/*** *** *** Stores all the important components of the current *** computer game, such as the load content, timer and *** draw methods, for each level in the current computer *** game. *** *** ***/ public void UpdateSS0(GameTime gameTime) { // reset back to the original coordinates kittyCatVec.X = 275; kittyCatVec.Y = 50; titleVec.X = 100; sloganVec.X = 290; instructVec.X = 315; kittyCat.setPos(kittyCatVec.X, kittyCatVec.Y); }
public override void LoadContent() { minusTex = Content.Load <Texture2D>("Textures/Options/Minus"); plusTex = Content.Load <Texture2D>("Textures/Options/Plus"); medTex = Content.Load <Texture2D>("Textures/Options/Med"); lowTex = Content.Load <Texture2D>("Textures/Options/Low"); mediumTex = Content.Load <Texture2D>("Textures/Options/Medium"); highTex = Content.Load <Texture2D>("Textures/Options/High"); triangleTex = Content.Load <Texture2D>("Textures/Menu/TriangleMan"); buttonMinus = new Button(minusTex, new Vector2(-35 + minusTex.Width, 215 + minusTex.Height), Resources.ColorHighLight, Button.ButtonType.VolumeControl, 0); buttonPlus = new Button(plusTex, new Vector2(xOffset + buttonMinus.getPosX() + minusTex.Width, buttonMinus.getPosY()), Resources.ColorHighLight, Button.ButtonType.VolumeControl, 1); buttonMed = new Button(medTex, new Vector2(xOffset + buttonPlus.getPosX() + minusTex.Width, buttonMinus.getPosY()), Resources.ColorHighLight, Button.ButtonType.VolumeControl, 2); buttonLow = new Button(lowTex, new Vector2(-35 + lowTex.Width, 375 + lowTex.Height), Resources.ColorHighLight, Button.ButtonType.GraphicsControl, 0); buttonMedium = new Button(mediumTex, new Vector2(xOffset + buttonLow.getPosX() + lowTex.Width, 375 + lowTex.Height), Resources.ColorHighLight, Button.ButtonType.GraphicsControl, 1); buttonHigh = new Button(highTex, new Vector2(xOffset + buttonMedium.getPosX() + lowTex.Width, 375 + lowTex.Height), Resources.ColorHighLight, Button.ButtonType.GraphicsControl, 2); sTriangle = new Sprite3(true, triangleTex, 0, 0); sTriangle.setHSoffset(new Vector2(triangleTex.Width / 2, triangleTex.Height / 2)); sTriangle.setPos(new Vector2(675, 305)); title = "Options:"; subtitle = "Adjust to Your Hearts Content"; instructions = "Press Any Key to Return to Main Menu"; displayGraphicsQuality(); }
public override void LoadContent() { // Load Textures continueTex = Content.Load <Texture2D>("Textures/Menu/Continue"); optionsTex = Content.Load <Texture2D>("Textures/Menu/Options"); howToPlayTex = Content.Load <Texture2D>("Textures/Menu/HowToPlay"); exitTex = Content.Load <Texture2D>("Textures/Menu/Exit"); titleTex = Content.Load <Texture2D>("Textures/Menu/Title"); triangleTex = Content.Load <Texture2D>("Textures/Menu/TriangleMan"); newgameTex = Content.Load <Texture2D>("Textures/Menu/NewGame"); hexagonTex = Content.Load <Texture2D>("Textures/Menu/HexagonGuy"); // Create sprites for title and display characters sTitle = new Sprite3(true, titleTex, 0, 0); sTriangle = new Sprite3(true, triangleTex, 0, 0); // Set sprite offsets sTitle.setHSoffset(new Vector2(titleTex.Width / 2, titleTex.Height / 2)); sTriangle.setHSoffset(new Vector2(triangleTex.Width / 2, triangleTex.Height / 2)); // Set Position of Sprites sTitle.setPos(new Vector2(xAligned, 0 + sTitle.getHeight())); sTriangle.setPos(675, 275); buttonNewGame = new Button(newgameTex, new Vector2(xAligned, (95 + sTitle.getPosY()) + (newgameTex.Height)), Resources.ColorHighLight, Button.ButtonType.ResetGame, 0); buttonContinue = new Button(continueTex, new Vector2(xAligned, buttonNewGame.getPosY() + (minorOffset + continueTex.Height)), Resources.ColorHighLight, Button.ButtonType.ChangeLevelSet, Resources.currPlayLevel); buttonOptions = new Button(optionsTex, new Vector2(xAligned, buttonContinue.getPosY() + (minorOffset + optionsTex.Height)), Resources.ColorHighLight, Button.ButtonType.ChangeLevelSet, 5); buttonHowToPlay = new Button(howToPlayTex, new Vector2(xAligned, buttonOptions.getPosY() + (minorOffset + howToPlayTex.Height)), Resources.ColorHighLight, Button.ButtonType.ChangeLevelPush, 8); buttonExit = new Button(exitTex, new Vector2(xAligned, buttonHowToPlay.getPosY() + (minorOffset + exitTex.Height)), Resources.ColorHighLight, Button.ButtonType.Exit, 0); buttonHighScore = new Button(hexagonTex, new Vector2(135, 339), Resources.ColorLose, Button.ButtonType.ChangeLevelSet, 13); }
public override void LoadContent() { transparency = new ColorField(new Color(Color.Black, 0.5f), new Rectangle(0, 0, (int)Game1.screenSize.X, (int)Game1.screenSize.Y)); displayTex = Content.Load <Texture2D>("Textures/Menu/HowToPlayScreen"); display = new Sprite3(true, displayTex, 0, 0); display.setHSoffset(new Vector2(displayTex.Width / 2, displayTex.Height / 2)); display.setPos(Game1.screenSize / 2); }
/// <summary> /// Create a basic button /// </summary> /// <param name="tex">Button texture</param> /// <param name="pos">Position</param> /// <param name="highLight">Highlighted colour</param> /// <param name="buttonType">Button type</param> /// <param name="nextLevel">nextlevel/value if applicable</param> public Button(Texture2D tex, Vector2 pos, Color highLight, ButtonType buttonType, int nextLevel) { // Initialise our Button this.highLight = highLight; this.nextLevel = nextLevel; type = buttonType; button = new Sprite3(true, tex, 0, 0); button.setHSoffset(new Vector2(button.getWidth() / 2, button.getHeight() / 2)); button.setPos(pos); }
public void NewBall(float x, float y) { Sprite3 ball = new Sprite3(true, texBall, x, y); ball.setBBandHSFractionOfTexCentered(0.4f); ball.setPos(paddle.getPos() + ballOffset); ball.setDeltaSpeed(new Vector2(7, 0)); ballList.addSpriteReuse(ball); }
public override void Update(GameTime gameTime) { ticks++; //load animation //anmiation1.animationTick(); dragonList.animationTick(); if (scrolling1.rectangle.X + scrolling1.texture.Width <= 0) { scrolling1.rectangle.X = scrolling2.rectangle.X + scrolling2.texture.Width; } if (scrolling2.rectangle.X + scrolling2.texture.Width <= 0) { scrolling2.rectangle.X = scrolling1.rectangle.X + scrolling1.texture.Width; } scrolling1.Update(); scrolling2.Update(); for (int i = 0; i < dragonList.count(); i++) { Sprite3 s = dragonList.getSprite(i); if (s == null) { continue; } if (!s.active) { continue; } if (!s.visible) { continue; } if (ball.getBoundingBoxAA().Intersects(s.getBoundingBoxAA())) { baz.Play(); s.setActive(false); scoure++; ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(1, -1)); setSys5(); p.Update(gameTime); } } if (k.IsKeyDown(Keys.B) && prevK.IsKeyUp(Keys.B)) // *** { showbb = !showbb; } k = Keyboard.GetState(); if (k.IsKeyDown(Keys.Right)) { if (paddle.getPosX() < rhs - texpaddle.Width) { paddle.setPosX(paddle.getPosX() + paddleSpeed); } } if (k.IsKeyDown(Keys.Left)) { if (paddle.getPosX() > lhs) { paddle.setPosX(paddle.getPosX() - paddleSpeed); } } if (ballStuck) { ball.setPos(paddle.getPos() + ballOffset); } //if (ballStuck) //{ // ball.setPos(paddle.getPos() + ballOffset); // if (k.IsKeyDown(Keys.Space) && prevK.IsKeyUp(Keys.Space)) // { // ballStuck = false; // ball.setDeltaSpeed(new Vector2(1, -3)); // } //} else { // move ball ball.savePosition(); ball.moveByDeltaXY(); } if (ballStuck) { ball.setPos(paddle.getPos() + ballOffset); if (k.IsKeyDown(Keys.Space) && prevK.IsKeyUp(Keys.Space)) { ballStuck = false; ball.setDeltaSpeed(new Vector2(2, -3)); } } else { // move ball ball.savePosition(); ball.moveByDeltaXY(); Rectangle ballbb = ball.getBoundingBoxAA(); if (ballbb.X + ballbb.Width > rhs) { ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(-1, 1)); } if (ballbb.X < lhs) { ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(-1, 1)); } if (ballbb.Y < top) { ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(1, -1)); } //pedal intersects if (ballbb.Intersects(paddle.getBoundingBoxAA())) { ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(1, -1)); } } if (k.IsKeyDown(Keys.P)) { gameStateManager.setLevel(0); } if (k.IsKeyDown(Keys.M)) { gameStateManager.setLevel(0); ball.setPos(xx, yy); paddle.setPos(xx, bot - texpaddle.Height); scoure = 0; //ball.setDeltaSpeed(new Vector2(0,0)); for (int i = 0; i < dragonList.count(); i++) { Sprite3 s = dragonList.getSprite(i); s.setActive(true); } } if (ball.getPosY() > bot) { gameStateManager.setLevel(5); ball.setPos(xx, yy); paddle.setPos(xx, bot - texpaddle.Height); scoure = 0; //ball.setDeltaSpeed(new Vector2(0,0)); for (int i = 0; i < dragonList.count(); i++) { Sprite3 s = dragonList.getSprite(i); s.setActive(true); // p.Update(gameTime); } } // next leve condition if (scoure >= 15) { gameStateManager.setLevel(0); limSound.playSound(); } ballPos = new Vector2(ball.getPosX(), ball.getPosY()); if (p != null) { p.Update(gameTime); } base.Update(gameTime); }
/// <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> /// This is a mess, please forgive me protected override void Update(GameTime gameTime) { //Console.WriteLine(enemies.count()); curPos = horse.getPos(); bool keyDown = false; switch (level) { case 1: horse.setWidthHeight(1568 / 8 * 0.3f, texHorseRun.Height * 0.3f); k = Keyboard.GetState(); if (!started) { started = true; StartMovement(8); } if (k.IsKeyDown(Keys.Down)) { keyDown = true; horse.setPosY(horse.getPosY() + movementSpeed - 2); } if (k.IsKeyDown(Keys.Up)) { keyDown = true; horse.setPosY(horse.getPosY() - movementSpeed + 2); } if (k.IsKeyDown(Keys.Left)) { keyDown = true; horse.setFlip(SpriteEffects.FlipHorizontally); horse.setPosX(horse.getPosX() - movementSpeed + 2); } if (k.IsKeyDown(Keys.Right)) { keyDown = true; horse.setFlip(SpriteEffects.None); horse.setPosX(horse.getPosX() + movementSpeed - 2); } if (!keyDown) { horse.setAnimationSequence(anim, 0, 7, 0); } else { horse.setAnimationSequence(anim, 0, 7, 8); } //387 330 if (curPos.X >= -155 && curPos.X <= -75 && curPos.Y >= 330 && curPos.Y <= 387) { horse.setPos(xx, yy); started = false; horse.setFlip(SpriteEffects.None); level = 0; } horseRun.animationTick(gameTime); mainCamera.Follow(horse); break; default: if (!started) { if (k.IsKeyDown(Keys.D1) || k.IsKeyDown(Keys.NumPad1)) { difficulty = 1; } else if (k.IsKeyDown(Keys.D2) || k.IsKeyDown(Keys.NumPad2)) { difficulty = 2; } else if (k.IsKeyDown(Keys.D3) || k.IsKeyDown(Keys.NumPad3)) { difficulty = 3; } } switch (difficulty) { case 1: difficultyOffset = 1; break; case 2: difficultyOffset = 0.5f; break; case 3: difficultyOffset = 0.1f; break; default: break; } horse.setWidthHeight(1568 / 8 * 0.5f, texHorseRun.Height * 0.5f); //This timer makes basic instructions disappear after 3 seconds if (textFadeTimer < 3 && started) { textFadeTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; } if (started) { enemySpawnTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; } if (enemySpawnTimer > difficultyOffset) { enemySpawnTimer = 0; LoadEnemies(); } //Escape key exits game if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } //Keyboard current and previous state prevK = k; k = Keyboard.GetState(); //Begin all game functionality essentially if (k.IsKeyDown(Keys.Enter) && !started) { started = true; StartMovement(8); } if (started) { //Bounding box activation key if (k.IsKeyDown(Keys.B) && prevK.IsKeyUp(Keys.B)) { showbb = !showbb; } //Game over is a bool that is used to ensure the player can't move horse after it is dead, causes errors otherwise if (!gameOver) { //Player movement down if (k.IsKeyDown(Keys.Down)) { if (horseRun.getSprite(0).getPosY() < bot - horse.getHeight()) { horseRun.getSprite(0).setPosY(horseRun.getSprite(0).getPosY() + movementSpeed); } } //Player movement up if (k.IsKeyDown(Keys.Up)) { if (horseRun.getSprite(0).getPosY() > top) { horseRun.getSprite(0).setPosY(horseRun.getSprite(0).getPosY() - movementSpeed); } } } for (int e = 0; e < enemies.count(); e++) { if (enemies[e].getVisible()) { enemies[e].setPosX(enemies[e].getPosX() - enemyMovementSpeed); } if (enemies[e].getPosX() < 0 - texEnemy.Width) { enemies[e].setVisible(false); } } //Collision detection, arrow to enemy for (int ea = 0; ea < quiver.count(); ea++) { int ac = enemies.collisionWithRect(quiver[ea].getBoundingBoxAA()); if (ac != -1) { score++; Blood(enemies.getSprite(ac).getPosX(), enemies.getSprite(ac).getPosY(), false); enemies.getSprite(ac).setVisible(false); quiver[ea].setVisible(false); quiver[ea].setPos(new Vector2(0, 0)); //LoadEnemies(); } } //Allow player to increase or decrease speed if (Keyboard.GetState().IsKeyDown(Keys.Right)) { enemyMovementSpeed = fastEnemy; horse.setAnimationSequence(anim, 0, 7, fastPlayer); } else if (Keyboard.GetState().IsKeyDown(Keys.Left)) { enemyMovementSpeed = slowEnemy; horse.setAnimationSequence(anim, 0, 7, slowPlayer); } else if (started) { enemyMovementSpeed = normalEnemy; horse.setAnimationSequence(anim, 0, 7, normalPlayer); } //Scrolling background functionality if (scrolling1.rectangle.X + scrolling1.texture.Width <= 0) { scrolling1.rectangle.X = scrolling2.rectangle.X + scrolling2.texture.Width; } if (scrolling2.rectangle.X + scrolling2.texture.Width <= 0) { scrolling2.rectangle.X = scrolling1.rectangle.X + scrolling1.texture.Width; } scrolling1.Update(); scrolling2.Update(); //Game over is a bool that is used to ensure the player can't move horse after it is dead, causes errors otherwise if (!gameOver) { //Collision detection, enemy to player int rc = enemies.collisionWithRect(horse.getBoundingBoxAA()); if (rc != -1) { Blood(horse.getPosX(), horse.getPosY(), true); movementSpeed = 0; enemyMovementSpeed = 0; scrolling1.speed = 0; scrolling2.speed = 0; for (int i = 0; i < horseRun.count(); i++) { horseRun.deleteSprite(i); } gameOver = true; } } //Shooting arrow functionality if (Keyboard.GetState().IsKeyDown(Keys.Space) && !arrowShot) { Arrow(); arrowShot = true; } for (int a = 0; a < quiver.count(); a++) { if (quiver[a].getVisible()) { quiver[a].savePosition(); quiver[a].moveByDeltaXY(); } if (quiver[a].getPosX() > 800) { quiver[a].setVisible(false); } } if (arrowShot) { arrowTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; } if (arrowTimer > 0.5f) { arrowTimer = 0; arrowShot = false; } } //Animation ticks for anything that is being animated horseRun.animationTick(gameTime); enemies.animationTick(gameTime); bloodSplat.animationTick(gameTime); if (gameOver) { deathTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; } break; } base.Update(gameTime); }
/// <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)) { Exit(); } prevK = k; k = Keyboard.GetState(); if (k.IsKeyDown(Keys.B) && prevK.IsKeyUp(Keys.B)) // *** { showbb = !showbb; } if (k.IsKeyDown(Keys.Right)) { if (paddle.getPosX() < rhs - texpaddle.Width) { paddle.setPosX(paddle.getPosX() + paddleSpeed); } } if (k.IsKeyDown(Keys.Left)) { if (paddle.getPosX() > lhs) { paddle.setPosX(paddle.getPosX() - paddleSpeed); } } if (ballStuck) { ball.setPos(paddle.getPos() + ballOffset); if (k.IsKeyDown(Keys.Space) && prevK.IsKeyUp(Keys.Space)) { ballStuck = false; ball.setDeltaSpeed(new Vector2(2, -3)); } } else { // move ball ball.savePosition(); ball.moveByDeltaXY(); Rectangle ballbb = ball.getBoundingBoxAA(); if (ballbb.X + ballbb.Width > rhs) { ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(-1, 1)); } if (ballbb.X < lhs) { ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(-1, 1)); } if (ballbb.Y < top) { ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(1, -1)); } if (ballbb.Intersects(paddle.getBoundingBoxAA())) { ball.setDeltaSpeed(ball.getDeltaSpeed() * new Vector2(1, -1)); } } // TODO: Add your update logic here base.Update(gameTime); }
public override void Draw(GameTime gameTime) { if (score >= 1000) { status = "THE END!"; } else if (player.hitPoints == 0) { status = "YOU DEAD!"; } else { status = "Missile Left: " + missileCount; } spriteBatch.Begin(); backgroundLevel2.Draw(spriteBatch); spriteBatch.DrawString(scoreFont, "Score: " + score + "/1000", new Vector2(20, 20), Color.Black); // Draw Score on top left spriteBatch.DrawString(scoreFont, status, new Vector2(1100, 20), Color.Black); // Draw missile count spriteBatch.Draw(texMouse, new Rectangle((int)mouse_x, (int)mouse_y, 16, 16), Color.White); // draw the mouse here enemy1.Draw(spriteBatch); enemy2.Draw(spriteBatch); player.Draw(spriteBatch); missileSmoke.Draw(spriteBatch); if (timer > 300) { life.setActiveAndVisible(true); life.draw(spriteBatch); } // If certain conditions are met, then draw these weapons if (drawMissile == true && missileCount != 0) { missile.draw(spriteBatch); missile.setPosY(missile.getPosY() - 3); missileSmoke.sysPos = new Vector2(missile.getPosX() + missile.getWidth() / 2, missile.getPosY() + missile.getHeight()); } if (anchorDraw == true) { anchor.setActiveAndVisible(true); anchor.draw(spriteBatch); anchor.setPosY(anchor.getPosY() + 4); } if (drawMines && mineCount == 1) { mine.setPos(minePos.X, minePos.Y); mine.draw(spriteBatch); } // If there is a collision, draw explosion animation if (collision1 == true) { drawMissile = false; drawExplosion(currXMissile, currYMissile); enemy1.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700)); if (explostionTimer == 100) { collision1 = false; score += 50; explostionTimer = 0; } } if (collision2 == true) { drawMissile = false; drawExplosion(currXMissile, currYMissile); enemy2.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700)); if (explostionTimer == 80) { score += 100; collision2 = false; explostionTimer = 0; missileSmoke.deActivate(); } } if (mineCollisionToggle == true) { mineCollission = false; mineExplostionAnimation.setPos(mineCurrPos.X - mine.getWidth() / 2, mineCurrPos.Y - mine.getHeight() / 2); mineExplostionAnimation.draw(spriteBatch); if (explostionTimer == 100) { mineExplostionAnimation.makeInactive = true; enemy1.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700)); mineCollisionToggle = false; explostionTimer = 0; } } if (mineCollisionToggle2 == true) { mineCollission2 = false; mineExplostionAnimation.setPos(mineCurrPos.X - mine.getWidth() / 2, mineCurrPos.Y - mine.getHeight() / 2); mineExplostionAnimation.draw(spriteBatch); if (explostionTimer == 100) { mineExplostionAnimation.makeInactive = true; enemy2.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700)); mineCollisionToggle2 = false; explostionTimer = 0; } } // Draw BB if (showBB) { player.drawInfo(spriteBatch, Color.White, Color.Yellow); enemy1.drawInfo(spriteBatch, Color.White, Color.Yellow); enemy2.drawInfo(spriteBatch, Color.White, Color.Yellow);; missile.drawInfo(spriteBatch, Color.White, Color.Yellow); life.drawInfo(spriteBatch, Color.White, Color.Yellow); mine.drawInfo(spriteBatch, Color.White, Color.Yellow); anchor.drawInfo(spriteBatch, Color.White, Color.Yellow); //weaponList.drawInfo(spriteBatch, Color.White, Color.Yellow); } spriteBatch.End(); }
public override void Update(GameTime gameTime) { prevKeyState = keyState; keyState = Keyboard.GetState(); timer += 1; explostionTimer += 1; explosionAnimation.animationTick(gameTime); mineExplostionAnimation.animationTick(gameTime); missileSmoke.Update(gameTime); exLimSound.Update(gameTime); previousMouseState = currentMouseState; currentMouseState = Mouse.GetState(); mouse_x = currentMouseState.X; mouse_y = currentMouseState.Y; // Sets up mine if (currentMouseState.LeftButton == ButtonState.Pressed) { minePos.X = mouse_x; minePos.Y = mouse_y; drawMines = true; mine.active = true; mineCount = 1; } // Controls player movements if (keyState.IsKeyDown(Keys.Left)) { if (player.getPosX() > Dir.leftBoundary) { player.setPosX(player.getPosX() - 4); // Moves player 3 units left player.setFlip(SpriteEffects.FlipHorizontally); } } if (keyState.IsKeyDown(Keys.Right)) { if (player.getPosX() < (Dir.rightBoundary - (player.getWidth() - 5))) { player.setPosX(player.getPosX() + 4); // Moves player 3 units right player.setFlip(SpriteEffects.None); } } // Moves enemy sprite enemy1.setPosX(enemy1.getPosX() + Dir.rnd.Next(1, 3)); enemy2.setPosX(enemy2.getPosX() - Dir.rnd.Next(1, 3)); // If enemy runs off screen, reset position to random x postion if (enemy1.getPosX() > Dir.rightBoundary + 60) { enemy1.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700)); } if (enemy2.getPosX() < Dir.leftBoundary - (enemy2.getWidth() + 50)) { enemy2.setPos(Dir.rnd.Next(Dir.rightBoundary, Dir.rightBoundary + 200), Dir.rnd.Next(200, 700)); } // Shoot missile if (keyState.IsKeyDown(Keys.Space) && prevKeyState.IsKeyUp(Keys.Space)) { missile.setPos(player.getPosX() + player.getWidth() / 2, player.getPosY() - missile.getHeight()); missile.active = true; drawSmoke(); drawMissile = true; if (missileCount > 0) { missileCount--; } } if (missileCount == 0) { missileCount = 5; } if (missile.getPosY() < 185 + missile.getHeight()) { missile.setPos(player.getPos()); drawMissile = false; missileSmoke.deActivate(); } if (timer % 361 == 360) { anchor.setPos(enemy1.getPosX() + enemy1.getWidth() / 2, enemy1.getPosY() + enemy1.getHeight() / 2); anchorDraw = true; } if (anchor.getPosY() > Dir.bottomBoundary + anchor.getHeight()) { anchor.active = false; anchorDraw = false; } // Collision Control enemy1Collision = missile.collision(enemy1); enemy2Collision = missile.collision(enemy2); if (enemy1Collision) { enemy1.hitPoints = enemy1.hitPoints - 10; currXMissile = enemy1.getPosX() + enemy1.getWidth() / 2; currYMissile = enemy1.getPosY() - enemy1.getHeight() / 2; if (enemy1.hitPoints <= 0) { collision1 = true; enemy1.hitPoints = 10; Dir.enemy1Count++; missileSmoke.deActivate(); } getSetMissile(); } if (enemy2Collision) { missileSmoke.deActivate(); enemy2.hitPoints = enemy2.hitPoints - 10; drawMissile = false; if (enemy2.hitPoints <= 0) { currXMissile = enemy2.getPosX() + enemy2.getWidth() / 2; currYMissile = enemy2.getPosY() - enemy2.getHeight() / 2; collision2 = true; Dir.enemy2Count++; enemy2.hitPoints = 20; } getSetMissile(); } // Gain 10 hp if missile hits the anchor preserve bool lifeGain = missile.collision(life); if (lifeGain == true) { if (player.hitPoints < 50) { player.hitPoints = player.hitPoints + 10; } lifeGain = false; drawMissile = false; life.active = false; life.setPos(new Vector2(Dir.rnd.Next(250, 800), Dir.rnd.Next(400, 600))); missile.active = false; missile.setPos(player.getPosX(), player.getPosY()); missileSmoke.deActivate(); } bool anchorCollision = anchor.collision(player); if (anchorCollision) { anchorDraw = false; anchor.setActiveAndVisible(false); anchor.setPos(new Vector2(-100, -100)); player.hitPoints = player.hitPoints - 20; } mineCollission = mine.collision(enemy1); if (mineCollission) { mine.active = false; drawMines = false; mineCurrPos = mine.getPos(); mine.setPos(new Vector2(-100, 0)); enemy1.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700)); mineCollisionToggle = true; score += 150; mineCount = 0; Dir.enemy1Count += 1; exLimSound.playSoundIfOk(); } mineCollission2 = mine.collision(enemy2); if (mineCollission2) { mine.active = false; drawMines = false; mineCurrPos = mine.getPos(); mine.setPos(new Vector2(-100, 0)); enemy2.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700)); mineCollisionToggle2 = true; score += 200; mineCount = 0; Dir.enemy2Count += 1; exLimSound.playSoundIfOk(); } // Toggle BB if (keyState.IsKeyDown(Keys.B) && prevKeyState.IsKeyUp(Keys.B)) { showBB = !showBB; } // Pause if (keyState.IsKeyDown(Keys.P) && !prevKeyState.IsKeyDown(Keys.P)) { gameStateManager.pushLevel(3); } // Help State if (keyState.IsKeyDown(Keys.F1) && !prevKeyState.IsKeyDown(Keys.F1)) { gameStateManager.pushLevel(5); } if (player.hitPoints < 0) { player.hitPoints = 0; } // End State if (score >= 1000 || player.hitPoints <= 0) { if (timer % 181 == 180) { gameStateManager.setLevel(4); } } }
public void drawExplosion(float currXMissile, float currYMissile) { explosionAnimation.setPos(currXMissile, currYMissile); explosionAnimation.draw(spriteBatch); }
public override void Update(GameTime gameTime) { prevKeyState = keyState; keyState = Keyboard.GetState(); timer += 1; explosionAnimation.animationTick(gameTime); missileSmoke.Update(gameTime); if (keyState.IsKeyDown(Keys.Left)) { if (player.getPosX() > Dir.leftBoundary) { player.setPosX(player.getPosX() - 4); // Moves player 4 units left player.setFlip(SpriteEffects.FlipHorizontally); } } if (keyState.IsKeyDown(Keys.Right)) { if (player.getPosX() < (Dir.rightBoundary - (player.getWidth() - 5))) { player.setPosX(player.getPosX() + 4); // Moves player 4 units right player.setFlip(SpriteEffects.None); } } enemy1.setPosX(enemy1.getPosX() + Dir.rnd.Next(1, 3)); enemy2.setPosX(enemy2.getPosX() - Dir.rnd.Next(1, 3)); enemy3.setPosX(enemy3.getPosX() + Dir.rnd.Next(2, 4)); // If enemy runs off screen, reset position to random x postion if (enemy1.getPosX() > Dir.rightBoundary + 60) { enemy1.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700)); } if (enemy2.getPosX() < Dir.leftBoundary - (enemy2.getWidth() + 50)) { enemy2.setPos(Dir.rnd.Next(Dir.rightBoundary, Dir.rightBoundary + 200), Dir.rnd.Next(200, 700)); } if (enemy3.getPosX() > Dir.rightBoundary + 60) { enemy3.setPos(Dir.rnd.Next(-400, -250), Dir.rnd.Next(200, 700)); } if (keyState.IsKeyDown(Keys.Space) && prevKeyState.IsKeyUp(Keys.Space)) { missile.setPos(player.getPosX() + player.getWidth() / 2, player.getPosY() - missile.getHeight()); missile.active = true; drawMissile = true; drawSmoke(); if (missileCount > 0) { missileCount--; } } if (missileCount == 0) { missileCount = 5; } if (missile.getPosY() < 185 + missile.getHeight()) { missile.setPos(player.getPos()); drawMissile = false; missileSmoke.deActivate(); } enemy1Collision = missile.collision(enemy1); enemy2Collision = missile.collision(enemy2); enemy3Collision = missile.collision(enemy3); explostionTimer += 1; if (enemy1Collision) { enemy1.hitPoints = enemy1.hitPoints - 10; currXMissile = enemy1.getPosX() + enemy1.getWidth() / 2; currYMissile = enemy1.getPosY() - enemy1.getHeight() / 2; if (enemy1.hitPoints <= 0) { collision1 = true; Dir.enemy1Count++; enemy1.hitPoints = 10; } getSetMissile(); } if (enemy2Collision) { missileSmoke.deActivate(); enemy2.hitPoints = enemy2.hitPoints - 10; drawMissile = false; if (enemy2.hitPoints <= 0) { currXMissile = enemy2.getPosX() + enemy2.getWidth() / 2; currYMissile = enemy2.getPosY() - enemy2.getHeight() / 2; collision2 = true; Dir.enemy2Count++; enemy2.hitPoints = 20; } getSetMissile(); } if (enemy3Collision) { enemy3.hitPoints = enemy3.hitPoints - 10; currXMissile = enemy3.getPosX() + enemy3.getWidth() / 2; currYMissile = enemy3.getPosY() - enemy3.getHeight() / 2; if (enemy3.hitPoints <= 0) { collision3 = true; Dir.enemy3Count++; enemy3.hitPoints = 10; } getSetMissile(); } // Toggle showing Boundary Box if (keyState.IsKeyDown(Keys.B) && prevKeyState.IsKeyUp(Keys.B)) { showBoundary = !showBoundary; } if (keyState.IsKeyDown(Keys.P) && !prevKeyState.IsKeyDown(Keys.P)) { gameStateManager.pushLevel(3); } if (keyState.IsKeyDown(Keys.F1) && !prevKeyState.IsKeyDown(Keys.F1)) { gameStateManager.pushLevel(5); } if (score >= 300) { if (timer % 181 == 180) { gameStateManager.setLevel(2); } } exLimSound.Update(gameTime); }