예제 #1
0
        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);
                            }
                        }
                    }
                }
            }
        }
예제 #2
0
        /// <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");
            font        = Content.Load <SpriteFont>(@"Fonts\Font");

            Camera.WorldRectangle = new Rectangle(0, 0, 1600, 1600);
            Camera.ViewPortWidth  = 800;
            Camera.ViewPortHeight = 600;

            Map.Initialize(spriteSheet);
            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));

            Sound.Load(Content);
            MediaPlayer.IsRepeating = true;
            MediaPlayer.Volume      = 0.5f;
            MediaPlayer.Play(Sound.Music);
            // TODO: use this.Content to load your game content here
        }
예제 #3
0
 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);
 }
예제 #4
0
        /// <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 || (Keyboard.GetState().IsKeyDown(Keys.Escape)))
            {
                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.ActiveGates == 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);
        }
예제 #5
0
        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);
                    }
                }
            }
        }
예제 #6
0
        private static void checkShotWallImpacts(Sprite shot)
        {
            if (shot.Expired)
            {
                return;
            }

            if (Map.IsWallTile(Map.GetSquareAtPixel(shot.WorldCenter)))
            {
                shot.Expired = true;

                if (shot.Frame == 0)
                {
                    EffectsManager.AddSparksEffect(shot.WorldCenter, shot.Velocity);
                }
                else
                {
                    createLargeExplosion(shot.WorldCenter);
                    checkRocketSplashDamage(shot.WorldCenter);
                }
            }
        }
예제 #7
0
        /// <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))
            {
                Map.Draw(spriteBatch);
                WeaponManager.Draw(spriteBatch);
                Player.Draw(spriteBatch);
                EnemyManager.Draw(spriteBatch);
                EffectsManager.Draw(spriteBatch);
                GoalManager.Draw(spriteBatch);

                checkPlayerDeath();

                spriteBatch.DrawString(
                    font,
                    "Score: " + GameManager.Score.ToString(),
                    new Vector2(30, 5),
                    Color.White);

                spriteBatch.DrawString(
                    font,
                    "Gates Remaining: " +
                    GoalManager.ActiveGates,
                    new Vector2(520, 5),
                    Color.White);
            }

            if (gameState == GameStates.WaveComplete)
            {
                spriteBatch.DrawString(
                    font,
                    "Beginning Wave " +
                    (GameManager.CurrentWave + 1).ToString(),
                    new Vector2(300, 300),
                    Color.White);
            }

            if (gameState == GameStates.GameOver)
            {
                spriteBatch.DrawString(
                    font,
                    "G A M E O V E R!",
                    new Vector2(300, 300),
                    Color.White);
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }