/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { // We don't want XNA calling this method each time we resume from the menu, // unfortunately, it'll call it whatever we try. So the only thing // we can do is check if it has been called already and return. Yes, it's ugly. if (spriteBatch_ != null) { GhostSoundsManager.ResumeLoops(); return; } // Otherwise, this is the first time this component is Initialized, so proceed. GhostSoundsManager.Init(Game); Grid.Reset(); Constants.Level = 1; spriteBatch_ = (SpriteBatch)Game.Services.GetService(typeof(SpriteBatch)); graphics_ = (GraphicsDeviceManager)Game.Services.GetService(typeof(GraphicsDeviceManager)); soundBank_ = (SoundBank)Game.Services.GetService(typeof(SoundBank)); scoreFont_ = Game.Content.Load <SpriteFont>("Score"); scoreEventFont_ = Game.Content.Load <SpriteFont>("ScoreEvent"); xlife_ = Game.Content.Load <Texture2D>("sprites/ExtraLife"); ppill_ = Game.Content.Load <Texture2D>("sprites/PowerPill"); crump_ = Game.Content.Load <Texture2D>("sprites/Crump"); board_ = Game.Content.Load <Texture2D>("sprites/Board"); boardFlash_ = Game.Content.Load <Texture2D>("sprites/BoardFlash"); bonusEaten_ = new Dictionary <string, int>(); bonus_ = new Dictionary <string, Texture2D>(9) { { "Apple", Game.Content.Load <Texture2D>("bonus/Apple") }, { "Banana", Game.Content.Load <Texture2D>("bonus/Banana") }, { "Bell", Game.Content.Load <Texture2D>("bonus/Bell") }, { "Cherry", Game.Content.Load <Texture2D>("bonus/Cherry") }, { "Key", Game.Content.Load <Texture2D>("bonus/Key") }, { "Orange", Game.Content.Load <Texture2D>("bonus/Orange") }, { "Pear", Game.Content.Load <Texture2D>("bonus/Pear") }, { "Pretzel", Game.Content.Load <Texture2D>("bonus/Pretzel") }, { "Strawberry", Game.Content.Load <Texture2D>("bonus/Strawberry") } }; scoreEvents_ = new List <ScoreEvent>(5); bonusPresent_ = false; bonusSpawned_ = 0; eatenGhosts_ = 0; Score = 0; xlives_ = 2; paChomp_ = true; playerDied_ = false; player_ = new Player(Game); ghosts_ = new List <Ghost> { new Ghost(Game, player_, Ghosts.Blinky), new Ghost(Game, player_, Ghosts.Clyde), new Ghost(Game, player_, Ghosts.Inky), new Ghost(Game, player_, Ghosts.Pinky) }; ghosts_[2].SetBlinky(ghosts_[0]); // Oh, dirty hack. Inky needs this for his AI. soundBank_.PlayCue("Intro"); LockTimer = TimeSpan.FromMilliseconds(4500); base.Initialize(); }
void PlaySound() { if (State == GhostState.Attack || State == GhostState.Scatter || State == GhostState.Home) { if (Grid.NumCrumps < 50) { GhostSoundsManager.playLoopAttackVeryFast(); } else if (Grid.NumCrumps < 120) { GhostSoundsManager.playLoopAttackFast(); } else { GhostSoundsManager.playLoopAttack(); } } else if (State == GhostState.Blue) { GhostSoundsManager.playLoopBlue(); } else if (State == GhostState.Dead) { GhostSoundsManager.playLoopDead(); } }
/// <summary> /// AAAARRRGH /// </summary> public void KillPacMan() { player_.State = State.Dying; GhostSoundsManager.StopLoops(); soundBank_.PlayCue("Death"); LockTimer = TimeSpan.FromMilliseconds(1811); playerDied_ = true; bonusPresent_ = false; bonusSpawned_ = 0; }
public void KillGosht(Ghost ghost) { GhostSoundsManager.StopLoops(); soundBank_.PlayCue("EatGhost"); ghost.State = GhostState.Dead; eatenGhosts_++; var bonus = (int)(100 * Math.Pow(2, eatenGhosts_)); Score += bonus; scoreEvents_.Add(new ScoreEvent(ghost.Position, DateTime.Now, bonus)); LockTimer = TimeSpan.FromMilliseconds(900); }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { // Some events (death, new level, etc.) lock the game for a few moments. if (DateTime.Now - eventTimer_ < LockTimer) { ghosts_.ForEach(i => i.LockTimer(gameTime)); // Also we need to do the same thing for our own timer concerning bonuses bonusSpawnedTime_ += gameTime.ElapsedGameTime; return; } // Remove special events older than 5 seconds scoreEvents_.RemoveAll(i => DateTime.Now - i.When > TimeSpan.FromSeconds(5)); // If the player had died, spawn a new one or end game. if (playerDied_) { // extra lives are decremented here, at the same time the pac man is spawned; this makes those // events seem linked. xlives_--; //xlives_++; // Give infinite lives to the evil developer; if (xlives_ >= 0) { playerDied_ = false; player_ = new Player(Game); ghosts_.ForEach(i => i.Reset(false, player_)); scoreEvents_.Clear(); } else // The game is over { Menu.SaveHighScore(Score); Game.Components.Add(new Menu(Game, null)); Game.Components.Remove(this); GhostSoundsManager.StopLoops(); return; } } // When all crumps have been eaten, wait a few seconds and then spawn a new level if (noCrumpsLeft()) { if (Constants.Level < 21) { bonusSpawned_ = 0; Grid.Reset(); player_ = new Player(Game); ghosts_.ForEach(i => i.Reset(true, player_)); soundBank_.PlayCue("NewLevel"); LockTimer = TimeSpan.FromSeconds(2); Constants.Level++; return; } // Game over, you win. Menu.SaveHighScore(Score); Game.Components.Add(new Menu(Game, null)); Game.Components.Remove(this); GhostSoundsManager.StopLoops(); return; } Keys[] inputKeys = Keyboard.GetState().GetPressedKeys(); // The user may escape to the main menu with the escape key if (inputKeys.Contains(Keys.Escape)) { Game.Components.Add(new Menu(Game, this)); Game.Components.Remove(this); GhostSoundsManager.PauseLoops(); // will be resumed in Initialize(). No need for stopping them // if the player subsequently quits the game, since we'll re-initialize GhostSoundManager in // Initialize() if the player wants to start a new game. return; } // Eat crumps and power pills. if (player_.Position.DeltaPixel == Point.Zero) { Point playerTile = player_.Position.Tile; if (Grid.TileGrid[playerTile.X, playerTile.Y].HasCrump) { soundBank_.PlayCue(paChomp_ ? "PacMAnEat1" : "PacManEat2"); paChomp_ = !paChomp_; Score += 10; Grid.TileGrid[playerTile.X, playerTile.Y].HasCrump = false; if (Grid.TileGrid[playerTile.X, playerTile.Y].HasPowerPill) { Score += 40; eatenGhosts_ = 0; foreach (Ghost ghost in ghosts_) { if (ghost.State == GhostState.Attack || ghost.State == GhostState.Scatter || ghost.State == GhostState.Blue) { ghost.State = GhostState.Blue; } } Grid.TileGrid[playerTile.X, playerTile.Y].HasPowerPill = false; } // If that was the last crump, lock the game for a while if (noCrumpsLeft()) { GhostSoundsManager.StopLoops(); LockTimer = TimeSpan.FromSeconds(2); return; } } } // Eat bonuses if (bonusPresent_ && player_.Position.Tile.Y == 17 && ((player_.Position.Tile.X == 13 && player_.Position.DeltaPixel.X == 8) || (player_.Position.Tile.X == 14 && player_.Position.DeltaPixel.X == -8))) { LockTimer = TimeSpan.FromSeconds(1.5); Score += Constants.BonusScores(); scoreEvents_.Add(new ScoreEvent(player_.Position, DateTime.Now, Constants.BonusScores())); soundBank_.PlayCue("fruiteat"); bonusPresent_ = false; if (bonusEaten_.ContainsKey(Constants.BonusSprite())) { bonusEaten_[Constants.BonusSprite()]++; } else { bonusEaten_.Add(Constants.BonusSprite(), 1); } } // Remove bonus if time's up if (bonusPresent_ && ((DateTime.Now - bonusSpawnedTime_) > TimeSpan.FromSeconds(10))) { bonusPresent_ = false; } // Detect collision between ghosts and the player foreach (Ghost ghost in ghosts_) { var playerArea = new Rectangle((player_.Position.Tile.X * 16) + player_.Position.DeltaPixel.X, (player_.Position.Tile.Y * 16) + player_.Position.DeltaPixel.Y, 26, 26); var ghostArea = new Rectangle((ghost.Position.Tile.X * 16) + ghost.Position.DeltaPixel.X, (ghost.Position.Tile.Y * 16) + ghost.Position.DeltaPixel.Y, 22, 22); if (!Rectangle.Intersect(playerArea, ghostArea).IsEmpty) { // If collision detected, either kill the ghost or kill the pac man, depending on state. if (ghost.State == GhostState.Blue) { //TODO Work on the logic of the educational game KillGosht(ghost); return; } if (ghost.State != GhostState.Dead) { Game.Components.Add(new Menu(Game, this, ghost)); Game.Components.Remove(this); GhostSoundsManager.PauseLoops(); return; } // Otherwise ( = the ghost is dead), don't do anything special. } } // Periodically spawn a fruit, when the player isn't on the spawn location // otherwise we get an infinite fruit spawning bug if ((Grid.NumCrumps == 180 || Grid.NumCrumps == 80) && bonusSpawned_ < 2 && !(player_.Position.Tile.Y == 17 && ((player_.Position.Tile.X == 13 && player_.Position.DeltaPixel.X == 8) || (player_.Position.Tile.X == 14 && player_.Position.DeltaPixel.X == -8)))) { bonusPresent_ = true; bonusSpawned_++; bonusSpawnedTime_ = DateTime.Now; } // Now is the time to move player based on inputs and ghosts based on AI // If we have returned earlier in the method, they stay in place player_.Update(gameTime); ghosts_.ForEach(i => i.Update(gameTime)); base.Update(gameTime); }