コード例 #1
0
ファイル: Enemy.cs プロジェクト: Jimbo92/1915
        public void Update(ContentManager load_Content, Game1 load_game, Player load_player)
        {
            player = load_player;

            if (EnemyHasWeapon && isAlive)
            {
                BasicEnemyBullet();
            }

            for (int i = 0; i < Bullet_list.Count; i++)
            {
                Bullet_list[i].Update(load_Content, "graphics/gameplay/projectiles/bullet_e", 5, 16);
            }

            if (isAlive && Health != 0)
            {
                Content = load_Content;

                sprite = new Sprite();

                sprite.SpriteLoadContent(Texture, Content, position.X, position.Y, Width, Height);

                sprite.SpriteSetColbox2();

                position += direction * speed;
            }
            else
                if (!isResetRemoved)
                settingScore = true;

            if (settingScore)
            {
                setScore = true;
                scoreTimer++;
            }

            if (scoreTimer >= 2 && settingScore)
            {
                setScore = false;
            }

            if (setScore)
            {
                load_game.UniScore += score;
            }

        }
コード例 #2
0
ファイル: Program.cs プロジェクト: Jimbo92/1915
 static void Main()
 {
     using (var game = new Game1())
         game.Run();
 }
コード例 #3
0
ファイル: Level_Select.cs プロジェクト: Jimbo92/1915
        public void Update(Game1 load_game, Input load_input)
        {
            //Misc
            game1 = load_game;
            input = load_input;

            //Universal Buttons
            //Back Button
            BackBtn.Update(new Vector2(100, 100));
            if (BackBtn.collision.checkcollision(BackBtn.sprite.sprite_colbox, BackBtn.GetMousePos))
                if (input.ClickReleased(Input.EClicks.LEFT))
                    if (Mode == Emodes.LvlSelect)
                        gameMode.Mode = GameMode.EGameMode.MENU;
                    else
                        Mode = Emodes.LvlSelect;

            //Upgrade Button Enabled
            //Weapon Upgrade
            if (game1.UniScore < WeaponUpCost || player.weapons == Player.EWeapons.Ultimate)
                WepUpBtn.ButtonDisabled = true;
            else
                WepUpBtn.ButtonDisabled = false;


            //Level Select Modes
            switch (Mode)
            {
                case Emodes.LvlSelect: LevelSelect(); break;
                case Emodes.Upgrade: Upgrades(); break;
            }
        }
コード例 #4
0
ファイル: Level_1.cs プロジェクト: Jimbo92/1915
        public void Update(GameMode load_gamemode, Game1 load_game)
        {
            game1 = load_game;
            HeadsUpDisplay.Score = load_game.UniScore;

            if (IsLevelStartup)
                LevelStartup();

            if (IsReset)
                LevelReset();

            gameTicks.Update();

            HeadsUpDisplay.debug_GameTime = gameTicks.Ticks;

            GT = gameTicks.Ticks;

            background.Update();

            EnemyLayout();


            if (HeadsUpDisplay.Health <= 0)
            {
                IsReset = true;
                game1.UniScore = game1.PrevScore;
                HeadsUpDisplay.Health = ResetHealth;
            }

            for (int i = 0; i < enemy.Count; i++)
            {
                enemy[i].Update(Content, load_game, player);

                //Damage Player and Enemy if Collision
                if (collision.checkcollision(player.player.sprite_colbox, enemy[i].sprite.sprite_colbox))
                {
                    HeadsUpDisplay.Health -= 50;

                    enemy[i].isAlive = false;
                    enemy[i].sprite.sprite_colbox = Rectangle.Empty;
                }

                //Damage Player and Set Enemy Bullet to false
                for (int j = 0; j < enemy[i].Bullet_list.Count; j++)
                {
                    if (collision.checkcollision(player.player.sprite_colbox, enemy[i].Bullet_list[j].bullet_tex.sprite_colbox))
                    {
                        enemy[i].Bullet_list[j].isAlive = false;
                        enemy[i].Bullet_list[j].bullet_tex.sprite_colbox = Rectangle.Empty;

                        HeadsUpDisplay.Health -= enemy[i].Bullet_list[j].Damage;
                    }
                }

                //Damage Enemy and Set Player Bullet to false
                for (int o = 0; o < player.BulletList.Count; o++)
                {

                    if (collision.checkcollision(player.BulletList[o].bullet_tex.sprite_colbox,
                        enemy[i].sprite.sprite_colbox))
                    {
                        player.BulletList[o].isAlive = false;
                        player.BulletList[o].bullet_tex.sprite_colbox = Rectangle.Empty;

                        player.BulletList[o].isHit = true;

                        enemy[i].Health -= player.BulletList[o].Damage;

                        if (enemy[i].Health <= 0)
                        {
                            enemy[i].isAlive = false;
                            enemy[i].sprite.sprite_colbox = Rectangle.Empty;
                        }
                    }
                }
            }

            if (load_gamemode.Mode == GameMode.EGameMode.PLAY)
            {
                if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                {
                    player.ControlsEnabled = false;
                    IsReset = true;
                    game1.UniScore = game1.PrevScore;
                    load_gamemode.Mode = GameMode.EGameMode.LEVELSELECT;
                }
            }
        }