//pg. 236 #region Collision Detection private static void checkShotWallImpacts(Sprite shot) { if (shot.Expired) { return; } if (TileMap.IsWallTile( TileMap.GetSquareAtPixel(shot.WorldCenter))) { shot.Expired = true; if (shot.Frame == 0) { EffectsManager.AddSparksEffect( shot.WorldCenter, shot.Velocity); } else { createLargeExplosion(shot.WorldCenter); //pg. 282 checkRocketSplashDamage(shot.WorldCenter); } } }
//pg. 237 private static void createLargeExplosion(Vector2 location) { EffectsManager.AddLargeExplosion( location + new Vector2(-10, -10)); EffectsManager.AddLargeExplosion( location + new Vector2(-10, 10)); EffectsManager.AddLargeExplosion( location + new Vector2(10, 10)); EffectsManager.AddLargeExplosion( location + new Vector2(10, -10)); EffectsManager.AddLargeExplosion(location); }
private static void checkRocketSplashDamage(Vector2 location) { int rocketSplashRadius = 40; foreach (Enemy enemy in EnemyManager.Enemies) { if (!enemy.Destroyed) { if (enemy.EnemyBase.IsCircleColliding( location, rocketSplashRadius)) { enemy.Destroyed = true; //pg. 285 GameManager.Score += 10; EffectsManager.AddExplosion( enemy.EnemyBase.WorldCenter, Vector2.Zero); } } } }
//pg. 281 private static void checkShotEnemyImpacts(Sprite shot) { if (shot.Expired) { return; } foreach (Enemy enemy in EnemyManager.Enemies) { if (!enemy.Destroyed) { if (shot.IsCircleColliding( enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius)) { shot.Expired = true; enemy.Destroyed = true; //pg. 285 GameManager.Score += 10; if (shot.Frame == 0) { EffectsManager.AddExplosion( enemy.EnemyBase.WorldCenter, enemy.EnemyBase.Velocity / 30); } else { if (shot.Frame == 1) { createLargeExplosion(shot.WorldCenter); checkRocketSplashDamage(shot.WorldCenter); } } } } } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here //pg. 170 spriteSheet = Content.Load <Texture2D>(@"Textures\SpriteSheet"); titleScreen = Content.Load <Texture2D>(@"Textures\TitleScreen"); pericles14 = Content.Load <SpriteFont>(@"Fonts\Pericles14"); //pg. 174 Camera.WorldRectangle = new Rectangle(0, 0, 1600, 1600); Camera.ViewPortWidth = 800; Camera.ViewPortHeight = 600; //pg. 184 //temp code //tempSprite = new Sprite( // new Vector2(100, 100), // spriteSheet, // new Rectangle(0, 64, 32, 32), // Vector2.Zero); //tempSprite2 = new Sprite( // new Vector2(200, 200), // spriteSheet, // new Rectangle(0, 160, 32, 32), // Vector2.Zero); //temp end //pg. 196 TileMap.Initialize(spriteSheet); //pg. 203 Player.Initialize( spriteSheet, new Rectangle(0, 64, 32, 32), 6, new Rectangle(0, 96, 32, 32), 1, //pg. 270 new Vector2(32, 32)); //pg. 227 EffectsManager.Initialize( spriteSheet, new Rectangle(0, 288, 2, 2), new Rectangle(0, 256, 32, 32), 3); //pg. 231 WeaponManager.Texture = spriteSheet; //pg. 270 GoalManager.Initialize( spriteSheet, new Rectangle(0, 7 * 32, 32, 32), new Rectangle(3 * 32, 7 * 32, 32, 32), 3, 1); //pg. 286 //GoalManager.GenerateComputers(10); //pg. 279 EnemyManager.Initialize( spriteSheet, new Rectangle(0, 160, 32, 32)); }
// TODO: Add your update logic here //pg. 185 //temp code //Vector2 spriteMove = Vector2.Zero; //Vector2 cameraMove = Vector2.Zero; //if (Keyboard.GetState().IsKeyDown(Keys.A)) // spriteMove.X = -1; //if (Keyboard.GetState().IsKeyDown(Keys.D)) // spriteMove.X = 1; //if (Keyboard.GetState().IsKeyDown(Keys.W)) // spriteMove.Y = -1; //if (Keyboard.GetState().IsKeyDown(Keys.S)) // spriteMove.Y = 1; //if (Keyboard.GetState().IsKeyDown(Keys.Left)) // cameraMove.X = -1; //if (Keyboard.GetState().IsKeyDown(Keys.Right)) // cameraMove.X = 1; //if (Keyboard.GetState().IsKeyDown(Keys.Up)) // cameraMove.Y = -1; //if (Keyboard.GetState().IsKeyDown(Keys.Down)) // cameraMove.Y = 1; //Camera.Move(cameraMove); //tempSprite.Velocity = spriteMove * 60; //tempSprite.Update(gameTime); //tempSprite2.Update(gameTime); //temp end //base.Update(gameTime); // } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); if (gameState == GameStates.TitleScreen) { spriteBatch.Draw( titleScreen, new Rectangle(0, 0, 800, 600), Color.White); } if ((gameState == GameStates.Playing) || (gameState == GameStates.WaveComplete) || (gameState == GameStates.GameOver)) { TileMap.Draw(spriteBatch); WeaponManager.Draw(spriteBatch); Player.Draw(spriteBatch); EnemyManager.Draw(spriteBatch); EffectsManager.Draw(spriteBatch); GoalManager.Draw(spriteBatch); checkPlayerDeath(); spriteBatch.DrawString( pericles14, "Score: " + GameManager.Score.ToString(), new Vector2(30, 5), Color.White); spriteBatch.DrawString( pericles14, "Terminals Remaining: " + GoalManager.ActiveTerminals, new Vector2(520, 5), Color.White); } if (gameState == GameStates.WaveComplete) { spriteBatch.DrawString( pericles14, "Beginning Wave " + (GameManager.CurrentWave + 1).ToString(), new Vector2(300, 300), Color.White); } if (gameState == GameStates.GameOver) { spriteBatch.DrawString( pericles14, "G A M E O V E R!", new Vector2(300, 300), Color.White); } spriteBatch.End(); //TileMap.Draw(spriteBatch); ////pg. 231 //WeaponManager.Draw(spriteBatch); //Player.Draw(spriteBatch); // //pg. 280 //EnemyManager.Draw(spriteBatch); // //pg.227 //EffectsManager.Draw(spriteBatch); // //pg. 271 //GoalManager.Draw(spriteBatch); //Temp code //Vector2 mouseLocation = new Vector2( // Mouse.GetState().X, Mouse.GetState().Y); //mouseLocation += Camera.Position; //List<Vector2> path = PathFinder.FindPath( // TileMap.GetSquareAtPixel(mouseLocation), // TileMap.GetSquareAtPixel(Player.BaseSprite.WorldCenter)); //if (!(path == null)) //{ // foreach (Vector2 node in path) // { // spriteBatch.Draw( // spriteSheet, // TileMap.SquareScreenRectangle((int)node.X, // (int)node.Y), // new Rectangle(0, 288, 32, 32), // new Color(128, 0, 0, 80)); // } //} //End Temporary code //spriteBatch.End(); base.Draw(gameTime); //} // TODO: Add your drawing code here //pg. 184 //spriteBatch.Begin(); ////pg.197 //TileMap.Draw(spriteBatch); //tempSprite.Draw(spriteBatch); //tempSprite2.Draw(spriteBatch); //spriteBatch.End(); ////temp end //base.Draw(gameTime); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } //pg. 286 switch (gameState) { case GameStates.TitleScreen: if ((GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed) || (Keyboard.GetState().IsKeyDown(Keys.Space))) { GameManager.StartNewGame(); gameState = GameStates.Playing; } break; case GameStates.Playing: //pg. 203 Player.Update(gameTime); //pg. 231 WeaponManager.Update(gameTime); //pg. 280 EnemyManager.Update(gameTime); //pg. 227 EffectsManager.Update(gameTime); //pg. 270 GoalManager.Update(gameTime); if (GoalManager.ActiveTerminals == 0) { gameState = GameStates.WaveComplete; } break; case GameStates.WaveComplete: waveCompleteTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; if (waveCompleteTimer > waveCompleteDelay) { GameManager.StartNewWave(); gameState = GameStates.Playing; waveCompleteTimer = 0.0f; } break; case GameStates.GameOver: gameOverTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; if (gameOverTimer > gameOverDelay) { gameState = GameStates.TitleScreen; gameOverTimer = 0.0f; } break; } base.Update(gameTime); }