public void LoadContent(ContentManager load_content, Vector2 load_screensize, GameMode load_gamemode, Player load_player) { //Misc ScreenSize = load_screensize; gameMode = load_gamemode; player = load_player; //Fonts Font_Score = new Fonts(load_content, ScreenSize.X / 2, 100); Font_WepUpgrade = new Fonts(load_content, ScreenSize.X / 2, ScreenSize.Y / 2 - 100); Font_WepUpgradeLvl = new Fonts(load_content, ScreenSize.X / 2, ScreenSize.Y / 2 - 50); Font_CanUpgrade = new Fonts(load_content, ScreenSize.X / 2 - 165, ScreenSize.Y - 100); //Buttons //Back Button BackBtn.LoadContentOverlay(load_content, "graphics/menu/menubutton", "graphics/menu/underline", 128, 64); BackBtn.FontSize = 1f; BackBtn.FontColour = Color.Black; BackBtn.ButtonName = "Back"; //Level 1 Button Lvl1Btn.LoadContentOverlay(load_content, "graphics/menu/menubutton", "graphics/menu/underline", 296, 64); Lvl1Btn.FontSize = 1f; Lvl1Btn.FontColour = Color.Black; Lvl1Btn.ButtonName = "1: First Strike"; //Upgrades Button UpBtn.LoadContentOverlay(load_content, "graphics/menu/menubutton", "graphics/menu/underline", 296, 64); UpBtn.FontSize = 1f; UpBtn.FontColour = Color.Black; UpBtn.ButtonName = "Buy Upgrades"; //Weapon Upgrade Button WepUpBtn.LoadContentOverlay(load_content, "graphics/menu/menubutton", "graphics/menu/underline", 256, 64); WepUpBtn.FontSize = 1f; WepUpBtn.FontColour = Color.Black; WepUpBtn.ButtonName = "Level Up"; }
public void Update(GameMode load_gamemode, Game load_game, Input load_input) { gamemode = load_gamemode; game = load_game; input = load_input; test.Update(); if (gamemode.Mode == GameMode.EGameMode.MENU) { switch (menuMode) { case EMenuMode.Menu: Main(); break; case EMenuMode.Options: Options(); break; } } }
public void Update(GameMode load_gamemode, Game1 load_game) { game1 = load_game; HeadsUpDisplay.Score = load_game.UniScore; if (IsLevelStartup) LevelStartup(); if (IsReset) LevelReset(); gameTicks.Update(); HeadsUpDisplay.debug_GameTime = gameTicks.Ticks; GT = gameTicks.Ticks; background.Update(); EnemyLayout(); if (HeadsUpDisplay.Health <= 0) { IsReset = true; game1.UniScore = game1.PrevScore; HeadsUpDisplay.Health = ResetHealth; } for (int i = 0; i < enemy.Count; i++) { enemy[i].Update(Content, load_game, player); //Damage Player and Enemy if Collision if (collision.checkcollision(player.player.sprite_colbox, enemy[i].sprite.sprite_colbox)) { HeadsUpDisplay.Health -= 50; enemy[i].isAlive = false; enemy[i].sprite.sprite_colbox = Rectangle.Empty; } //Damage Player and Set Enemy Bullet to false for (int j = 0; j < enemy[i].Bullet_list.Count; j++) { if (collision.checkcollision(player.player.sprite_colbox, enemy[i].Bullet_list[j].bullet_tex.sprite_colbox)) { enemy[i].Bullet_list[j].isAlive = false; enemy[i].Bullet_list[j].bullet_tex.sprite_colbox = Rectangle.Empty; HeadsUpDisplay.Health -= enemy[i].Bullet_list[j].Damage; } } //Damage Enemy and Set Player Bullet to false for (int o = 0; o < player.BulletList.Count; o++) { if (collision.checkcollision(player.BulletList[o].bullet_tex.sprite_colbox, enemy[i].sprite.sprite_colbox)) { player.BulletList[o].isAlive = false; player.BulletList[o].bullet_tex.sprite_colbox = Rectangle.Empty; player.BulletList[o].isHit = true; enemy[i].Health -= player.BulletList[o].Damage; if (enemy[i].Health <= 0) { enemy[i].isAlive = false; enemy[i].sprite.sprite_colbox = Rectangle.Empty; } } } } if (load_gamemode.Mode == GameMode.EGameMode.PLAY) { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { player.ControlsEnabled = false; IsReset = true; game1.UniScore = game1.PrevScore; load_gamemode.Mode = GameMode.EGameMode.LEVELSELECT; } } }