Пример #1
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // first time GUI + end screen

            if (IsHelloPlayerActive)    // intro
            {
                SpriteBatch helloSprite = new SpriteBatch(GraphicsDevice);
                helloSprite.Begin();
                helloSprite.Draw(introduce, new Rectangle(0, 0, screenWidth, screenHeight), Color.White);
                if (KeyboardManager.IsKeyPressed(Keys.Enter))
                {
                    IsHelloPlayerActive = false;
                }
                helloSprite.End();
            }

            else if (IsGameEnd) // outtro, has 2 modes
            {
                SpriteBatch endSprite = new SpriteBatch(GraphicsDevice);
                endSprite.Begin();
                if (endScreenType)  // game end 1 screen
                {
                    gameEndScreen = Content.Load <Texture2D>("GameEnd1");
                    endSprite.Draw(gameEndScreen, new Rectangle(0, 0, screenWidth, screenHeight), Color.White);

                    if (GameProgress.stopWatch.Elapsed.TotalSeconds > 2)
                    {
                        endScreenType = false;
                        GameProgress.stopWatch.Stop();
                    }
                }
                else // game end 2 screen
                {
                    gameEndScreen = Content.Load <Texture2D>("GameEnd2");
                    endSprite.Draw(gameEndScreen, new Rectangle(0, 0, screenWidth, screenHeight), Color.White);

                    if (Keyboard.GetState().IsKeyDown(Keys.Escape)) // end game
                    {
                        Exit();
                    }
                }
                endSprite.End();
            }

            // else we can draw game

            else
            {
                /*
                 *  Deferred - from back to front
                 *  PointClamp - nearest neighbour scaling (preserves pixelation, gets rid of ugly white spaces)
                 *  globalSpriteBatchMatrix - takes care of scaling and translation
                 *
                 */
                spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, globalSpriteBatchMatrix);

                map.DrawLevel(spriteBatch, player);
                player.Draw(spriteBatch);
                // terminal handle code
                if (IsInTerminalArea && terminal != null)
                {
                    if (terminal.IsActive)
                    {
                        terminal.DrawTerminal(spriteBatch, Content);
                        terminal.EnterCode();
                        terminal.WriteActualCode(spriteBatch, dialogBox.TextScale);
                    }
                    else
                    {
                        terminal.WriteSpaceMessage(spriteBatch, dialogBox.TextScale);
                    }
                }

                // exercise handle code
                if (IsInExerciseArea && exercise != null)
                {
                    if (exercise.IsActive)
                    {
                        exercise.DrawExercise(spriteBatch, Content);
                    }
                    else
                    {
                        exercise.WriteSpaceMessage(spriteBatch, dialogBox.TextScale);
                    }
                }
                spriteBatch.End();

                dialogBox.Draw(GraphicsDevice);
            }

            base.Draw(gameTime);
        }
Пример #2
0
        public void HandlePlayerCollision()
        {
            IsInTerminalArea = false;
            IsInExerciseArea = false;

            // will get slow for 50+ objects, not necessary to fix

            foreach (MapObject Object in map.MapObjects)
            {
                if (Object.IsCollidable == true)
                {
                    if (Object.ObjectType == EObjectType.Door && GameProgress.Doors[Object.ObjectNumber] == EDoor.Open)
                    {
                        Object.SetRotation();
                        Object.IsCollidable = false;
                        Object.IsCollisionResponseStatic = false;
                        // Open/close teleport
                    }

                    if (RectangleHelper.IsCollision(player.PlayerArea, Object.Area))
                    {
                        if (Object.IsCollisionResponseStatic)
                        {
                            player.ResolveStaticCollision(Object);
                        }

                        else
                        {
                            // more efficient than else if, could be sped up if every type had it's collision response in method

                            switch (Object.ObjectType)
                            {
                            case EObjectType.Teleport:
                                if (GameProgress.AreTeleportsActive[Object.ObjectNumber])
                                {
                                    map = new Map(Object.NextLevelPath, Content, player);
                                }
                                break;

                            case EObjectType.Dialog:
                                if (GameProgress.AreDialogsActive[Object.ObjectNumber])
                                {
                                    DialogManager.DisplayDialog(Object.DialogPath, dialogBox, Object.ObjectNumber);
                                    GameProgress.AreDialogsActive[Object.ObjectNumber] = false;
                                }
                                break;

                            case EObjectType.Terminal:
                                if (GameProgress.AreTerminalActive[Object.ObjectNumber])
                                {
                                    terminal         = (Terminal)Object.Instance;
                                    IsInTerminalArea = true;

                                    if (KeyboardManager.IsKeyPressed(Keys.Space))
                                    {
                                        terminal.IsActive     = true;
                                        IsPlayerMovementBlock = true;     //can cause problems
                                    }
                                    else if (KeyboardManager.IsKeyPressed(Keys.Escape))
                                    {
                                        terminal.IsActive     = false;
                                        IsPlayerMovementBlock = false;
                                    }
                                }
                                break;

                            case EObjectType.Exercise:
                                exercise         = (Exercise)Object.Instance;
                                IsInExerciseArea = true;

                                if (KeyboardManager.IsKeyPressed(Keys.Space))
                                {
                                    exercise.IsActive     = true;
                                    IsPlayerMovementBlock = true;     //can cause problems
                                }
                                else if (KeyboardManager.IsKeyPressed(Keys.Escape))
                                {
                                    exercise.IsActive     = false;
                                    IsPlayerMovementBlock = false;
                                }
                                break;
                            }
                        }
                    }
                }
            }
        }
Пример #3
0
 public void EnterCode()
 {
     if (userInput.Length < 4)
     {
         if (KeyboardManager.IsKeyPressed(Keys.D0) && !KeyboardManager.IsPreviousKeyPressed(Keys.D0))
         {
             userInput += "0";
         }
         else if (KeyboardManager.IsKeyPressed(Keys.D1) && !KeyboardManager.IsPreviousKeyPressed(Keys.D1))
         {
             userInput += "1";
         }
         else if (KeyboardManager.IsKeyPressed(Keys.D2) && !KeyboardManager.IsPreviousKeyPressed(Keys.D2))
         {
             userInput += "2";
         }
         else if (KeyboardManager.IsKeyPressed(Keys.D3) && !KeyboardManager.IsPreviousKeyPressed(Keys.D3))
         {
             userInput += "3";
         }
         else if (KeyboardManager.IsKeyPressed(Keys.D4) && !KeyboardManager.IsPreviousKeyPressed(Keys.D4))
         {
             userInput += "4";
         }
         else if (KeyboardManager.IsKeyPressed(Keys.D5) && !KeyboardManager.IsPreviousKeyPressed(Keys.D5))
         {
             userInput += "5";
         }
         else if (KeyboardManager.IsKeyPressed(Keys.D6) && !KeyboardManager.IsPreviousKeyPressed(Keys.D6))
         {
             userInput += "6";
         }
         else if (KeyboardManager.IsKeyPressed(Keys.D7) && !KeyboardManager.IsPreviousKeyPressed(Keys.D7))
         {
             userInput += "7";
         }
         else if (KeyboardManager.IsKeyPressed(Keys.D8) && !KeyboardManager.IsPreviousKeyPressed(Keys.D8))
         {
             userInput += "8";
         }
         else if (KeyboardManager.IsKeyPressed(Keys.D9) && !KeyboardManager.IsPreviousKeyPressed(Keys.D9))
         {
             userInput += "9";
         }
     }
     if (KeyboardManager.IsKeyPressed(Keys.Back) && !KeyboardManager.IsPreviousKeyPressed(Keys.Back))
     {
         if (userInput.Length >= 1)
         {
             userInput = userInput.Substring(0, userInput.Length - 1);
         }
     }
     if (KeyboardManager.IsKeyPressed(Keys.Enter) && !KeyboardManager.IsPreviousKeyPressed(Keys.Enter))
     {
         if (GameProgress.TerminalCodes[terminalNumber] == userInput)
         {
             GameProgress.SetTerminalValues(0);
         }
         else
         {
             framesCountFail = 60;
         }
     }
 }