示例#1
0
        private static void checkExplosionSplashDamage(Vector2 location)
        {
            int explosionSplashRadius = 40;

            foreach (Enemy enemy in EnemyManager.Enemies)
            {
                if (!enemy.Destroyed)
                {
                    if (enemy.EnemyBase.IsCircleColliding(location, explosionSplashRadius))
                    {
                        enemy.Destroyed = true;

                        GameManager.Score += 10;

                        EffectsManager.AddExplosion(enemy.EnemyBase.WorldCenter, Vector2.Zero);
                    }
                }
            }

            Point a = Game1.ConvertToGrid(new Point((int)location.X, (int)location.Y));

            if (TileMap.mapSquares[a.X, a.Y] == TileMap.WeakWallTileEnd)
            {
            }
        }
示例#2
0
        private static void checkShotEnemyImpacts(Sprite shot)
        {
            if (shot.Expired)
            {
                return;
            }

            foreach (Enemy enemy in EnemyManager.Enemies)
            {
                if (!enemy.Destroyed)
                {
                    if (shot.IsCircleColliding(
                            enemy.EnemyBase.WorldCenter,
                            enemy.EnemyBase.CollisionRadius))
                    {
                        shot.Expired    = true;
                        enemy.Destroyed = true;

                        GameManager.Score += 10;

                        EffectsManager.AddExplosion(
                            enemy.EnemyBase.WorldCenter,
                            enemy.EnemyBase.Velocity / 30);
                    }
                }
            }
        }
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            spriteSheet = Content.Load <Texture2D>(@"Textures\SpriteSheetNew");//sprite sheet src
            titleScreen = Content.Load <Texture2D>(@"Textures\TitleScreen");
            defaultFont = Content.Load <SpriteFont>(@"Fonts\defaultFont");

            //add instances of sounds to SoundInstance list (older at top of list)
            soundEffectBank.Add("bang", Content.Load <SoundEffect>(@"Audio\bang").CreateInstance());
            soundEffectBank.Add("boom", Content.Load <SoundEffect>(@"Audio\boom").CreateInstance());
            soundEffectBank.Add("death", Content.Load <SoundEffect>(@"Audio\death").CreateInstance());

            //to play sounds, utilize:
            //Game1.soundEffectBank["SoundID"].Play();

            TileMap.Initialize(spriteSheet);
            Player.Initialize(spriteSheet, new Rectangle(0, 64, 32, 32), 6,
                              new Rectangle(0, 96, 32, 32), 1, new Vector2(32, 32));
            Camera.WorldRectangle = new Rectangle(0, 0, 1600, 1600);
            Camera.ViewPortWidth  = 800;
            Camera.ViewPortHeight = 600;

            EffectsManager.Initialize(
                spriteSheet, new Rectangle(0, 288, 2, 2), new Rectangle(0, 256, 32, 32), 3);


            WeaponManager.Texture = spriteSheet;

            EnemyManager.Initialize(spriteSheet, new Rectangle(0, 64, 32, 32));//set enemy sprite
        }
示例#4
0
 private static void createLargeExplosion(Vector2 location)
 {
     Game1.soundEffectBank["boom"].Play();
     EffectsManager.AddLargeExplosion(location);
     EffectsManager.AddLargeExplosion(location + new Vector2(-10, -10));
     EffectsManager.AddLargeExplosion(location + new Vector2(-10, 10));
     EffectsManager.AddLargeExplosion(location + new Vector2(10, 10));
     EffectsManager.AddLargeExplosion(location + new Vector2(10, -10));
 }
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            switch (gameState)
            {
            case GameStates.TitleScreen:

                if ((GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed) ||
                    (Keyboard.GetState().IsKeyDown(Keys.Space)))
                {
                    GameManager.StartNewGame();
                    gameState = GameStates.Playing;
                }
                break;

            case GameStates.Playing:

                Player.Update(gameTime);
                WeaponManager.Update(gameTime);
                EnemyManager.Update(gameTime);
                EffectsManager.Update(gameTime);
                //!when all enemies killed go to next area (unlock door)
                //if ( == 0) gameState = GameStates.WaveComplete;//!
                break;

            case GameStates.WaveComplete:

                waveCompleteTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;

                if (waveCompleteTimer > waveCompleteDelay)
                {
                    GameManager.StartNewWave();
                    gameState         = GameStates.Playing;
                    waveCompleteTimer = 0.0f;
                }
                break;

            case GameStates.GameOver:

                gameOverTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;

                if (gameOverTimer > gameOverDelay)
                {
                    gameState     = GameStates.TitleScreen;
                    gameOverTimer = 0.0f;
                }
                break;
            }

            Window.Title = "Player Square:" + ConvertToGrid(Player.BaseSprite.WorldLocation).ToString();//!player location

            base.Update(gameTime);
        }
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            if (gameState == GameStates.TitleScreen)
            {
                spriteBatch.Draw(titleScreen, new Rectangle(0, 0, 800, 600), Color.White);
            }


            if ((gameState == GameStates.Playing) || (gameState == GameStates.WaveComplete) ||
                (gameState == GameStates.GameOver))
            {
                TileMap.Draw(spriteBatch);
                WeaponManager.Draw(spriteBatch, RandomColor());
                Player.Draw(spriteBatch);
                EnemyManager.Draw(spriteBatch);
                EffectsManager.Draw(spriteBatch, RandomColor());

                checkPlayerDeath();

                spriteBatch.DrawString(defaultFont,
                                       "Score: " + GameManager.Score.ToString(), new Vector2(30, 5), Color.White);

                //spriteBatch.DrawString(defaultFont,"Terminals Remaining: " + GoalManager.ActiveTerminals, new Vector2(520, 5), Color.White);
            }

            if (gameState == GameStates.WaveComplete)
            {
                spriteBatch.DrawString(defaultFont, "Beginning Wave " + (GameManager.CurrentWave + 1).ToString(),
                                       new Vector2(300, 300), Color.White);
            }

            if (gameState == GameStates.GameOver)
            {
                spriteBatch.DrawString(defaultFont, "G A M E O V E R!", new Vector2(300, 300), Color.White);
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
示例#7
0
        private static void checkShotWallImpacts(Sprite shot)
        {
            if (shot.Expired)
            {
                return;
            }

            if (TileMap.IsWallTile(TileMap.GetSquareAtPixel(shot.WorldCenter)))//!
            {
                if (bouncesLeft > 0)
                {
                    //Ricochet shots
                    if (shot.Velocity.Y < 0 && shot.Velocity.X > 0)
                    {
                        shot.Velocity *= new Vector2(-1, -1);
                    }
                    if (shot.Velocity.Y < 0 && shot.Velocity.X < 0)
                    {
                        shot.Velocity *= new Vector2(-1, 1);
                    }
                    if (shot.Velocity.Y > 0 && shot.Velocity.X > 0)
                    {
                        shot.Velocity *= new Vector2(1, -1);
                    }
                    if (shot.Velocity.Y > 0 && shot.Velocity.X < 0)
                    {
                        shot.Velocity *= new Vector2(-1, 1);
                    }
                    else
                    {
                        shot.Velocity *= new Vector2(-1, -1);
                    }
                    bouncesLeft--;
                }
                else if (bouncesLeft <= 0)
                {
                    shot.Expired = true;    //Expire the shot
                    //Add a new Spark effect at the location of the shot
                    EffectsManager.AddSparksEffect(shot.WorldCenter, shot.Velocity);
                }
            }
        }