Exemplo n.º 1
0
        void CreateRoomsAsync()
        {
            int gapRoomX = Helper.Random.Next(4);
            int gapRoomY = Helper.Random.Next(4);

            float roomPercent = 100f / 16f;

            for (int x = 0; x < 4; x++)
            {
                for (int y = 0; y < 4; y++)
                {
                    if (!(x == gapRoomX && y == gapRoomY))
                    {
                        Rooms[x, y] = new Room(tileSheet, objectSheet, false);
                    }
                    else
                    {
                        Rooms[x, y] = new Room(tileSheet, objectSheet, true);
                    }
                    generatedPercent += (int)roomPercent;
                }
            }

            // make exit
            bool made = false;

            while (!made)
            {
                int side = Helper.Random.Next(4);

                switch (side)
                {
                case 0:
                    exitRoomX = Helper.Random.Next(4);
                    exitRoomY = -1;
                    if (!Rooms[exitRoomX, exitRoomY + 1].IsGap)
                    {
                        made = true;
                    }
                    break;

                case 1:
                    exitRoomY = Helper.Random.Next(4);
                    exitRoomX = 4;
                    if (!Rooms[exitRoomX - 1, exitRoomY].IsGap)
                    {
                        made = true;
                    }
                    break;

                case 2:
                    exitRoomX = Helper.Random.Next(4);
                    exitRoomY = 4;
                    if (!Rooms[exitRoomX, exitRoomY - 1].IsGap)
                    {
                        made = true;
                    }
                    break;

                case 3:
                    exitRoomY = Helper.Random.Next(4);
                    exitRoomX = -1;
                    if (!Rooms[exitRoomX + 1, exitRoomY].IsGap)
                    {
                        made = true;
                    }
                    break;
                }
            }



            gameHero.RoomX = exitRoomX;// = new Hero(exitRoomX, exitRoomY, new Vector3(0, 0, 0));
            gameHero.RoomY = exitRoomY;

            //VoxelWorld.ToScreenSpace((7 * 16) + 7, 7, 21) + new Vector3(Voxel.HALF_SIZE,Voxel.HALF_SIZE,Voxel.HALF_SIZE), 0, doorSheet));
            ///VoxelWorld.ToScreenSpace((14 * 16) + 7, (4 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 1, doorSheet));
            //VoxelWorld.ToScreenSpace((7 * 16) + 7, (8 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 2, doorSheet));
            //VoxelWorld.ToScreenSpace(7, (4 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 3, doorSheet));

            if (gameHero.RoomX == -1)
            {
                gameHero.RoomX       = 0;
                exitRoomX            = 0;
                gameHero.IntroTarget = Doors[3].Position + new Vector3(7f, 0f, 4f);
                gameHero.Position    = Doors[3].Position + new Vector3(-7f, 0f, 4f);
                gameHero.Rotation    = 0f;
                Doors[3].Open(true);
                exitDoor = Doors[3];
            }
            if (gameHero.RoomX == 4)
            {
                gameHero.RoomX       = 3;
                exitRoomX            = 3;
                gameHero.IntroTarget = Doors[1].Position + new Vector3(-7f, 0f, 4f);
                gameHero.Position    = Doors[1].Position + new Vector3(7f, 0f, 4f);
                gameHero.Rotation    = -MathHelper.Pi;
                Doors[1].Open(true);
                exitDoor = Doors[1];
            }
            if (gameHero.RoomY == -1)
            {
                gameHero.RoomY       = 0;
                exitRoomY            = 0;
                gameHero.IntroTarget = Doors[0].Position + new Vector3(0f, 7f, 4f);
                gameHero.Position    = Doors[0].Position + new Vector3(0f, -7f, 4f);
                gameHero.Rotation    = MathHelper.PiOver2;
                Doors[0].Open(true);
                exitDoor = Doors[0];
            }
            if (gameHero.RoomY == 4)
            {
                gameHero.RoomY       = 3;
                exitRoomY            = 3;
                gameHero.IntroTarget = Doors[2].Position + new Vector3(0f, -7f, 4f);
                gameHero.Position    = Doors[2].Position + new Vector3(0f, 7f, 4f);
                gameHero.Rotation    = -MathHelper.PiOver2;
                Doors[2].Open(true);
                exitDoor = Doors[2];
            }

            currentRoom = Rooms[gameHero.RoomX, gameHero.RoomY];

            enemyController.Enemies.RemoveAll(en => en.Room == currentRoom);

            gameCamera.Position = new Vector3((currentRoom.World.X_SIZE * Voxel.SIZE) / 2, (currentRoom.World.Y_SIZE * Voxel.SIZE) / 2, 0f);
            gameCamera.Target   = new Vector3((currentRoom.World.X_SIZE * Voxel.SIZE) / 2, (currentRoom.World.Y_SIZE * Voxel.SIZE) / 2, 0f);

            generatedPercent = 100;

            OpenDoors();

            AudioController.PlayMusic("0");
        }
Exemplo n.º 2
0
 void Reset()
 {
     AudioController.StopMusic();
     LoadContent();
 }
Exemplo n.º 3
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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            if (generatedPercent >= 100)
            {
                MouseState    cms = Mouse.GetState();
                KeyboardState cks = Keyboard.GetState();
                GamePadState  cgs = GamePad.GetState(PlayerIndex.One);

                Vector2 mp2D     = Vector2.Clamp(new Vector2(cms.X, cms.Y), Vector2.Zero, new Vector2(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height));
                Vector3 mousePos = Helper.ProjectMousePosition(mp2D, GraphicsDevice.Viewport, gameCamera.worldMatrix, gameCamera.viewMatrix, gameCamera.projectionMatrix, 0f);

                Vector2 virtualJoystick = Vector2.Zero;
                if (cks.IsKeyDown(Keys.W) || cks.IsKeyDown(Keys.Up))
                {
                    virtualJoystick.Y = -1;
                }
                if (cks.IsKeyDown(Keys.A) || cks.IsKeyDown(Keys.Left))
                {
                    virtualJoystick.X = -1;
                }
                if (cks.IsKeyDown(Keys.S) || cks.IsKeyDown(Keys.Down))
                {
                    virtualJoystick.Y = 1;
                }
                if (cks.IsKeyDown(Keys.D) || cks.IsKeyDown(Keys.Right))
                {
                    virtualJoystick.X = 1;
                }
                if (virtualJoystick.Length() > 0f)
                {
                    virtualJoystick.Normalize();
                }
                if (cgs.ThumbSticks.Left.Length() > 0.1f)
                {
                    virtualJoystick   = cgs.ThumbSticks.Left;
                    virtualJoystick.Y = -virtualJoystick.Y;
                }

                if (gameHero.introTargetReached)
                {
                    gameHero.Move(virtualJoystick);
                }

                if ((cks.IsKeyDown(Keys.Space) && !lks.IsKeyDown(Keys.Space)) || (cgs.Buttons.B == ButtonState.Pressed && lgs.Buttons.B != ButtonState.Pressed))
                {
                    gameHero.TryPlantBomb(currentRoom);
                }
                if (cks.IsKeyDown(Keys.Z) || cks.IsKeyDown(Keys.Enter) || cgs.Buttons.A == ButtonState.Pressed)
                {
                    gameHero.DoAttack();
                }

                if (cks.IsKeyDown(Keys.X) || cks.IsKeyDown(Keys.RightShift) || cgs.Buttons.X == ButtonState.Pressed)
                {
                    gameHero.DoDefend(true, virtualJoystick);
                }
                else
                {
                    gameHero.DoDefend(false, virtualJoystick);
                }



                int openCount = 0;
                foreach (Door d in Doors)
                {
                    if (d.IsOpen)
                    {
                        openCount++;
                    }
                }

                if (gameHero.introTargetReached)
                {
                    #region ROOM STATE SHIT
                    switch (roomState)
                    {
                    case RoomState.DoorsOpening:
                        OpenDoors();
                        if (openCount > 0)
                        {
                            roomState = RoomState.DoorsOpen;
                        }
                        doorCountdown = doorCountdownTarget;
                        break;

                    case RoomState.DoorsOpen:
                        if (doorCountdown > 0)
                        {
                            doorCountdown -= gameTime.ElapsedGameTime.TotalMilliseconds;

                            if (doorCountdown <= 0)
                            {
                                roomState = RoomState.DoorsClosing;
                            }
                        }
                        break;

                    case RoomState.DoorsClosing:
                        foreach (Door d in Doors)
                        {
                            d.Close(false);
                        }
                        if (openCount == 0)
                        {
                            roomMovesLeft = 3 + Helper.Random.Next(5);
                            DoRoomShift();
                            roomState = RoomState.RoomsShifting;
                        }
                        break;

                    case RoomState.RoomsShifting:
                        foreach (Door d in Doors)
                        {
                            d.Close(true);
                        }
                        if (roomShift != null)
                        {
                            roomShift.Update(gameTime, gameHero, ref Rooms);
                            if (roomShift.Complete)
                            {
                                if (roomMovesLeft > 0)
                                {
                                    DoRoomShift();
                                }
                                else
                                {
                                    roomShift = null;
                                }
                            }
                        }
                        if (roomShift == null && roomMovesLeft == 0)
                        {
                            roomState = RoomState.DoorsOpening;
                        }
                        break;
                    }
                    #endregion
                }
                else
                {
                    if (Vector3.Distance(gameHero.Position, gameHero.IntroTarget) < 5f)
                    {
                        exitDoor.Close(false);
                    }
                }

                if (gameHero.RoomX == exitRoomX && gameHero.RoomY == exitRoomY)
                {
                    if (exitDoor.IsOpen)
                    {
                        particleController.Spawn(exitDoor.ParticlePosition, new Vector3(-0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -0.05f + ((float)Helper.Random.NextDouble() * 0.1f)) + exitDoor.ParticleDir * 0.2f, 2f, Color.White * 0.5f, 1000, false);
                    }
                }

                if (roomShift != null)
                {
                    gameCamera.Update(gameTime, currentRoom.World, roomShift.cameraShake);
                }
                else
                {
                    gameCamera.Update(gameTime, currentRoom.World, Vector3.Zero);
                }

                foreach (Room r in Rooms)
                {
                    if (r.World != null)
                    {
                        r.World.Update(gameTime, gameCamera, currentRoom == r);
                    }
                }
                //currentRoom.World.Update(gameTime, gameCamera);

                gameHero.Update(gameTime, gameCamera, currentRoom, Doors, ref Rooms, allRoomsComplete, exitRoomX, exitRoomY, exitDoor);
                currentRoom = Rooms[gameHero.RoomX, gameHero.RoomY];
                currentRoom.Update(gameTime);

                enemyController.Update(gameTime, gameCamera, currentRoom, gameHero, Doors);
                particleController.Update(gameTime, gameCamera, currentRoom.World);
                pickupController.Update(gameTime, gameCamera, gameHero, currentRoom);
                projectileController.Update(gameTime, gameCamera, gameHero, currentRoom);
                bombController.Update(gameTime, currentRoom, gameHero);
                AudioController.Update(gameTime);

                foreach (Door d in Doors)
                {
                    d.Update(gameTime);
                }

                drawEffect.View  = gameCamera.viewMatrix;
                drawEffect.World = gameCamera.worldMatrix;

                lms = cms;
                lks = cks;
                lgs = cgs;

                if (gameHero.Dead || gameHero.exitReached)
                {
                    deadTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                    if (deadTime >= 5000)
                    {
                        Reset();
                    }
                    if (showCompleteAlpha < 1f)
                    {
                        showCompleteAlpha += 0.1f;
                    }
                    AudioController.StopMusic();
                }

                allRoomsComplete = true;
                foreach (Room r in Rooms)
                {
                    if (!r.IsComplete)
                    {
                        allRoomsComplete = false;
                    }
                }

                if (allRoomsComplete && !shownComplete)
                {
                    if (gameHero.RoomX == exitRoomX && gameHero.RoomY == exitRoomY && roomState == RoomState.DoorsOpen)
                    {
                        exitDoor.Open(false);
                    }
                    if (showCompleteAlpha < 1f)
                    {
                        showCompleteAlpha += 0.1f;
                    }
                    showCompleteTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                    if (showCompleteTime > 5000)
                    {
                        shownComplete = true;
                    }
                }
                if (shownComplete && showCompleteAlpha > 0f && !gameHero.exitReached)
                {
                    showCompleteAlpha -= 0.1f;
                }
                //if (gameHero.exitReached && showCompleteAlpha < 1f) showCompleteAlpha += 0.1f;
                //if (gameHero.exitReached)
                //{
                //    dead
                //}
            }
            else
            {
                titleFrameTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                if (titleFrameTime >= 100)
                {
                    titleFrameTime = 0;
                    titleCurrentFrame++;
                    if (titleCurrentFrame == 4)
                    {
                        titleCurrentFrame = 0;
                    }
                }
                titleScrollPos += Vector2.One;
                if (titleScrollPos.X == texTitleBG.Width)
                {
                    titleScrollPos = Vector2.Zero;
                }
            }

            base.Update(gameTime);
        }
Exemplo n.º 4
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            generatedPercent = 0;
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            if (firstRun)
            {
                AudioController.LoadContent(Content);

                tileSheet = new VoxelSprite(16, 16, 16);
                LoadVoxels.LoadSprite(Path.Combine(Content.RootDirectory, "tiles.vxs"), ref tileSheet);
                doorSheet = new VoxelSprite(16, 16, 16);
                LoadVoxels.LoadSprite(Path.Combine(Content.RootDirectory, "door.vxs"), ref doorSheet);
                objectSheet = new VoxelSprite(16, 16, 16);
                LoadVoxels.LoadSprite(Path.Combine(Content.RootDirectory, "dynamic.vxs"), ref objectSheet);
            }
            else if (AudioController.instances["roomscrape"].State == SoundState.Playing)
            {
                AudioController.instances["roomscrape"].Pause();
            }

            gameCamera           = new Camera(GraphicsDevice, GraphicsDevice.Viewport);
            particleController   = new ParticleController(GraphicsDevice);
            projectileController = new ProjectileController(GraphicsDevice);
            pickupController     = new PickupController(GraphicsDevice);
            bombController       = new BombController(GraphicsDevice, objectSheet);
            enemyController      = new EnemyController(GraphicsDevice);

            projectileController.LoadContent(Content);
            pickupController.LoadContent(Content);
            enemyController.LoadContent(Content);

            drawEffect = new BasicEffect(GraphicsDevice)
            {
                World              = gameCamera.worldMatrix,
                View               = gameCamera.viewMatrix,
                Projection         = gameCamera.projectionMatrix,
                VertexColorEnabled = true,
            };

            gameHero = new Hero(0, 0, Vector3.Zero, Vector3.Zero);
            gameHero.LoadContent(Content, GraphicsDevice);

            ThreadPool.QueueUserWorkItem(delegate { CreateRoomsAsync(); });

            doorCountdown     = 10000;
            roomMovesLeft     = 0;
            roomShift         = null;
            roomState         = RoomState.DoorsOpen;
            deadTime          = 0;
            allRoomsComplete  = false;
            shownComplete     = false;
            showCompleteTime  = 0;
            showCompleteAlpha = 0f;

            Doors.Clear();
            Doors.Add(new Door(VoxelWorld.ToScreenSpace((7 * 16) + 7, 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 0, doorSheet));
            Doors.Add(new Door(VoxelWorld.ToScreenSpace((14 * 16) + 7, (4 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 1, doorSheet));
            Doors.Add(new Door(VoxelWorld.ToScreenSpace((7 * 16) + 7, (8 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 2, doorSheet));
            Doors.Add(new Door(VoxelWorld.ToScreenSpace(7, (4 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 3, doorSheet));

            if (firstRun)
            {
                roomIcon       = Content.Load <Texture2D>("roomicon");
                texHud         = Content.Load <Texture2D>("hud");
                texTitle       = Content.Load <Texture2D>("titlesheet");
                texTitleBG     = Content.Load <Texture2D>("title-bg");
                texStingers    = Content.Load <Texture2D>("stingers");
                font           = Content.Load <SpriteFont>("font");
                timerFontLarge = Content.Load <SpriteFont>("timerfont-large");
                timerFontSmall = Content.Load <SpriteFont>("timerfont-small");
            }

            firstRun = false;
        }
Exemplo n.º 5
0
        public override void Update(GameTime gameTime, Room currentRoom, Hero gameHero, List <Door> doors)
        {
            if (currentRoom != Room)
            {
                return;
            }

            Rotation = Helper.TurnToFace(new Vector2(Position.X, Position.Y), new Vector2(gameHero.Position.X, gameHero.Position.Y), Rotation, 1f, 0.5f);

            Speed.Z += (0.001f * bobDir);
            if (Speed.Z > 0.05f)
            {
                bobDir = -1f;
            }
            if (Speed.Z < -0.05f)
            {
                bobDir = 1f;
            }

            Position += Speed;

            for (float z = Position.Z; z < 25f; z += 0.1f)
            {
                if (Room.World.GetVoxel(new Vector3(Position.X, Position.Y, z)).Active)
                {
                    groundHeight = z; break;
                }
            }
            //base.Update(gameTime, currentRoom, gameHero, doors);

            boundingSphere = new BoundingSphere(Position, 4f);


            if (!attacking && Helper.Random.Next(300) == 1)
            {
                attacking  = true;
                attackDir  = 1;
                attackMode = Helper.Random.Next(2);
                AudioController.PlaySFX("face_open", 1f, 0f, 0f);
            }

            if (attacking)
            {
                if (attackMode == 0)
                {
                    offsetFrame = 0;
                }
                if (attackMode == 1)
                {
                    offsetFrame = 7;
                }

                attackTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                if (attackTime >= attackTargetTime)
                {
                    attackTime = 0;
                    if ((attackDir == 1 && attackFrame < numAttackFrames - 1) || attackDir == -1)
                    {
                        attackFrame += attackDir;
                    }
                }
                if (attackFrame == numAttackFrames - 1 && attackDir == 1)
                {
                    switch (attackMode)
                    {
                    case 0:

                        missileDelay += gameTime.ElapsedGameTime.TotalMilliseconds;
                        if (missileDelay >= 500)
                        {
                            missileDelay = 0;
                            float rot = (Rotation - 0.5f) + ((float)Helper.Random.NextDouble() * 1f);
                            ProjectileController.Instance.Spawn(ProjectileType.Rocket, Room, Position + new Vector3(0f, 0f, -2f), Matrix.CreateRotationZ(rot), new Vector3(Helper.AngleToVector(rot, 0.5f), 0.2f), 7000, false);
                            missilesLaunched++;
                            AudioController.PlaySFX("face_missile", 1f, 0f, 0f);
                        }
                        if (missilesLaunched == 3)
                        {
                            attackDir = -1; missilesLaunched = 0;
                        }
                        break;

                    case 1:
                        if (!gunSoundPlayed)
                        {
                            AudioController.PlaySFX("face_gun", 1f, 0f, 0f); gunSoundPlayed = true;
                        }

                        missileDelay += gameTime.ElapsedGameTime.TotalMilliseconds;
                        if (missileDelay >= 50)
                        {
                            missileDelay = 0;
                            float rot = (Rotation - 0.1f) + ((float)Helper.Random.NextDouble() * 0.2f);
                            ProjectileController.Instance.Spawn(ProjectileType.Gatling, Room, Position + new Vector3(0f, 0f, 2f), Matrix.CreateRotationZ(rot), new Vector3(Helper.AngleToVector(rot, 1f), 0.1f), 5000, false);
                            missilesLaunched++;
                        }
                        if (missilesLaunched == 20)
                        {
                            attackDir = -1; missilesLaunched = 0;
                        }
                        break;
                    }
                }

                if (attackFrame == -1)
                {
                    attackFrame = 0; attacking = false; offsetFrame = 0; attackDir = 1; gunSoundPlayed = false;
                }
            }

            if (hitAlpha > 0f)
            {
                hitAlpha -= 0.1f;
            }

            if (Health <= 0f)
            {
                Die();
            }
        }
Exemplo n.º 6
0
 public override void Die()
 {
     AudioController.PlaySFX("face_die", 1f, 0f, 0f);
     base.Die();
 }