示例#1
0
 /// <summary>
 /// Allows the game to perform any initialization it needs to before starting to run.
 /// This is where it can query for any required services and load any non-graphic
 /// related content.  Calling base.Initialize will enumerate through any components
 /// and initialize them as well.
 /// </summary>
 protected override void Initialize()
 {
     // TODO: Add your initialization logic here
     base.Initialize();
     ball               = new Ball(this, GraphicsDevice, "Models\\balltest");
     ball.scale         = Vector3.One * 15f;
     ballTexture        = ballTextureBeach;
     camera.AspectRatio = (float)graphics.GraphicsDevice.Viewport.Width /
                          graphics.GraphicsDevice.Viewport.Height;
     camera.ChasePosition  = ball.Position;
     camera.ChaseDirection = ball.Direction;
     camera.Up             = ball.Up;
     camera.Reset();
     connect();
 }
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>
        override public void Update(GameTime gameTime)
        {
            timeInMillis += gameTime.ElapsedGameTime.Milliseconds;
            LevelTime    -= gameTime.ElapsedGameTime.Milliseconds;

            if (LevelTime < 0 || ball.position.Y <= pitHeight)
            {
                Sound.pauseSound("Sound\\" + this.level, content);
                GameOver startOver = new GameOver();
                startOver.Level = this.level;
                startOver.Name  = this.name;
                ScreenManager.AddScreen(startOver);
            }

            lastKeyboardState = currentKeyboardState;
            lastGamePadState  = currentGamePadState;
            lastMousState     = currentMouseState;

            currentKeyboardState = Keyboard.GetState();
            currentGamePadState  = GamePad.GetState(PlayerIndex.One);
            currentMouseState    = Mouse.GetState();

            Int32 middleX = device.Viewport.Bounds.Width / 2;
            Int32 middleY = device.Viewport.Bounds.Height / 2;;

#if XBOX
            // Exit when the Escape key or Back button is pressed
            if (currentGamePadState.Buttons.Back == ButtonState.Pressed)
            {
                ScreenManager.RemoveScreen(this);
            }

            if (!ball.onGround && currentGamePadState.IsButtonDown(Buttons.B) && !lastGamePadState.IsButtonDown(Buttons.B))
            {
                ball.dash();
            }
            else if (currentGamePadState.IsButtonDown(Buttons.A) && !lastGamePadState.IsButtonDown(Buttons.A))
            {
                if (ball.onGround && !ball.jumpDelayTimer.IsRunning)
                {
                    //ball.dashDelayTimer.Start();
                    ball.jump();
                }
            }

            if (currentGamePadState.DPad.Down == ButtonState.Pressed)
            {
                Vector3 offset = camera.DesiredPositionOffset;
                offset.Y = MathHelper.Clamp(offset.Y += 2, 20, 150);
                if (Math.Abs(offset.Y - camera.DesiredPositionOffset.Y) > 0.0001)
                {
                    Sound.playSoundOnce("Sound\\rotateCam", content);
                }
                camera.DesiredPositionOffset = offset;
            }
            else if (currentGamePadState.DPad.Up == ButtonState.Pressed)
            {
                Vector3 offset = camera.DesiredPositionOffset;
                offset.Y = MathHelper.Clamp(offset.Y -= 2, 20, 150);
                if (Math.Abs(offset.Y - camera.DesiredPositionOffset.Y) > 0.0001)
                {
                    Sound.playSoundOnce("Sound\\rotateCam", content);
                }
                camera.DesiredPositionOffset = offset;
            }

            if (currentGamePadState.IsButtonDown(Buttons.LeftShoulder) && !lastGamePadState.IsButtonDown(Buttons.LeftShoulder))
            {
                if (currentBallProperties.Equals(beachBallProperties))
                {
                    currentBallProperties = airBallProperties;
                }
                else if (currentBallProperties.Equals(airBallProperties))
                {
                    currentBallProperties = metalBallProperties;
                }
                else if (currentBallProperties.Equals(metalBallProperties))
                {
                    currentBallProperties = beachBallProperties;
                }
                Sound.playSoundOnce(currentBallProperties.ChangeToSound, content);
            }
            else if (currentGamePadState.IsButtonDown(Buttons.RightShoulder) && !lastGamePadState.IsButtonDown(Buttons.RightShoulder))
            {
                if (currentBallProperties.Equals(beachBallProperties))
                {
                    currentBallProperties = metalBallProperties;
                }
                else if (currentBallProperties.Equals(metalBallProperties))
                {
                    currentBallProperties = airBallProperties;
                }
                else if (currentBallProperties.Equals(airBallProperties))
                {
                    currentBallProperties = beachBallProperties;
                }
                Sound.playSoundOnce(currentBallProperties.ChangeToSound, content);
            }

            else if (currentGamePadState.IsButtonDown(Buttons.Back) && !lastGamePadState.IsButtonDown(Buttons.Back))
            {
                Sound.pauseSound(background, content);
                ScreenManager.AddScreen(new MainMenu());
            }

            if (currentGamePadState.IsButtonDown(Buttons.RightStick) && !lastGamePadState.IsButtonDown(Buttons.RightStick))
            {
                ball.Reset();
                camera.Reset();
            }
#endif
#if WINDOWS
            // Exit when the Escape key or Back button is pressed
            if (currentKeyboardState.IsKeyDown(Keys.Escape) ||
                currentGamePadState.Buttons.Back == ButtonState.Pressed)
            {
                ScreenManager.RemoveScreen(this);
            }

            if (!ball.onGround && !lastKeyboardState.IsKeyDown(Keys.Space) && currentKeyboardState.IsKeyDown(Keys.Space))
            {
                ball.dash();
            }
            else if (currentKeyboardState.IsKeyDown(Keys.Space))
            {
                if (ball.onGround && !ball.jumpDelayTimer.IsRunning)
                {
                    //ball.dashDelayTimer.Start();
                    ball.jump();
                }
            }

            if (currentKeyboardState.IsKeyDown(Keys.I) || (currentMouseState.RightButton == ButtonState.Pressed) && (currentMouseState.Y > middleY))
            {
                Vector3 offset = camera.DesiredPositionOffset;
                offset.Y = MathHelper.Clamp(offset.Y += 2, 20, 150);
                if (Math.Abs(offset.Y - camera.DesiredPositionOffset.Y) > 0.0001)
                {
                    Sound.playSoundOnce("Sound\\rotateCam", content, 0.5f);
                }
                camera.DesiredPositionOffset = offset;
            }
            else if (currentKeyboardState.IsKeyDown(Keys.K) || (currentMouseState.RightButton == ButtonState.Pressed) && (currentMouseState.Y <= middleY))
            {
                Vector3 offset = camera.DesiredPositionOffset;
                offset.Y = MathHelper.Clamp(offset.Y -= 2, 20, 150);
                if (Math.Abs(offset.Y - camera.DesiredPositionOffset.Y) > 0.0001)
                {
                    Sound.playSoundOnce("Sound\\rotateCam", content, 0.5f);
                }
                camera.DesiredPositionOffset = offset;
            }

            if (currentKeyboardState.IsKeyDown(Keys.Q) && !lastKeyboardState.IsKeyDown(Keys.Q))
            {
                if (currentBallProperties.Equals(beachBallProperties))
                {
                    currentBallProperties = airBallProperties;
                }
                else if (currentBallProperties.Equals(airBallProperties))
                {
                    currentBallProperties = metalBallProperties;
                }
                else if (currentBallProperties.Equals(metalBallProperties))
                {
                    currentBallProperties = beachBallProperties;
                }
                Sound.playSoundOnce(currentBallProperties.ChangeToSound, content);
            }
            else if (currentKeyboardState.IsKeyDown(Keys.E) && !lastKeyboardState.IsKeyDown(Keys.E))
            {
                if (currentBallProperties.Equals(beachBallProperties))
                {
                    currentBallProperties = metalBallProperties;
                }
                else if (currentBallProperties.Equals(metalBallProperties))
                {
                    currentBallProperties = airBallProperties;
                }
                else if (currentBallProperties.Equals(airBallProperties))
                {
                    currentBallProperties = beachBallProperties;
                }
                Sound.playSoundOnce(currentBallProperties.ChangeToSound, content);
            }

            else if (currentKeyboardState.IsKeyDown(Keys.M))
            {
                Sound.pauseSound(background, content);
                ScreenManager.AddScreen(new MainMenu());
            }

            if (currentKeyboardState.IsKeyDown(Keys.Z))
            {
                System.Diagnostics.Debug.WriteLine(ball.position);
            }

            bool touchTopLeft = currentMouseState.LeftButton == ButtonState.Pressed &&
                                lastMousState.LeftButton != ButtonState.Pressed &&
                                currentMouseState.X < device.Viewport.Width / 10 &&
                                currentMouseState.Y < device.Viewport.Height / 10;

            if (currentKeyboardState.IsKeyDown(Keys.R) ||
                currentGamePadState.Buttons.RightStick == ButtonState.Pressed)
            {
                ball.Reset();
                camera.Reset();
            }
#endif
            ArrowRotation = RotateToFace(ball.position, ExitPosition, Vector3.Up);
            ExitRotation  = RotateToFace(ExitPosition, ball.position, Vector3.Up);



            if (ExitBox.Contains(ball.position) == ContainmentType.Contains || currentKeyboardState.IsKeyDown(Keys.P))
            {
                long nowTicks = DateTime.Now.Ticks;
#if WINDOWS
                sendScore(name, level, (int)(LevelTime), nowTicks);
#endif
                VictoryScreen victoryScreen = new VictoryScreen();
                victoryScreen.Level = this.level;
                victoryScreen.Name  = this.name;
                victoryScreen.Ticks = nowTicks;
                ScreenManager.AddScreen(victoryScreen);
            }

            //Test stuff
            if (heightMap.IsOnHeightmap(ball.position))
            {
                heightMap.GetHeightAndNormal(ball.position, out h, out norm);
                norm.Normalize();
                h = Vector3.Dot(new Vector3(0, 1, 0), norm);
                a = Math.Acos(h);
                //a = getSignedAngle(new Vector3(0, 1, 0), norm);
                b = Math.Atan2(norm.Y, norm.X);
            }

            for (int x = 0; x < coinList.Count; x++)
            {
                coinList[x].Update(gameTime);
                if (coinList[x].detectIntersection(ball.position))
                {
                    LevelTime += 5000f;
                    Sound.playSoundOnce("Sound\\ding", content);
                    coinList.RemoveAt(x);
                }
            }

            for (int x = 0; x < teleporterList.Count; x++)
            {
                teleporterList[x].Update(gameTime);
                if (teleporterList[x].detectIntersection(ball.position))
                {
                    Sound.playSoundOnce("Sound\\pop", content);
                    ball.position = new Vector3(RandomNumber(-2500, 3000), 0, RandomNumber(-2500, 3000));
                }
            }

            ball.properties = currentBallProperties;
            ball.Update(gameTime);
            camera.ChasePosition  = ball.position;
            camera.ChaseDirection = ball.Direction;
            camera.Up             = ball.Up;
            camera.Reset();

            particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y);
            particleEngine.Update();
            base.Update(gameTime);
        }
示例#3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        override public void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(device);
            spriteFont  = content.Load <SpriteFont>("Arial");

            camera = new ChaseCamera(heightMap);
            // Set the camera offsets
            camera.DesiredPositionOffset = new Vector3(0.0f, 100.0f, 200.0f);
            camera.LookAtOffset          = new Vector3(0f, 15.0f, 30.0f);

            ball       = new Ball(this, device, "Models\\balltest");
            ball.scale = Vector3.One * 15f;

            camera.NearPlaneDistance = 10.0f;
            camera.FarPlaneDistance  = 100000.0f;
            camera.AspectRatio       = (float)device.Viewport.Width /
                                       device.Viewport.Height;
            camera.ChasePosition  = ball.position;
            camera.ChaseDirection = ball.Direction;
            camera.Up             = ball.Up;
            camera.Reset();

            ballModel  = content.Load <Model>("Models\\balltest");
            pitModel   = content.Load <Model>("Models\\ground");
            boxModel   = content.Load <Model>("Models\\cube");
            arrowModel = content.Load <Model>("Models\\arrow");
            exitModel  = content.Load <Model>("Models\\exit2");
            //exitModelText = content.Load<Model>("Models\\exitSign");
            ballTextureBeach  = content.Load <Texture2D>("Textures\\beach");
            ballTextureMetal  = content.Load <Texture2D>("Textures\\metal");
            ballTextureAir    = content.Load <Texture2D>("Textures\\air");
            coinTexture       = content.Load <Texture2D>("Textures\\coin");
            teleporterTexture = content.Load <Texture2D>("Textures\\teleporter");
            terrainModel      = content.Load <Model>(terrain);
            rockTexture       = content.Load <Texture2D>(terrainTexture);
            pitTextureLava    = content.Load <Texture2D>("Textures\\lava");
            pitTextureIce     = content.Load <Texture2D>("Textures\\3");
            scoreboardTexture = content.Load <Texture2D>("Textures\\highscores");
            heightMap         = terrainModel.Tag as HeightMapInfo;
            if (heightMap == null)
            {
                string message = "The terrain model did not have a HeightMapInfo";
                throw new InvalidOperationException(message);
            }
            Sound.playSoundLoop(background, content);
            effect = content.Load <Effect>("Lighting/Effects");
            sky    = content.Load <Sky>("Textures\\sky");

            /*Initialize properties for each ball*/
            beachBallProperties   = new BallProperties(ballTextureBeach, 1.0f, 0.5f, 900f, 1f, new Vector3(0.97f, 1f, 0.97f), new Vector3(1f, 1f, 1f), "Sound\\jump", "Sound\\jump", "Sound\\changeBall");
            metalBallProperties   = new BallProperties(ballTextureMetal, 3.0f, 0.15f, 750f, 3f, new Vector3(0.95f, 1f, 0.95f), new Vector3(1f, 1f, 1f), "Sound\\jump", "Sound\\jump", "Sound\\changeBall");
            airBallProperties     = new BallProperties(ballTextureAir, 1f, 0.05f, 1200f, 0.8f, new Vector3(0.99f, 0.99f, 0.99f), new Vector3(0.99f, 0.99f, 0.99f), "Sound\\jump", "Sound\\jump", "Sound\\changeBall");
            currentBallProperties = beachBallProperties;

            List <Texture2D> textures = new List <Texture2D>();

            textures.Add(Content.Load <Texture2D>("Textures\\circle"));
            textures.Add(Content.Load <Texture2D>("Textures\\star"));
            textures.Add(Content.Load <Texture2D>("Textures\\diamond"));
            particleEngine = new ParticleEngine(textures, new Vector2(100, 40));

            //ExitPosition = new Vector3(1405.1f, .90952f, -2367.78f);
            ExitPosition   = new Vector3(2000, 0f, 2000);
            ExitPosition.Y = getHeight(ExitPosition) + 50f;
            ExitBox        = new BoundingBox(ExitPosition - new Vector3(50, 50, 50), ExitPosition + new Vector3(50, 50, 50));
            for (int x = 0; x < 50; x++)
            {
                Vector3 Pos = new Vector3(RandomNumber(-2000, 2000), 0, RandomNumber(-2000, 2000));
                //Vector3 Pos = new Vector3(0, 0, 0);
                Vector3 Normal;
                float   Height;
                heightMap.GetHeightAndNormal(Pos, out Height, out Normal);
                Pos.Y = Height + 20;
                //System.Diagnostics.Debug.WriteLine(Pos);
                coinList.Add(new Coin(Pos, content));
            }
            for (int x = 0; x < 20; x++)
            {
                Vector3 Pos    = new Vector3(RandomNumber(-2500, 3000), 0, RandomNumber(-2500, 3000));
                Vector3 Normal = new Vector3();
                float   Height = 10;
                heightMap.GetHeightAndNormal(Pos, out Height, out Normal);
                Pos.Y = Height + 50;
                //System.Diagnostics.Debug.WriteLine(Pos);
                teleporterList.Add(new teleporter(Pos, content));
            }
        }
示例#4
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        public override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(device);
            spriteFont = content.Load<SpriteFont>("Arial");

            camera = new ChaseCamera(heightMap);
            // Set the camera offsets
            camera.DesiredPositionOffset = new Vector3(0.0f, 100.0f, 200.0f);
            camera.LookAtOffset = new Vector3(0f, 15.0f, 30.0f);

            ball = new Ball(this, device, "Models\\balltest");
            ball.scale = Vector3.One * 15f;

            camera.NearPlaneDistance = 10.0f;
            camera.FarPlaneDistance = 100000.0f;
            camera.AspectRatio = (float)device.Viewport.Width /
               device.Viewport.Height;
            camera.ChasePosition = ball.position;
            camera.ChaseDirection = ball.Direction;
            camera.Up = ball.Up;
            camera.Reset();

            ballModel = content.Load<Model>("Models\\balltest");
            pitModel = content.Load<Model>("Models\\ground");
            boxModel = content.Load<Model>("Models\\cube");
            arrowModel = content.Load<Model>("Models\\arrow");
            exitModel = content.Load<Model>("Models\\exit2");
            //exitModelText = content.Load<Model>("Models\\exitSign");
            ballTextureBeach = content.Load<Texture2D>("Textures\\beach");
            ballTextureMetal = content.Load<Texture2D>("Textures\\metal");
            ballTextureAir = content.Load<Texture2D>("Textures\\air");
            coinTexture = content.Load<Texture2D>("Textures\\coin");
            teleporterTexture = content.Load<Texture2D>("Textures\\teleporter");
            terrainModel = content.Load<Model>(terrain);
            rockTexture = content.Load<Texture2D>(terrainTexture);
            pitTextureLava = content.Load<Texture2D>("Textures\\lava");
            pitTextureIce = content.Load<Texture2D>("Textures\\3");
            scoreboardTexture = content.Load<Texture2D>("Textures\\highscores");
            heightMap = terrainModel.Tag as HeightMapInfo;
            if (heightMap == null)
            {
                string message = "The terrain model did not have a HeightMapInfo";
                throw new InvalidOperationException(message);
            }
            Sound.playSoundLoop(background, content);
            effect = content.Load<Effect>("Lighting/Effects");
            sky = content.Load<Sky>("Textures\\sky");

            /*Initialize properties for each ball*/
            beachBallProperties = new BallProperties(ballTextureBeach, 1.0f, 0.5f, 900f, 1f, new Vector3(0.97f, 1f, 0.97f), new Vector3(1f, 1f, 1f), "Sound\\jump", "Sound\\jump", "Sound\\changeBall");
            metalBallProperties = new BallProperties(ballTextureMetal, 3.0f, 0.15f, 750f, 3f, new Vector3(0.95f, 1f, 0.95f), new Vector3(1f, 1f, 1f), "Sound\\jump", "Sound\\jump", "Sound\\changeBall");
            airBallProperties = new BallProperties(ballTextureAir, 1f, 0.05f, 1200f, 0.8f, new Vector3(0.99f, 0.99f, 0.99f), new Vector3(0.99f, 0.99f, 0.99f), "Sound\\jump", "Sound\\jump", "Sound\\changeBall");
            currentBallProperties = beachBallProperties;

            List<Texture2D> textures = new List<Texture2D>();
            textures.Add(Content.Load<Texture2D>("Textures\\circle"));
            textures.Add(Content.Load<Texture2D>("Textures\\star"));
            textures.Add(Content.Load<Texture2D>("Textures\\diamond"));
            particleEngine = new ParticleEngine(textures, new Vector2(100, 40));

            //ExitPosition = new Vector3(1405.1f, .90952f, -2367.78f);
            ExitPosition = new Vector3(2000, 0f, 2000);
            ExitPosition.Y = getHeight(ExitPosition) + 50f;
            ExitBox = new BoundingBox(ExitPosition - new Vector3(50, 50, 50), ExitPosition + new Vector3(50, 50, 50));
            for (int x = 0; x < 50; x++)
            {
                Vector3 Pos = new Vector3(RandomNumber(-2000, 2000), 0, RandomNumber(-2000, 2000));
                //Vector3 Pos = new Vector3(0, 0, 0);
                Vector3 Normal;
                float Height;
                heightMap.GetHeightAndNormal(Pos, out Height, out Normal);
                Pos.Y = Height + 20;
                //System.Diagnostics.Debug.WriteLine(Pos);
                coinList.Add(new Coin(Pos, content));
            }
            for (int x = 0; x < 20; x++)
            {
                Vector3 Pos = new Vector3(RandomNumber(-2500, 3000), 0, RandomNumber(-2500, 3000));
                Vector3 Normal = new Vector3();
                float Height = 10;
                heightMap.GetHeightAndNormal(Pos, out Height, out Normal);
                Pos.Y = Height + 50;
                //System.Diagnostics.Debug.WriteLine(Pos);
                teleporterList.Add(new teleporter(Pos, content));
            }
        }