public static int Main() { // Initialization //-------------------------------------------------------------------------------------- Random rand = new Random(); Player player = new Player(); Pickup[] pickup = new Pickup[70]; Enemy[] enemies = new Enemy[50]; Enemy enemy = new Enemy(); Gun gun = new Gun(); int screenWidth = 1600; int screenHeight = 900; int health = player.health; int ammo = player.ammo; int score = player.score; int timer = 0; //bool winState = false; //rl.InitAudioDevice(); //var pick = rl.LoadAudioStream("powerUp1.oog"); rl.InitWindow(screenWidth, screenHeight, "Assessment"); //Create enemies Enemy.EnemyTexture("bat.png"); for (int Enidx = 0; Enidx < enemies.Length; Enidx++) { enemies[Enidx] = new Enemy(); enemies[Enidx].Position.x = rand.Next(20, screenWidth - 20); enemies[Enidx].Position.y = rand.Next(30, screenHeight - 20); } //Create pickups Ammo.SetTexture("platformPack_item001.png"); Health.SetTexture("platformPack_item017.png"); Score.SetTexture("platformPack_item009.png"); for (int idx = 0; idx < pickup.Length; idx++) { int pickChoice = rand.Next(0, 3); if (pickChoice == 0) { pickup[idx] = new Ammo(); pickup[idx].Position.x = rand.Next(20, screenWidth - 20); pickup[idx].Position.y = rand.Next(30, screenHeight - 20); } if (pickChoice == 1) { pickup[idx] = new Health(); pickup[idx].Position.x = rand.Next(20, screenWidth - 20); pickup[idx].Position.y = rand.Next(30, screenHeight - 20); } if (pickChoice == 2) { pickup[idx] = new Score(); pickup[idx].Position.x = rand.Next(20, screenWidth - 20); pickup[idx].Position.y = rand.Next(30, screenHeight - 20); } } player.Position.x = rand.Next(20, screenWidth - 20); player.Position.y = rand.Next(30, screenHeight - 20); rl.SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!rl.WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // TODO: Update your variables here //---------------------------------------------------------------------------------- player.RunUpdate(); timer++; // Draw //---------------------------------------------------------------------------------- rl.BeginDrawing(); rl.ClearBackground(Color.LIGHTGRAY); rl.DrawText("Score: " + score, 50, 50, 12, Color.WHITE); rl.DrawText("Health: " + health, 50, 75, 12, Color.WHITE); rl.DrawText("Time: " + timer / 60, screenWidth - 200, 50, 12, Color.WHITE); rl.DrawText("Ammo: " + ammo, screenWidth - 200, 80, 12, Color.WHITE); //if (timer/60 >= 30 && winState == false) //{ // rl.DrawText("Game Over", 250, 50, 20, Color.ORANGE); // rl.DrawText("BOI", 250, 75, 20, Color.ORANGE); // player.speed = 0; //} player.Draw(); foreach (Enemy en in enemies) { if (en.isEnabled) { en.Draw(); if (CheckCollisionV2(player, en)) { health--; score++; } //if (en.Position.x > player.Position.x) // en.Position.x-= 3; //if (en.Position.x < player.Position.x) // en.Position.x+= 3; //if (en.Position.y > player.Position.y) // en.Position.y-= 3; //if (en.Position.y < player.Position.y) // en.Position.y+= 3; if (health <= 0) { health = 0; rl.DrawText("Game Over", 250, 50, 20, Color.ORANGE); rl.DrawText("BOI", 250, 75, 20, Color.ORANGE); player.speed = 0; } } } foreach (Pickup pick in pickup) { if (pick.Enabled) { switch (pick.up) { case Pickup.PickupType.Ammo: ((Ammo)pick).Draw(); ammo += CheckCollisionV1(player, pick) ? 1 : 0; //adds one to variable break; case Pickup.PickupType.Health: ((Health)pick).Draw(); health += CheckCollisionV1(player, pick) ? 1 : 0; break; case Pickup.PickupType.Score: ((Score)pick).Draw(); if (CheckCollisionV1(player, pick)) { score += rand.Next(1, 11); } break; default: break; } //rl.PlayAudioStream(pick); //score.score += CheckCollisionV1(player, pick) ? 1 : 0; } } //Player screen Warps if (player.Position.x <= 0) { player.Position.x = screenWidth - 1; } if (player.Position.x >= screenWidth) { player.Position.x = 0; } if (player.Position.y <= 0) { player.Position.y = screenHeight - 1; } if (player.Position.y >= screenHeight) { player.Position.y = 0; } rl.EndDrawing(); //---------------------------------------------------------------------------------- //if (score.score >= 10) //{ // rl.DrawText("Oh goody, you survived", 250, 50, 20, Color.ORANGE); // //winState = true; // player.speed = 0; //} } // De-Initialization //-------------------------------------------------------------------------------------- rl.CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return(0); }
public void Init() { stopwatch.Start(); lastTime = stopwatch.ElapsedMilliseconds; InitAudioDevice(); snd_drive = LoadSound("Resources/Sound/drive.ogg"); snd_rotate = LoadSound("Resources/Sound/rotate.ogg"); snd_fire = LoadSound("Resources/Sound/fire.ogg"); snd_load = LoadSound("Resources/Sound/reload.ogg"); for (int p = 0; p < 9; p++) { float b = (obsPositions.Length / 2); float c = p - b; obsPositions[p] = new Vector3((GetScreenWidth() / 2) + (p * 64) - (b * 64), (GetScreenHeight() / 2) + (((float)Math.Pow(c, 3)) + (9 * c)), 0); } Texture2D body1 = LoadTexture("Resources/tankBody_blue_outline.png"); Texture2D body1a = LoadTexture("Resources/tankBody_red_outline.png"); Texture2D body2 = LoadTexture("Resources/tankBody_darkLarge_outline.png"); Texture2D body3 = LoadTexture("Resources/tankBody_huge_outline.png"); Texture2D bodyS = LoadTexture("Resources/tankBody_dark.png"); Texture2D barrel1 = LoadTexture("Resources/tankBlue_barrel1_outline.png"); Texture2D barrel2 = LoadTexture("Resources/tankBlue_barrel2_outline.png"); Texture2D barrel3 = LoadTexture("Resources/tankBlue_barrel3_outline.png"); Texture2D s_barrel1 = LoadTexture("Resources/specialBarrel1_outline.png"); Texture2D s_barrel2 = LoadTexture("Resources/specialBarrel2_outline.png"); Texture2D s_barrel3 = LoadTexture("Resources/specialBarrel3_outline.png"); Texture2D s_barrel4 = LoadTexture("Resources/specialBarrel4_outline.png"); Texture2D s_barrel5 = LoadTexture("Resources/specialBarrel5_outline.png"); Texture2D s_barrel6 = LoadTexture("Resources/specialBarrel6_outline.png"); Texture2D s_barrel7 = LoadTexture("Resources/specialBarrel7_outline.png"); Texture2D rocketL = LoadTexture("Resources/barrelGrey_side.png"); Texture2D bullet1 = LoadTexture("Resources/bulletDark1_outline.png"); Texture2D bullet2 = LoadTexture("Resources/bulletDark2_outline.png"); Texture2D bullet3 = LoadTexture("Resources/bulletDark3_outline.png"); Texture2D bulletM = LoadTexture("Resources/bulletDark1.png"); Texture2D rocket1 = LoadTexture("Resources/spaceMissiles_003.png"); Texture2D rocket2 = LoadTexture("Resources/spaceMissiles_006.png"); Texture2D obs1 = LoadTexture("Resources/barricadeWood.png"); Texture2D obs2 = LoadTexture("Resources/sandbagBeige.png"); Body bodyBasic = new Body(body1, 100f, 1f, 100f, 0f); bodyBasic.Rename("Cruiser tank"); Body bodyBasic2 = new Body(body1a, 100f, 1f, 100f, 0f); bodyBasic2.Rename("Cruiser tank"); Body bodyBig = new Body(body2, 75f, 0.8f, 125f, 8f); bodyBig.Rename("Infantry tank"); Body bodyBigger = new Body(body3, 50f, 0.6f, 150f, -32f); bodyBigger.Rename("Super-heavy tank"); //bodies.Add(bodySmall); bodies.Add(bodyBasic); bodies.Add(bodyBig); bodies.Add(bodyBigger); bodies2.Add(bodyBasic2); bodies2.Add(bodyBig); bodies2.Add(bodyBigger); Ammo ammoAvg = new Ammo(bullet1, 1f, 600); Ammo ammoFst = new Ammo(bullet3, 0.75f, 700); Ammo ammoHvy = new Ammo(bullet2, 1.25f, 500); Barrel barrelAvg = new Barrel(s_barrel6, bullet1, 1f, 600, 59, 75, -8f, 0); barrelAvg.Rename("105mm cannon"); barrelAvg.Details(snd_load, 45, false, 0.0f); Barrel barrelPrc = new Barrel(s_barrel7, bullet3, 0.75f, 700, 58, 60, -8f, 0); barrelPrc.Rename("Self-propelled Sabot"); barrelPrc.Details(snd_load, 45, false, 0.0f); Barrel barrelHwz = new Barrel(s_barrel5, bullet2, 1.25f, 500, 59, 90, -8f, 0); barrelHwz.Rename("120mm Howitzer"); barrelHwz.Details(snd_load, 45, false, 0.0f); Barrel barrel45g = new Barrel(s_barrel4, bulletM, 0.5f, 900, 28, 30, -16f, -4f); //20mm machine gun barrel45g.Rename("45mm gun"); barrel45g.Details(snd_load, 45, false, 0.0f); Barrel barrelMrl = new Barrel(s_barrel1, rocket1, 2f, 850, 28, 120, -16f, 0); barrelMrl.Rename("Rocket launcher"); barrelMrl.Details(snd_load, 45, false, 0.0f); Barrel barrelGui = new Barrel(rocketL, rocket1, 2f, 500, 90, 240, -24f, 0); barrelGui.Rename("Guided missile"); barrelGui.Details(snd_load, 45, true, 3.0f); Barrel barrelMac = new Barrel(s_barrel4, bulletM, 0.5f, 900, 28, 30, -16f, -4f); barrels.Add(barrelAvg); barrels.Add(barrelPrc); barrels.Add(barrelHwz); barrels.Add(barrel45g); barrels.Add(barrelGui); body = bodyBasic; barrel = barrelAvg; expSpr = new Texture2D[5] { LoadTexture("Resources/explosion1.png"), LoadTexture("Resources/explosion2.png"), LoadTexture("Resources/explosion3.png"), LoadTexture("Resources/explosion4.png"), LoadTexture("Resources/explosion5.png"), }; expSprite.Load(expSpr); expSprite_.Load(expSpr); bulspr.Load("Resources/bulletBlue1_outline.png"); bulspr.SetRotate(90 * (float)(Math.PI / 180.0f)); bulspr.SetPosition(90, 0); bulspr_.Load("Resources/bulletBlue1_outline.png"); bulspr_.SetRotate(90 * (float)(Math.PI / 180.0f)); bulspr_.SetPosition(90, 0); explosionFX.AddChild(expSprite); explosionFX.ChangeLifetime(10); explosionFX_.AddChild(expSprite_); explosionFX_.ChangeLifetime(10); bullet.explosion = explosionFX; bullet_.explosion = explosionFX_; bullet.AddChild(bulspr); bullet_.AddChild(bulspr_); bullet.myPoints.Add(new Vector3(-16, 16, 0)); bullet.myPoints.Add(new Vector3(16, 16, 0)); bullet.myPoints.Add(new Vector3(16, -16, 0)); bullet.myPoints.Add(new Vector3(-16, -16, 0)); bullet_.myPoints.Add(new Vector3(-16, 16, 0)); bullet_.myPoints.Add(new Vector3(16, 16, 0)); bullet_.myPoints.Add(new Vector3(16, -16, 0)); bullet_.myPoints.Add(new Vector3(-16, -16, 0)); p1.Init(bodies, barrels, 1); p2.Init(bodies2, barrels, 2); // for (int p = 0; p < obsPositions.Length; p++) { float half = obsPositions.Length / 2; float third = obsPositions.Length / 3; SceneObject buh = new SceneObject(obsHealth, false); SpriteObject crap = new SpriteObject(); crap.Load(obs1); buh.AddChild(crap); //buh.Rotate(pos.z * ((float)(Math.PI / 180.0f))); buh.SetPosition(obsPositions[p].x, obsPositions[p].y); crap.SetPosition(-crap.Width / 2, -crap.Height / 2); buh.myPoints.Add(new Vector3(-obsRad, obsRad, 0)); buh.myPoints.Add(new Vector3(obsRad, obsRad, 0)); buh.myPoints.Add(new Vector3(obsRad, -obsRad, 0)); buh.myPoints.Add(new Vector3(-obsRad, -obsRad, 0)); obstacles.Add(buh); if (p < (int)third - 1 || p > (int)(third * 2) - 1) { crap.Load(obs2); } } // p1.Place(new Vector2(GetScreenWidth() / 4, GetScreenHeight() / 4 * 3)); p2.Place(new Vector2(GetScreenWidth() / 4 * 3, GetScreenHeight() / 4)); }
public static int Main() { // Initialization //-------------------------------------------------------------------------------------- Random rand = new Random(); Player player = new Player(); Bullet[] bullets = new Bullet[10]; Pickup[] pickup = new Pickup[70]; Enemy[] enemies = new Enemy[50]; string[] contents = File.LoadFile("GO.txt"); int screenWidth = 1000; int screenHeight = 900; int health = player.health; int ammo = player.ammo; int score = player.score; int timer = 0; int bulletpointer; int gameOverTimer = 0; bool winState = false; string username = ""; Console.WriteLine("What is your name?"); username = Console.ReadLine(); rl.InitWindow(screenWidth, screenHeight, "Assessment"); //Create enemies Enemy.EnemyTexture("bat.png"); for (int Enidx = 0; Enidx < enemies.Length; Enidx++) { enemies[Enidx] = new Enemy(); enemies[Enidx].Position.x = rand.Next(20, screenWidth - 20); enemies[Enidx].Position.y = rand.Next(30, screenHeight - 20); } //Create bullets for (int idx = 0; idx < bullets.Length; idx++) { bullets[idx] = new Bullet(); } //Create pickups Ammo.SetTexture("platformPack_item001.png"); Health.SetTexture("platformPack_item017.png"); Score.SetTexture("platformPack_item009.png"); for (int idx = 0; idx < pickup.Length; idx++) { int pickChoice = rand.Next(0, 3); if (pickChoice == 0) { pickup[idx] = new Ammo(); pickup[idx].Position.x = rand.Next(20, screenWidth - 20); pickup[idx].Position.y = rand.Next(30, screenHeight - 20); } if (pickChoice == 1) { pickup[idx] = new Health(); pickup[idx].Position.x = rand.Next(20, screenWidth - 20); pickup[idx].Position.y = rand.Next(30, screenHeight - 20); } if (pickChoice == 2) { pickup[idx] = new Score(); pickup[idx].Position.x = rand.Next(20, screenWidth - 20); pickup[idx].Position.y = rand.Next(30, screenHeight - 20); } } player.Position.x = rand.Next(20, screenWidth - 20); player.Position.y = rand.Next(30, screenHeight - 20); rl.SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!rl.WindowShouldClose()) // Detect window close button or ESC key { // Update player.RunUpdate(); timer++; // Draw rl.BeginDrawing(); rl.ClearBackground(Color.LIGHTGRAY); rl.DrawText("Score: " + score, 50, 50, 12, Color.BLACK); rl.DrawText("Health: " + health, 50, 75, 12, Color.BLACK); rl.DrawText("Time: " + timer / 60, screenWidth - 200, 50, 12, Color.BLACK); rl.DrawText("Ammo: " + ammo, screenWidth - 200, 80, 12, Color.BLACK); if (timer / 60 >= 60 && winState == false) { rl.DrawText(contents[0], 250, 50, 20, Color.ORANGE); Console.WriteLine(gameOverTimer); player.speed = 0; ++gameOverTimer; if (gameOverTimer > 60 * 5) { File.SaveScore(username, score); return(0); } } player.Draw(); bool NotAllEnemiesDead = false; foreach (Enemy en in enemies) { if (en.Enabled) { NotAllEnemiesDead = true; en.Draw(); if (CheckCollisionV2(player, en)) { health--; } if (en.Position.x > player.Position.x) { en.Position.x -= 1 + rand.Next(0, 1); } if (en.Position.x < player.Position.x) { en.Position.x += 1 + rand.Next(0, 1); } if (en.Position.y > player.Position.y) { en.Position.y -= 1 + rand.Next(0, 1); } if (en.Position.y < player.Position.y) { en.Position.y += 1 + rand.Next(0, 1); } if (health <= 0) { health = 0; rl.DrawText(contents[0], 250, 50, 20, Color.ORANGE); player.speed = 0; ++gameOverTimer; if (gameOverTimer > 60 * 5) { File.SaveScore(username, score); return(0); } } } } if (NotAllEnemiesDead == false) { //Display win rl.DrawText("You won!", 250, 50, 20, Color.ORANGE); winState = true; ++gameOverTimer; if (gameOverTimer > 60 * 5) { File.SaveScore(username, score); return(0); } } if (rl.IsKeyPressed(KeyboardKey.KEY_SPACE) && ammo > 0) { bulletpointer = 1; //bullet.findDisableBullet(bullets); bullets[bulletpointer].Position.x = player.Position.x + 11; bullets[bulletpointer].Position.y = player.Position.y + 10; bullets[bulletpointer].bulletMove = true; bullets[bulletpointer].Enabled = true; ammo--; } foreach (Bullet bu in bullets) { if (bu.Enabled) { bu.Draw(); if (bu.bulletMove) { bu.Position.x += 5; } for (int i = 0; i < enemies.Length; ++i) { score += CheckCollisionV3(bu, enemies[i]) ? 1 : 0; } if (ammo <= 0) { ammo = 0; bu.Enabled = false; if (ammo > -1) { bu.Enabled = true; } } } } foreach (Pickup pick in pickup) { if (pick.Enabled) { switch (pick.up) { case Pickup.PickupType.Ammo: ((Ammo)pick).Draw(); ammo += CheckCollisionV1(player, pick) ? 1 : 0; //adds one to variable break; case Pickup.PickupType.Health: ((Health)pick).Draw(); health += CheckCollisionV1(player, pick) ? 1 : 0; break; case Pickup.PickupType.Score: ((Score)pick).Draw(); if (CheckCollisionV1(player, pick)) { score += rand.Next(1, 11); } break; default: break; } //rl.PlayAudioStream(pick); } } //Player screen Warps if (player.Position.x <= 0) { player.Position.x = screenWidth - 1; } if (player.Position.x >= screenWidth) { player.Position.x = 0; } if (player.Position.y <= 0) { player.Position.y = screenHeight - 1; } if (player.Position.y >= screenHeight) { player.Position.y = 0; } rl.EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- rl.CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return(0); }