示例#1
0
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            timeElapsed += (float)gameTime.ElapsedGameTime.Milliseconds;

            if (this.IsActive)
            {
                if (prevmousestate != mousestate)
                {
                    prevmousestate = mousestate;
                }
                mousestate = Mouse.GetState();
                if (prevkeystate != keystate)
                {
                    prevkeystate = keystate;
                }
                keystate = Keyboard.GetState();

                switch (gameState)
                {
                case GameState.Start:
                {
                    #region MOve
                    if (keystate.IsKeyDown(Keys.D) && !keystate.IsKeyDown(Keys.A))
                    {
                        character.Move(10, 0);
                        if (timeElapsed >= character.Interval)
                        {
                            character.Animation(Orientation.Right);
                            timeElapsed = 0;
                        }
                    }
                    if (keystate.IsKeyDown(Keys.A) && !keystate.IsKeyDown(Keys.D))
                    {
                        character.Move(-10, 0);
                        if (timeElapsed >= character.Interval)
                        {
                            character.Animation(Orientation.Left);
                            timeElapsed = 0;
                        }
                    }
                    if (keystate.IsKeyDown(Keys.W) && !keystate.IsKeyDown(Keys.S))
                    {
                        character.Move(0, -10);
                        if (timeElapsed >= character.Interval)
                        {
                            character.Animation(Orientation.Up);
                            timeElapsed = 0;
                        }
                    }
                    if (keystate.IsKeyDown(Keys.S) && !keystate.IsKeyDown(Keys.W))
                    {
                        character.Move(0, 10);
                        if (timeElapsed >= character.Interval)
                        {
                            character.Animation(Orientation.Down);
                            timeElapsed = 0;
                        }
                    }
                    #endregion

                    break;
                }

                case GameState.Play:
                {
                    break;
                }

                case GameState.Stop:
                {
                    break;
                }

                case GameState.Base:
                {
                    #region MOve
                    if (keystate.IsKeyDown(Keys.D) && !keystate.IsKeyDown(Keys.A))
                    {
                        character.Move(10, 0);
                        if (timeElapsed >= character.Interval)
                        {
                            character.Animation(Orientation.Right);
                            timeElapsed = 0;
                        }
                    }
                    if (keystate.IsKeyDown(Keys.A) && !keystate.IsKeyDown(Keys.D))
                    {
                        character.Move(-10, 0);
                        if (timeElapsed >= character.Interval)
                        {
                            character.Animation(Orientation.Left);
                            timeElapsed = 0;
                        }
                    }
                    if (keystate.IsKeyDown(Keys.W) && !keystate.IsKeyDown(Keys.S))
                    {
                        character.Move(0, -10);
                        if (timeElapsed >= character.Interval)
                        {
                            character.Animation(Orientation.Up);
                            timeElapsed = 0;
                        }
                    }
                    if (keystate.IsKeyDown(Keys.S) && !keystate.IsKeyDown(Keys.W))
                    {
                        character.Move(0, 10);
                        if (timeElapsed >= character.Interval)
                        {
                            character.Animation(Orientation.Down);
                            timeElapsed = 0;
                        }
                    }
                    #endregion



                    break;
                }

                default:
                {
                    break;
                }
                }

                #region  Menu
                switch (menuState)
                {
                case MenuState.Start:
                {
                    buttons.Clear();
                    background = Content.Load <Texture2D>("bg_menu");
                    buttons.Add(new Button(100, 100, Content.Load <Texture2D>("bt_newgame"), null));
                    buttons.Add(new Button(100, 200, Content.Load <Texture2D>("bt_newgame"), null));
                    buttons.Add(new Button(100, 300, Content.Load <Texture2D>("bt_exit"), null));

                    if (buttons[0].LeftClick(mousestate, prevmousestate))
                    {
                        menuState = MenuState.Newgame;
                    }
                    else if (buttons[1].LeftClick(mousestate, prevmousestate))
                    {
                        menuState = MenuState.Load;
                    }
                    else if (buttons[2].LeftClick(mousestate, prevmousestate))
                    {
                        Exit();
                    }
                    break;
                }

                case MenuState.Newgame:
                {
                    buttons.Clear();
                    background = Content.Load <Texture2D>("bg_newgame");
                    buttons.Add(new Button(450, 200, Content.Load <Texture2D>("bt_newcharacter"), null));
                    buttons.Add(new Button(100, 200, Content.Load <Texture2D>("bt_Back"), null));
                    buttons.Add(new Button(150, 300, Content.Load <Texture2D>("alian1"), null));
                    buttons.Add(new Button(300, 300, Content.Load <Texture2D>("alian2"), null));
                    buttons.Add(new Button(450, 300, Content.Load <Texture2D>("alian3"), null));


                    if (buttons[0].LeftClick(mousestate, prevmousestate))
                    {
                        gameState = GameState.Base;
                        playState = PlayState.Player;
                        menuState = MenuState.Game;
                    }
                    if (buttons[1].LeftClick(mousestate, prevmousestate))
                    {
                        menuState = MenuState.Start;
                    }
                    break;
                }

                case MenuState.Load:
                {
                    buttons.Clear();
                    buttons.Add(new Button(100, 100, Content.Load <Texture2D>("bt_play"), null));
                    buttons.Add(new Button(110, 200, Content.Load <Texture2D>("bt_play"), null));
                    buttons.Add(new Button(120, 300, Content.Load <Texture2D>("bt_play"), null));
                    buttons.Add(new Button(100, 400, Content.Load <Texture2D>("bt_Back"), null));
                    if (buttons[0].LeftClick(mousestate, prevmousestate) || buttons[1].LeftClick(mousestate, prevmousestate) || buttons[2].LeftClick(mousestate, prevmousestate))
                    {
                        playState = PlayState.Player;
                    }
                    if (buttons[3].LeftClick(mousestate, prevmousestate))
                    {
                        menuState = MenuState.Start;
                    }
                    break;
                }

                case MenuState.Game:
                {
                    buttons.Clear();
                    buttons.Add(new Button(100, 100, Content.Load <Texture2D>("bt_newgame"), null));
                    buttons.Add(new Button(300, 100, Content.Load <Texture2D>("bt_newgame"), null));
                    buttons.Add(new Button(500, 100, Content.Load <Texture2D>("bt_exit"), null));
                    // if (character.Position == buttons[0].)
                    {
                        // karaktert mozgását levizsgálni h belelép a kockákba akkor lépjen tovább x-y helyre
                    }
                    break;
                }

                default:
                {
                    break;
                }
                }
                #endregion
                switch (playState)
                {
                case PlayState.Default:
                {
                    break;
                }

                case PlayState.Player:
                {
                    buttons.Clear();
                    gameState  = GameState.Base;
                    background = Content.Load <Texture2D>("bg_newgame");

                    if (keystate.IsKeyDown(Keys.Escape))
                    {
                        playState = PlayState.Pause;
                        gameState = GameState.Stop;
                    }
                    break;
                }

                case PlayState.Enemy:
                {
                    break;
                }

                case PlayState.Pause:
                {
                    buttons.Clear();
                    buttons.Add(new Button(100, 100, Content.Load <Texture2D>("bt_play"), null));
                    buttons.Add(new Button(100, 200, Content.Load <Texture2D>("bt_back"), null));
                    if (buttons[0].LeftClick(mousestate, prevmousestate))
                    {
                        playState = PlayState.Player;
                    }
                    if (buttons[1].LeftClick(mousestate, prevmousestate))
                    {
                        menuState = MenuState.Start;
                        playState = PlayState.Enemy;
                    }
                    break;
                }

                default:
                {
                    break;
                }
                }
            }
            base.Update(gameTime);
        }
示例#2
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)
        {
            timeElapsed += (float)gameTime.ElapsedGameTime.Milliseconds;


            if (this.IsActive)
            {
                if (prevms != ms)
                {
                    prevms = ms;
                }
                ms = Mouse.GetState();
                if (prevks != ks)
                {
                    prevks = ks;
                }
                ks = Keyboard.GetState();



                switch (gameState)
                {
                case GameState.Start:
                {
                    if (ks.IsKeyDown(Keys.D) && !ks.IsKeyDown(Keys.A))
                    {
                        character.Move(10, 0);
                        if (timeElapsed >= character.Interval)
                        {
                            character.Animation(Orientation.Right);
                            timeElapsed = 0;
                        }
                    }
                    if (ks.IsKeyDown(Keys.A) && !ks.IsKeyDown(Keys.D))
                    {
                        character.Move(-10, 0);
                        if (timeElapsed >= character.Interval)
                        {
                            character.Animation(Orientation.Left);
                            timeElapsed = 0;
                        }
                    }
                    if (ks.IsKeyDown(Keys.W) && !ks.IsKeyDown(Keys.S))
                    {
                        character.Move(0, -10);
                        if (timeElapsed >= character.Interval)
                        {
                            character.Animation(Orientation.Up);
                            timeElapsed = 0;
                        }
                    }
                    if (ks.IsKeyDown(Keys.S) && !ks.IsKeyDown(Keys.W))
                    {
                        character.Move(0, 10);
                        if (timeElapsed >= character.Interval)
                        {
                            character.Animation(Orientation.Down);
                            timeElapsed = 0;
                        }
                    }

                    break;
                }

                case GameState.Play:
                {
                    break;
                }

                case GameState.Stop:
                {
                    break;
                }

                default:
                {
                    break;
                }
                }

                #region  Menu
                switch (menuState)
                {
                case MenuState.Start:
                {
                    buttons.Clear();
                    background = Content.Load <Texture2D>("bg_menu");
                    buttons.Add(new Button(100, 100, Content.Load <Texture2D>("bt_newgame"), null));
                    buttons.Add(new Button(100, 150, Content.Load <Texture2D>("bt_newgame"), null));
                    buttons.Add(new Button(100, 200, Content.Load <Texture2D>("bt_exit"), null));

                    if (buttons[0].LeftClick(ms, prevms))
                    {
                        menuState = MenuState.Newgame;
                    }
                    else if (buttons[1].LeftClick(ms, prevms))
                    {
                        menuState = MenuState.Load;
                    }
                    else if (buttons[2].LeftClick(ms, prevms))
                    {
                        Exit();
                    }
                    break;
                }

                case MenuState.Newgame:
                {
                    buttons.Clear();
                    buttons.Add(new Button(450, 200, Content.Load <Texture2D>("bt_newcharacter"), null));
                    buttons.Add(new Button(100, 200, Content.Load <Texture2D>("bt_Back"), null));
                    buttons.Add(new Button(150, 300, Content.Load <Texture2D>("alian1"), null));
                    buttons.Add(new Button(300, 300, Content.Load <Texture2D>("alian2"), null));
                    buttons.Add(new Button(450, 300, Content.Load <Texture2D>("alian3"), null));


                    if (buttons[0].LeftClick(ms, prevms))
                    {
                        gameState = GameState.Play;
                        playState = PlayState.Player;
                        menuState = MenuState.Game;
                    }
                    if (buttons[1].LeftClick(ms, prevms))
                    {
                        menuState = MenuState.Start;
                    }
                    break;
                }

                case MenuState.Load:
                {
                    buttons.Clear();
                    buttons.Add(new Button(100, 100, Content.Load <Texture2D>("bt_play"), null));
                    buttons.Add(new Button(110, 200, Content.Load <Texture2D>("bt_play"), null));
                    buttons.Add(new Button(120, 300, Content.Load <Texture2D>("bt_play"), null));
                    buttons.Add(new Button(100, 400, Content.Load <Texture2D>("bt_Back"), null));
                    if (buttons[0].LeftClick(ms, prevms) || buttons[1].LeftClick(ms, prevms) || buttons[2].LeftClick(ms, prevms))
                    {
                        gameState = GameState.Start;
                        menuState = MenuState.Game;
                    }
                    if (buttons[3].LeftClick(ms, prevms))
                    {
                        menuState = MenuState.Start;
                    }
                    break;
                }

                case MenuState.Game:
                {
                    break;
                }

                default:
                {
                    break;
                }
                }
                #endregion
                switch (playState)
                {
                case PlayState.Default:
                {
                    break;
                }

                case PlayState.Player:
                {
                    buttons.Clear();
                    background = Content.Load <Texture2D>("bg_horde");
                    buttons.Clear();
                    if (ks.IsKeyDown(Keys.Escape))
                    {
                        playState = PlayState.Pause;
                    }
                    break;
                }

                case PlayState.Enemy:
                {
                    break;
                }

                case PlayState.Pause:
                {
                    buttons.Clear();
                    buttons.Add(new Button(100, 100, Content.Load <Texture2D>("bt_play"), null));
                    buttons.Add(new Button(100, 200, Content.Load <Texture2D>("bt_back"), null));
                    if (buttons[0].LeftClick(ms, prevms))
                    {
                        playState = PlayState.Player;
                    }
                    if (buttons[1].LeftClick(ms, prevms))
                    {
                        menuState = MenuState.Start;
                        playState = PlayState.Enemy;
                    }
                    break;
                }

                default:
                {
                    break;
                }
                }
            }
            base.Update(gameTime);
        }