/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { //drawing code here #if LEVEL_EDITOR GraphicsDevice.SetRenderTarget(nativeRenderTarget); GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); levelEditor.Draw(spriteBatch, tilesPerRow, infoBoxHeightPx, editorWidth, editorHeight); PlatformsManager.platformsRoomManagers[levelEditor.currentRoomNumber].Draw(spriteBatch); MouseState mouseState = Mouse.GetState(); spriteBatch.DrawString(spriteFont, (mouseState.X / 4 + (int)Camera.position.X) + "," + (mouseState.Y / 4 + (int)Camera.position.Y), new Vector2(10, 10), Color.Blue); spriteBatch.End(); GraphicsDevice.SetRenderTarget(null); spriteBatch.Begin(samplerState: SamplerState.PointClamp); spriteBatch.Draw(nativeRenderTarget, viewportRectangle, Color.White); levelEditor.DrawText(spriteBatch, infoBoxHeightPx); spriteBatch.End(); #else //draw only relevant classes depending on the state of the game spriteBatch.Begin(); switch (currentGameState) { case GameStates.titleScreen: GraphicsDevice.SetRenderTarget(renderTarget_zoom1); GraphicsDevice.Clear(Color.Black); MenusManager.menus[(int)MenusManager.MenuType.titleScreen].Draw(spriteBatch); break; case GameStates.controls: GraphicsDevice.SetRenderTarget(renderTarget_zoom1); GraphicsDevice.Clear(Color.Black); MenusManager.menus[(int)MenusManager.MenuType.controls].Draw(spriteBatch); break; case GameStates.achievements: GraphicsDevice.SetRenderTarget(renderTarget_zoom1); GraphicsDevice.Clear(Color.Black); MenusManager.menus[(int)MenusManager.MenuType.achievements].Draw(spriteBatch); Achievements.Draw(spriteBatch); break; case GameStates.credits: GraphicsDevice.SetRenderTarget(renderTarget_zoom1); GraphicsDevice.Clear(Color.Black); MenusManager.menus[(int)MenusManager.MenuType.credits].Draw(spriteBatch); break; case GameStates.intro: GraphicsDevice.SetRenderTarget(renderTarget_zoom1); GraphicsDevice.Clear(Color.Black); CutscenesManager.cutscenes[(int)CutscenesManager.CutsceneType.intro].Draw(spriteBatch); break; case GameStates.playing: GraphicsDevice.SetRenderTarget(nativeRenderTarget); GraphicsDevice.Clear(Color.Black); Camera.Draw(spriteBatch); RoomsManager.Draw(spriteBatch); CollectablesManager.Draw(spriteBatch); Player.DrawGUI(spriteBatch); break; case GameStates.pause: GraphicsDevice.SetRenderTarget(renderTarget_zoom1); GraphicsDevice.Clear(Color.Black); MenusManager.menus[(int)MenusManager.MenuType.pause].Draw(spriteBatch); break; case GameStates.dead: GraphicsDevice.SetRenderTarget(renderTarget_zoom1); GraphicsDevice.Clear(Color.Black); Camera.Draw(spriteBatch); RoomsManager.Draw(spriteBatch); PlayerDeathManager.Draw(spriteBatch); break; case GameStates.ending: GraphicsDevice.SetRenderTarget(renderTarget_zoom1); GraphicsDevice.Clear(Color.Black); CutscenesManager.cutscenes[(int)CutscenesManager.CutsceneType.ending].Draw(spriteBatch); break; case GameStates.confirmQuit: GraphicsDevice.SetRenderTarget(renderTarget_zoom1); GraphicsDevice.Clear(Color.Black); MenusManager.menus[(int)MenusManager.MenuType.confirmQuit].Draw(spriteBatch); break; case GameStates.doubleJump: GraphicsDevice.SetRenderTarget(renderTarget_zoom1); GraphicsDevice.Clear(Color.Black); Camera.Draw(spriteBatch); RoomsManager.Draw(spriteBatch); MenusManager.menus[(int)MenusManager.MenuType.doubleJump].Draw(spriteBatch); break; case GameStates.wallJump: GraphicsDevice.SetRenderTarget(renderTarget_zoom1); GraphicsDevice.Clear(Color.Black); Camera.Draw(spriteBatch); RoomsManager.Draw(spriteBatch); MenusManager.menus[(int)MenusManager.MenuType.wallJump].Draw(spriteBatch); break; } spriteBatch.End(); GraphicsDevice.SetRenderTarget(null); spriteBatch.Begin(samplerState: SamplerState.PointClamp); if (currentGameState == GameStates.playing) { spriteBatch.Draw(nativeRenderTarget, viewportRectangle, Color.White); } else { spriteBatch.Draw(renderTarget_zoom1, viewportRectangle, Color.White); } spriteBatch.End(); #endif base.Draw(gameTime); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); #if LEVEL_EDITOR MapsManager.Inizialize(Content.Load <Texture2D>("tiles")); CameraManager.Inizialize ( new Texture2D[(int)RoomsManager.Rooms.total] { Content.Load <Texture2D>(@"backgrounds\tutorial0"), Content.Load <Texture2D>(@"backgrounds\tutorial1"), Content.Load <Texture2D>(@"backgrounds\tutorial2"), Content.Load <Texture2D>(@"backgrounds\tutorial3"), Content.Load <Texture2D>(@"backgrounds\tutorial4"), Content.Load <Texture2D>(@"backgrounds\bellTower0"), Content.Load <Texture2D>(@"backgrounds\bellTower1"), Content.Load <Texture2D>(@"backgrounds\bellTower2"), Content.Load <Texture2D>(@"backgrounds\midBoss"), Content.Load <Texture2D>(@"backgrounds\groundFloor"), Content.Load <Texture2D>(@"backgrounds\altarRoom"), Content.Load <Texture2D>(@"backgrounds\firstFloor"), Content.Load <Texture2D>(@"backgrounds\secondFloor"), Content.Load <Texture2D>(@"backgrounds\descent"), Content.Load <Texture2D>(@"backgrounds\finalBoss"), Content.Load <Texture2D>(@"backgrounds\escape0"), Content.Load <Texture2D>(@"backgrounds\escape1"), Content.Load <Texture2D>(@"backgrounds\escape2"), } ); spriteFont = Content.Load <SpriteFont>(@"fonts\monologue"); PlatformsManager.Inizialize(Content.Load <Texture2D>("platforms")); levelEditor = new LevelEditor(Content.Load <SpriteFont>(@"fonts\arial32"), Content.Load <SpriteFont>(@"fonts\arial14"), Content.Load <Texture2D>("whiteTile")); #else //load the game assets here currentGameState = GameStates.titleScreen; LoadSaveManager.Inizialize(); GameStats.Inizialize(); Achievements.Initialize(Content.Load <SpriteFont>(@"fonts\monologue"), Content.Load <SpriteFont>(@"fonts\LiberationMono12")); MapsManager.Inizialize(Content.Load <Texture2D>("tiles")); CameraManager.Inizialize ( new Texture2D[(int)RoomsManager.Rooms.total] { Content.Load <Texture2D>(@"backgrounds\tutorial0"), Content.Load <Texture2D>(@"backgrounds\tutorial1"), Content.Load <Texture2D>(@"backgrounds\tutorial2"), Content.Load <Texture2D>(@"backgrounds\tutorial3"), Content.Load <Texture2D>(@"backgrounds\tutorial4"), Content.Load <Texture2D>(@"backgrounds\bellTower0"), Content.Load <Texture2D>(@"backgrounds\bellTower1"), Content.Load <Texture2D>(@"backgrounds\bellTower2"), Content.Load <Texture2D>(@"backgrounds\midBoss"), Content.Load <Texture2D>(@"backgrounds\groundFloor"), Content.Load <Texture2D>(@"backgrounds\altarRoom"), Content.Load <Texture2D>(@"backgrounds\firstFloor"), Content.Load <Texture2D>(@"backgrounds\secondFloor"), Content.Load <Texture2D>(@"backgrounds\descent"), Content.Load <Texture2D>(@"backgrounds\finalBoss"), Content.Load <Texture2D>(@"backgrounds\escape0"), Content.Load <Texture2D>(@"backgrounds\escape1"), Content.Load <Texture2D>(@"backgrounds\escape2"), } ); PlatformsManager.Inizialize(Content.Load <Texture2D>("platforms")); ProjectilesManager.Inizialize(Content.Load <Texture2D>("animatedSprites")); Player.Inizialize(Content.Load <Texture2D>(@"characters\player"), new Vector2(16, 185)); RoomsManager.Inizialize(); GameEvents.Inizialize(); FireBallsManager.Inizialize(Content.Load <Texture2D>("animatedSprites")); LavaGeyserManager.Inizialize(Content.Load <Texture2D>("animatedSprites")); EnemyManager.Initialise(Content.Load <Texture2D>(@"characters\enemy1"), Content.Load <Texture2D>(@"characters\enemy2")); MidBoss.Initialise(Content.Load <Texture2D>(@"characters\midboss")); FinalBoss.Inizialize(Content.Load <Texture2D>(@"characters\finalBoss"), new Texture2D[] { Content.Load <Texture2D>(@"characters\stoneWing"), Content.Load <Texture2D>(@"characters\healthyWing"), Content.Load <Texture2D>(@"characters\damagedWing"), Content.Load <Texture2D>(@"characters\deadWing") }); CollectablesManager.Inizialize(Content.Load <Texture2D>("animatedSprites")); MonologuesManager.Inizialize(Content.Load <Texture2D>("animatedSprites"), Content.Load <SpriteFont>(@"fonts\monologue")); DoorsManager.Inizialize(Content.Load <Texture2D>("animatedSprites")); AnimatedSpritesManager.Inizialize(Content.Load <Texture2D>("animatedSprites")); TorchManager.Initialize(Content.Load <Texture2D>("firePot")); PlayerDeathManager.Initialize(Content.Load <Texture2D>(@"menus\deathScreen"), Content.Load <Texture2D>(@"menus\menuOptions")); MenusManager.Initialize(Content.Load <Texture2D>(@"menus\menuOptions"), new Texture2D[] { Content.Load <Texture2D>(@"menus\titleScreen"), Content.Load <Texture2D>(@"menus\controls"), Content.Load <Texture2D>(@"menus\credits"), Content.Load <Texture2D>(@"menus\pause"), Content.Load <Texture2D>(@"menus\quit"), Content.Load <Texture2D>(@"menus\doubleJump"), Content.Load <Texture2D>(@"menus\wallJump"), Content.Load <Texture2D>(@"menus\achievements"), }); CutscenesManager.Initialize(Content.Load <Texture2D>(@"characters\enemy1"), Content.Load <Texture2D>(@"characters\player"), Content.Load <SpriteFont>(@"fonts\monologue")); SoundEffects.Initialise ( //Player Sound Effects Content.Load <SoundEffect>(@"sounds\pJump"), Content.Load <SoundEffect>(@"sounds\pShoot"), Content.Load <SoundEffect>(@"sounds\pHurt"), Content.Load <SoundEffect>(@"sounds\pickup"), //Enemy Sound Effects Content.Load <SoundEffect>(@"sounds\enemyAttack"), Content.Load <SoundEffect>(@"sounds\enemyHurt"), Content.Load <SoundEffect>(@"sounds\e2Attack"), //Midboss Sound Effects Content.Load <SoundEffect>(@"sounds\midMove"), Content.Load <SoundEffect>(@"sounds\midAttack"), Content.Load <SoundEffect>(@"sounds\midHurt"), Content.Load <SoundEffect>(@"sounds\finAttack"), Content.Load <SoundEffect>(@"sounds\finHurt"), Content.Load <SoundEffect>(@"sounds\finAwaken"), Content.Load <SoundEffect>(@"sounds\finRecover"), Content.Load <Song>(@"sounds\finalBossMusic") ); gameInitialized = true; Zoom1(); #endif }
/// <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(); } currentKeyboard = Keyboard.GetState(); currentGamePad = GamePad.GetState(PlayerIndex.One); currentMouseState = Mouse.GetState(); float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds; //update logic here #if LEVEL_EDITOR levelEditor.Update(currentMouseState, previousMouseState, tilesPerRow, infoBoxHeightPx); CameraManager.Update(elapsedTime); PlatformsManager.platformsRoomManagers[levelEditor.currentRoomNumber].Update(elapsedTime); #else //update only relevant classes depending on the state of the game switch (currentGameState) { case GameStates.titleScreen: if (!gameInitialized) { LoadContent(); } MenusManager.menus[(int)MenusManager.MenuType.titleScreen].Update(); break; case GameStates.loadGame: if (LoadSaveManager.LoadGame()) { currentGameState = GameStates.playing; } else { currentGameState = GameStates.titleScreen; } break; case GameStates.controls: MenusManager.menus[(int)MenusManager.MenuType.controls].Update(); break; case GameStates.achievements: MenusManager.menus[(int)MenusManager.MenuType.achievements].Update(); break; case GameStates.credits: MenusManager.menus[(int)MenusManager.MenuType.credits].Update(); break; case GameStates.intro: if (CutscenesManager.cutscenes[(int)CutscenesManager.CutsceneType.intro].active) { CutscenesManager.cutscenes[(int)CutscenesManager.CutsceneType.intro].Update(elapsedTime); } else { currentGameState = GameStates.playing; } break; case GameStates.playing: GameStats.Update(elapsedTime); if ((currentKeyboard.IsKeyDown(Keys.P) && !previousKeyboard.IsKeyDown(Keys.P)) || (currentKeyboard.IsKeyDown(Keys.M) && !previousKeyboard.IsKeyDown(Keys.M)) || (currentGamePad.Buttons.Start == ButtonState.Pressed && previousGamePad.Buttons.Start == ButtonState.Released)) { currentGameState = GameStates.pause; break; } RoomsManager.Update(elapsedTime); Player.Update(elapsedTime); ProjectilesManager.Update(elapsedTime); GameEvents.Update(elapsedTime); Collisions.Update(elapsedTime); CollectablesManager.Update(elapsedTime); break; case GameStates.pause: if ((currentKeyboard.IsKeyDown(Keys.P) && !previousKeyboard.IsKeyDown(Keys.P)) || (currentKeyboard.IsKeyDown(Keys.M) && !previousKeyboard.IsKeyDown(Keys.M)) || (currentGamePad.Buttons.Start == ButtonState.Pressed && previousGamePad.Buttons.Start == ButtonState.Released)) { MenusManager.menus[(int)MenusManager.MenuType.pause].Reset(); currentGameState = GameStates.playing; break; } MenusManager.menus[(int)MenusManager.MenuType.pause].Update(); break; case GameStates.confirmQuit: MenusManager.menus[(int)MenusManager.MenuType.confirmQuit].Update(); if (currentGameState == GameStates.titleScreen) { gameInitialized = false; } break; case GameStates.dead: GameStats.Update(elapsedTime); PlayerDeathManager.Update(elapsedTime); break; case GameStates.ending: if (!CutscenesManager.cutscenes[(int)CutscenesManager.CutsceneType.ending].active) { LoadSaveManager.SaveHighScores(new AchievementsSaveData (true, (GameStats.deathsCount == 0) || Achievements.noDeath, (GameStats.hitsCount == 0) || Achievements.noHits, ((GameStats.gameTime < Achievements.bestTime) || (Achievements.bestTime == 0)) ? GameStats.gameTime : Achievements.bestTime ));; LoadSaveManager.DeleteSaveFile(); currentGameState = GameStates.achievements; gameInitialized = false; } CutscenesManager.cutscenes[(int)CutscenesManager.CutsceneType.ending].Update(elapsedTime); break; case GameStates.quit: Exit(); break; case GameStates.doubleJump: MenusManager.menus[(int)MenusManager.MenuType.doubleJump].Update(); break; case GameStates.wallJump: MenusManager.menus[(int)MenusManager.MenuType.wallJump].Update(); break; } #endif previousKeyboard = currentKeyboard; previousGamePad = currentGamePad; previousMouseState = currentMouseState; base.Update(gameTime); }
public void ApplySaveData() { GameStats.Inizialize(gameTime, deathsCount, hitsCount); FinalBoss.Dead = finalBossDead; MidBoss.Dead = midBossDead; RoomsManager.CurrentRoom = (RoomsManager.Rooms)currentRoom; RoomsManager.PreviousRoom = (RoomsManager.Rooms)previousRoom; Player.healthPoints = health; Player.position = new Vector2(playerPosition[0], playerPosition[1]); if (eventAlreadyHappened[(int)GameEvents.Events.unlockDoubleJump]) {//enable double jump if it was already unlocked Player.doubleJumpUnlocked = true; AnimatedSpritesManager.animatedSpritesRoomManagers[(int)RoomsManager.Rooms.churchBellTower0].AddTempAnimatedSprite( new AnimatedSprite(new Vector2(211, 926), AnimatedSprite.AnimationType.displayDoubleJumpRelic, false)); } if (eventAlreadyHappened[(int)GameEvents.Events.unlockWallJump]) {//enable wall jump if it was already unlocked Player.wallJumpUnlocked = true; AnimatedSpritesManager.animatedSpritesRoomManagers[(int)RoomsManager.Rooms.churchBellTower0].AddTempAnimatedSprite( new AnimatedSprite(new Vector2(239, 926), AnimatedSprite.AnimationType.displayWallJumpRelic, false)); } foreach (CollectablesRoomManager r in CollectablesManager.collectablesRoomManagers) {//remove collectables already collected for (int i = 0; i < r.collectables.Count; i++) { bool delete = true; foreach (int j in itemsOnMap) { if (r.collectables[i].ID == j || r.collectables[i].ID == -1) { delete = false; break; } } if (delete) { r.collectables.RemoveAt(i); i--; } } } CollectablesManager.collectedItems.Clear(); foreach (int i in itemsInInventory) {//place items in inventory CollectablesManager.AddToInventory(new Collectable(Point.Zero, (Collectable.ItemType)i)); } int room = 0; foreach (DoorsRoomManager r in DoorsManager.doorsRoomManagers) {//remove doors that have been opend already for (int i = 0; i < r.doors.Count; i++) { bool delete = true; foreach (int j in closedDoor) { if (r.doors[i].ID == j) { delete = false; break; } } if (delete) { r.doors[i].OpenDoor(room); r.doors.RemoveAt(i); i--; } } room++; } GameEvents.eventAlreadyHappened = eventAlreadyHappened; PlayerDeathManager.ResetVariables(); CameraManager.SwitchCamera(RoomsManager.CurrentRoom); }