Exemplo n.º 1
0
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            InputManager.Update();
            Time.Update(gameTime);

            GameObject2d.UpdateObjects();

            // Just to prove I can
            //map.Layers.First().Value.Opacity = (float)(Math.Cos(Math.PI * (gameTime.TotalGameTime.Milliseconds * 4) / 10000));

            if (InputManager.IsKeyDown(Keys.Up))
            {
                b.X += 0.01f; b.Y += 0.01f;
            }
            if (InputManager.IsKeyDown(Keys.Down) && b.Length() > 0)
            {
                b.X -= 0.01f; b.Y -= 0.01f;
            }

            base.Update(gameTime);
        }
Exemplo n.º 2
0
        static void spawnRoundCactus(Squared.Tiled.Object obj)
        {
            GameObject2d enemy = GameObject2d.Initialize();

            enemy.sprite = new Sprite(content.Load <Texture2D>("cactusRound"));
            //enemy.sprite.Scale *= 1;
            enemy.sprite.LayerDepth = 0.4f;
            enemy.addBehavior(new grazeEnemy());
            enemy.addBehavior(new enemyHealth());
            enemy.addBehavior(new BasicShootEnemy());

            enemy.sprite.Position = new Vector2(obj.X, obj.Y);

            BulletSpawner b = new BulletSpawner();

            b.bulletSpeed  = 2;
            b.bulletAmount = 6;

            b.bulletfrequency = 0.5f; // ms

            b.spin = 0f;

            b.bulletSprite = content.Load <Texture2D>("needleBullet");
            b.facing       = true;
            b.scale        = Vector2.One * 0.7f;
            enemy.addBehavior(b);
        }
Exemplo n.º 3
0
        static void spawnSun(Squared.Tiled.Object obj)
        {
            GameObject2d spawner = GameObject2d.Initialize();

            //TEMP
            Texture2D bulletSprite = content.Load <Texture2D>("bullet_1");

            spawner.sprite               = new AnimatedSprite(content.Load <Texture2D>("sunSprite"), 3, 1000, 1000, true, 0);
            spawner.sprite.Scale        *= 1;
            spawner.sprite.collisionBox *= 0.85f;
            spawner.sprite.LayerDepth    = 0.4f;
            spawner.addBehavior(new grazeEnemy());
            BulletSpawner b = new BulletSpawner();

            spawner.sprite.Position = new Vector2(obj.X, obj.Y);

            b.bulletSpeed  = 2;
            b.bulletAmount = 3;

            b.bulletfrequency = 0.05f; // ms

            b.spin = 0.3f;
            b.Wave = 0.2f;

            b.bulletSprite = bulletSprite;
            b.scale        = Vector2.One * 0.4f;
            spawner.addBehavior(b);


            // Bar
            Vector2 barscale = Vector2.One * 0.29f;
            Vector2 barPos   = new Vector2(300, 45);

            ProgressBar bar = ProgressBar.Initialize() as ProgressBar;

            bar.sprite            = new Sprite(content.Load <Texture2D>("bar"));
            bar.sprite.Position   = barPos;
            bar.sprite.Scale      = barscale;
            bar.sprite.LayerDepth = 0.01f;
            bar.sprite.enableCam  = false;

            bar.innerSprite           = new Sprite(content.Load <Texture2D>("inner"));
            bar.innerSprite.Position  = barPos;
            bar.innerSprite.Color     = Color.DarkRed;
            bar.innerSprite.Scale     = barscale;
            bar.innerSprite.enableCam = false;
            bar.value = 100;

            // more boss stuff?
            BossController boss = new BossController();

            boss.healthbar = bar;

            spawner.addBehavior(boss);
            var h = new enemyHealth();

            h.max = 20000;
            spawner.addBehavior(h);
        }
Exemplo n.º 4
0
        static void SwapMap(Squared.Tiled.Object obj)
        {
            fixForScreenSize(obj);

            string  mapfilename   = obj.Name + ".tmx";
            Vector2 spawnLocation = fixForScreenSize(new Vector2(Int32.Parse(obj.Properties["playerLocationX"]), Int32.Parse(obj.Properties["playerLocationY"])));

            void switchMap(PlayerObject p) => MainGameplayScreen.currentGame.loadMap(mapfilename, spawnLocation);

            GameObject2d g = GameObject2d.Initialize();

            g.sprite.visible = false;
            g.addBehavior(new eventLocation(switchMap, new Vector2(obj.X, obj.Y), 32));
        }
Exemplo n.º 5
0
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
        {
            InputManager.Update();
            Time.Update(gameTime);

            GameObject2d.UpdateObjects();

            // Testing screen stuff
            if (InputManager.IsKeyDown(Keys.Up))
            {
                b.X += 0.01f; b.Y += 0.01f;
            }
            if (InputManager.IsKeyDown(Keys.Down) && b.Length() > 0)
            {
                b.X -= 0.01f; b.Y -= 0.01f;
            }
            if (InputManager.IsKeyPressed(Keys.F))
            {
                (ScreenManager.Game as Main).graphics.ToggleFullScreen();
            }
        }
Exemplo n.º 6
0
        protected override void LoadContent()
        {
            // The testing for tilemaps
            map = Map.Load(Path.Combine(Content.RootDirectory, "TESTMAP.tmx"), Content);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            backgrounds = new SpriteBatch(GraphicsDevice);

            // Setting up render target
            PresentationParameters pp = graphics.GraphicsDevice.PresentationParameters;

            renderTarget = new RenderTarget2D(graphics.GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, true, SurfaceFormat.Color, DepthFormat.Depth24);

            // Load extra
            font       = Content.Load <SpriteFont>("font");
            zoom       = Content.Load <Effect>("zoom");
            background = Content.Load <Texture2D>("space");  //"p_u_r_p_b_o_y_s");
            doggo      = Content.Load <Texture2D>("DOGGIE"); //"p_u_r_p_b_o_y_s");


            // Load sprites n stuff
            playerSpriteSheet = Content.Load <Texture2D>("explorer");
            hitBoxSpriteSheet = Content.Load <Texture2D>("hitbox");
            bulletSprite2     = Content.Load <Texture2D>("bullet_2");
            bulletSprite      = Content.Load <Texture2D>("bullet_1");
            Texture2D mosueSprite = Content.Load <Texture2D>("mouse");


            PlayerObject.CreatePlayer(JobInfo.Jobs[0], 0);//new Vector2(300, 700), playerSpriteSheet, hitBoxSpriteSheet, bulletSprite2, mosueSprite);  // Oof
            PlayerObject.players.First().sprite.Position = new Vector2(1000, 1000);

            GameObject2d spawner = GameObject2d.Initialize();

            spawner.sprite            = new Sprite(bulletSprite);
            spawner.sprite.Scale     *= 2;
            spawner.sprite.LayerDepth = 0.4f;
            spawner.addBehavior(new grazeEnemy());
            BulletSpawner b = new BulletSpawner();

            spawner.sprite.Position = new Vector2(300, 200);

            b.bulletSpeed  = 2;
            b.bulletAmount = 3;

            b.bulletfrequency = 0.05f; // ms

            b.spin = 0.3f;
            b.Wave = 0.2f;

            b.bulletSprite = bulletSprite;
            b.scale        = Vector2.One * 0.4f;
            spawner.addBehavior(b);


            // Bar
            Vector2 barscale = Vector2.One * 0.29f;
            Vector2 barPos   = new Vector2(300, 45);

            ProgressBar bar = ProgressBar.Initialize() as ProgressBar;

            bar.sprite            = new Sprite(Content.Load <Texture2D>("bar"));
            bar.sprite.Position   = barPos;
            bar.sprite.Scale      = barscale;
            bar.sprite.LayerDepth = 0.01f;
            bar.sprite.enableCam  = false;

            bar.innerSprite           = new Sprite(Content.Load <Texture2D>("inner"));
            bar.innerSprite.Position  = barPos;
            bar.innerSprite.Color     = Color.DarkRed;
            bar.innerSprite.Scale     = barscale;
            bar.innerSprite.enableCam = false;
            bar.value = 100;

            // more boss stuff?
            BossController boss = new BossController();

            boss.healthbar = bar;

            spawner.addBehavior(boss);
            spawner.addBehavior(new enemyHealth());

            //init
            foreach (GameObject2d gameObject in GameObject2d.activeGameObjects)
            {
                gameObject.Start();
            }
        }