndApplyCollision(_player, gameTime); _blackHole.TryEatUnicorn(_unicorns[i], gameTime); for (int j = 0; j < _foodCarts.Length; j++) { _unicorns[i].CheckAndApplyCollision(_foodCarts[j], gameTime); } } for (int i = 0; i < _foodCarts.Length; i++) { _foodCarts[i].Update(gameTime, _levelBounds, _blackHole.Position); _primaryWeapon.CheckAndApplyCollision(_foodCarts[i], gameTime.ElapsedGameTime); _secondaryWeapon.CheckAndApplyCollision(_foodCarts[i], gameTime.ElapsedGameTime); _inventoryManager.CheckCollisions(gameTime, _foodCarts[i]); _blackHole.ApplyToUnit(_foodCarts[i], gameTime); } //Update Weapons _primaryWeapon.Update(gameTime); _secondaryWeapon.Update(gameTime); //update all items _inventoryManager.Update(gameTime, input); }
public override void Update(GameTime gameTime, InputManager input, InventoryManager im) { }
public Shop(ContentManager content, InventoryManager im) : base(content, false) { _inventoryManager = im; _background = Content.Load<Texture2D>("gui/Shop_GUI"); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { Window.SetPosition(new Point(0, 0)); _inputManager = new InputManager(); _weaponManager = new InventoryManager(); gamestate = GameStates.Menu; base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { _inputManager = new InputManager(); _weaponManager = new InventoryManager(); gamestate = GameStates.Menu; base.Initialize(); }
private void handleInput(InputManager input, InventoryManager wm) { // Allows the game to exit if (input.Exit) this.PopState = true; if (input.SelectUp) { this.Iterator--; } else if (input.SelectDown) { this.Iterator++; } if (input.Confirm) { if (this.Iterator == 0) { //load game ReplaceState = new Level(1, wm); } else if (this.Iterator == 1) { //call method to load settings this.PopState = true; } else if (this.Iterator == 2) { //quit game this.PopState = true; } this.Iterator = 0; } //Add more select menu logic here as menu items increase }
public override void Update(GameTime gameTime, InputManager input, InventoryManager wm) { handleInput(input, wm); //update logic goes here }
/// <summary> /// Update wave, updating behavior of all enemies. /// Check collisions against player and self, but not other waves /// Check weapon collisions against player /// </summary> /// <param name="gameTime"></param> /// <param name="player"></param> /// <param name="blackHole"></param> /// <param name="weapon1"></param> /// <param name="weapon2"></param> public void Update(GameTime gameTime, Spaceman player, BlackHole blackHole, Weapon weapon1, Weapon weapon2, InventoryManager inventory, Unicorn[] unicorns) { if (_startTimer >= TimeSpan.Zero) //not started yet { _startTimer -= gameTime.ElapsedGameTime; if (_startTimer < TimeSpan.Zero) { Active = true; //activate if start timer complete setPosition(blackHole.Position, _levelBounds.Width, _levelBounds.Height); //set first spawn position } } if (_portalEffect != null) _portalEffect.Update(gameTime); if (!Active) return; //don't update if not active //play particle effect if existant if (_portalEffect != null) { //spawn particles if still spawning enemies if (_spawnedSoFar < _numEnemies && SpawnEnable) { _portalEffect.Spawn(_spawnLocation, 90.0f + _portalAngle, gameTime.ElapsedGameTime, Vector2.Zero); _portalEffect.Spawn(_spawnLocation, -90.0f + _portalAngle, gameTime.ElapsedGameTime, Vector2.Zero); } _portalAngle += (float)gameTime.ElapsedGameTime.TotalSeconds * PORTAL_ROTATION_RATE; if (_activationDelay >= TimeSpan.Zero) //gradually increase particle intensity { _portalEffect.IntensityFactor = 1.0f - (float)_activationDelay.TotalSeconds / ACTIVATION_DELAY_SECONDS; } } //only start spawning if activation delay is elapsed. //Otherwise, just start particleeffect and don't spawn enemies yet if (_activationDelay > TimeSpan.Zero) { _activationDelay -= gameTime.ElapsedGameTime; return; } //run spawning logic spawn(gameTime, _spawnLocation, blackHole.Position); //update all enemies in wave bool allDestroyed = true; //check if all enemies destroyed for (int i = _enemies.Length - 1; i >= 0; i--) { if (!_enemies[i].Updates) continue; //don't update units that shouldn't be updated allDestroyed = false; //found one that isn't destroyed for (int j = i - 1; j >= 0; j--) { //check collision against other enemies in same wave _enemies[i].CheckAndApplyUnitCollision(_enemies[j]); } for (int j = 0 ; j < unicorns.Length ; j++) { //check collision against unicorns unicorns[j].CheckAndApplyCollision(_enemies[i], gameTime); } _enemies[i].CheckAndApplyUnitCollision(player); _enemies[i].CheckAndApplyWeaponCollision(player, gameTime.ElapsedGameTime); _enemies[i].Update(gameTime, player.Position, Vector2.Zero, _levelBounds); blackHole.ApplyToUnit(_enemies[i], gameTime); weapon1.CheckAndApplyCollision(_enemies[i], gameTime.ElapsedGameTime); weapon2.CheckAndApplyCollision(_enemies[i], gameTime.ElapsedGameTime); inventory.CheckCollisions(gameTime, _enemies[i]); } //stay active unless it is not a trickle wave and all enemies are destroyed Active = Active && (_isTrickleWave || !allDestroyed); }
public abstract void Update(GameTime gameTime, InputManager input, InventoryManager im);
/// <summary> /// Update wave, updating behavior of all enemies. /// Check collisions against player and self, but not other waves /// Check weapon collisions against player /// </summary> /// <param name="gameTime"></param> /// <param name="player"></param> /// <param name="blackHole"></param> /// <param name="weapon1"></param> /// <param name="weapon2"></param> public virtual void Update(GameTime gameTime, Spaceman player, BlackHole blackHole, Weapon weapon1, Weapon weapon2, InventoryManager inventory, Unicorn[] unicorns) { if (!Active) { return; } //update all enemies in wave bool allDestroyed = true; //check if all enemies destroyed for (int i = _bodies.Length - 1; i >= 0; i--) { if (_bodies[i].UnitLifeState != PhysicalBody.LifeState.Destroyed) { allDestroyed = false; //found one that isn't destroyed } if (!_bodies[i].Updates) continue; //don't update units that shouldn't be updated for (int j = i - 1; j >= 0; j--) { //check collision against other enemies in same wave _bodies[i].CheckAndApplyUnitCollision(_bodies[j]); if (_bodies[i] is Obstacle) { (_bodies[i] as Obstacle).CheckAndApplyEffect(_bodies[j], gameTime.ElapsedGameTime); } } for (int j = 0; j < unicorns.Length; j++) { //check collision against unicorns unicorns[j].CheckAndApplyCollision(_bodies[i], gameTime); } _bodies[i].CheckAndApplyUnitCollision(player); if (_bodies[i] is Enemy) { (_bodies[i] as Enemy).CheckAndApplyWeaponCollision(player, gameTime.ElapsedGameTime); (_bodies[i] as Enemy).Update(gameTime, player.Position, blackHole, _levelBounds); } else { (_bodies[i] as Obstacle).Update(gameTime, _levelBounds); (_bodies[i] as Obstacle).CheckAndApplyEffect(player, gameTime.ElapsedGameTime); } blackHole.ApplyToUnit(_bodies[i], gameTime); if (weapon1 != null) { weapon1.CheckAndApplyCollision(_bodies[i], gameTime.ElapsedGameTime); } if (weapon2 != null) { weapon2.CheckAndApplyCollision(_bodies[i], gameTime.ElapsedGameTime); } inventory.CheckCollisions(gameTime, _bodies[i]); } trySpawnObstacle(gameTime.ElapsedGameTime, blackHole.Position); _allDestroyed = allDestroyed; }
public override void Update(GameTime gameTime, Spaceman player, BlackHole blackHole, Weapon weapon1, Weapon weapon2, InventoryManager inventory, Unicorn[] unicorns) { if (_startTimer > TimeSpan.Zero) { //not started yet _startTimer -= gameTime.ElapsedGameTime; return; } if (_endTimer <= TimeSpan.Zero) { SpawnEnable = false; } else { _endTimer -= gameTime.ElapsedGameTime; } if (trySpawnEnemy(gameTime.ElapsedGameTime, blackHole.Position)) { //reposition if enemy spawned successfully setPosition(blackHole.Position, false); } //cycle through enemy slots _enemySpawnIndex = (_enemySpawnIndex + 1) % _numEnemies; //update enemies base.Update(gameTime, player, blackHole, weapon1, weapon2, inventory, unicorns); }