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)); }
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; 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); } } } } } }
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); 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); spriteSheet = Content.Load <Texture2D>(@"Textures\SpriteSheet"); titleScreen = Content.Load <Texture2D>(@"Textures\TitleScreen"); arialFont = Content.Load <SpriteFont>(@"Fonts\ArialFont"); Camera.WorldRectangle = new Rectangle(0, 0, 1600, 1600); Camera.ViewPortWidth = 800; Camera.ViewPortHeight = 600; TileMap.Initialize(spriteSheet); TileMap.GenerateRandomMap(); Player.Initialize(spriteSheet, new Rectangle(0, 64, 32, 32), 6, new Rectangle(0, 96, 32, 32), 1, new Vector2(32, 32)); EffectsManager.Initialize(spriteSheet, new Rectangle(0, 288, 2, 2), new Rectangle(0, 256, 32, 32), 3); WeaponManager.Texture = spriteSheet; GoalManager.Initialize(spriteSheet, new Rectangle(0, 7 * 32, 32, 32), new Rectangle(3 * 32, 7 * 32, 32, 32), 3, 1); EnemyManager.Initialize(spriteSheet, new Rectangle(0, 160, 32, 32)); }
/// <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(); } 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: Player.Update(gameTime); WeaponManager.Update(gameTime); EnemyManager.Update(gameTime); EffectsManager.Update(gameTime); 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); }
/// <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); // TODO: Add your drawing code here spriteBatch.Begin(); TileMap.Draw(spriteBatch); Player.Draw(spriteBatch); EffectsManager.Draw(spriteBatch); spriteBatch.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(); } // TODO: Add your update logic here Player.Update(gameTime); EffectsManager.Update(gameTime); base.Update(gameTime); }
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; GameManager.Score += 10; EffectsManager.AddExplosion(enemy.EnemyBase.WorldCenter, Vector2.Zero); } } } }
/// <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 spriteSheet = Content.Load <Texture2D>(@"Textures\SpriteSheet"); titleScreen = Content.Load <Texture2D>(@"Textures\TitleScreen"); pericles14 = Content.Load <SpriteFont>(@"Fonts\Pericles14"); Player.Initialize(spriteSheet, new Rectangle(0, 64, 32, 32), 6, new Rectangle(0, 96, 32, 32), 1, new Vector2(300, 300)); EffectsManager.Initialize(spriteSheet, new Rectangle(0, 288, 2, 2), new Rectangle(0, 256, 32, 32), 3); TileMap.Initialize(spriteSheet); Camera.WorldRectangle = new Rectangle(0, 0, 1600, 1600); Camera.ViewPortWidth = 800; Camera.ViewPortHeight = 600; }
/// <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(arialFont, "Score: " + GameManager.Score.ToString(), new Vector2(30, 5), Color.White); spriteBatch.DrawString(arialFont, "Terminals Remaining: " + GoalManager.ActiveTerminals, new Vector2(520, 5), Color.White); } if (gameState == GameStates.WaveComplete) { spriteBatch.DrawString(arialFont, "Beginning Wave " + (GameManager.CurrentWave + 1).ToString(), new Vector2(300, 300), Color.White); } if (gameState == GameStates.GameOver) { spriteBatch.DrawString(arialFont, "G A M E O V E R!", new Vector2(300, 300), Color.White); } spriteBatch.End(); base.Draw(gameTime); }