示例#1
0
        /// <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);

            // TODO: use this.Content to load your game content here
            Texture2D tex = Content.Load<Texture2D>("player");
            Texture2D civ_tex1 = Content.Load<Texture2D>("civ1");

            player = new Player(new Vector2(50f, 50f), tex);

            civilians.Add(new Civilian(new Vector2(100f, 100f), civ_tex1));
            civilians.Add(new Civilian(new Vector2(200f, 100f), civ_tex1));
            civilians.Add(new Civilian(new Vector2(300f, 100f), civ_tex1));
            civilians.Add(new Civilian(new Vector2(400f, 50f), new Vector2(0,-1), Civilian.CivilianStates.Default,civ_tex1));

            targetBorder = new Texture2D(GraphicsDevice, 1, 1);
            targetBorder.SetData(new[] { Color.White });

            font = Content.Load<SpriteFont>("SpriteFont1");
        }
示例#2
0
        public void Update(Player player, List<Entity> entities)
        {
            if (civilianState != CivilianStates.Dead)
            {
                #region Civilian_State_Check
                // Set state to alarmed if player is close
                if (Math.Abs((Origin - player.Origin).Length()) < 200)
                {
                    CivilianState = Civilian.CivilianStates.Alarmed;
                }
                #endregion

                if (lifeTime.ElapsedMilliseconds >= headingChangeMillis)
                {
                    //Random gen = new Random();
                    double rnd;
                    Vector2 rot;
                    #region Civilian_Behavior_Rules
                    switch (this.civilianState)
                    {
                        case CivilianStates.Default:
                            rnd = Constants.gen.Next(0, 46) - 22.5;
                            rnd *= Math.PI / 180;                   // Needs to convert degrees to radians. Perhaps a static helper method in constants?
                            rot = this.Heading;
                            break;
                        case CivilianStates.Alarmed:
                            rnd = Constants.gen.Next(0, 91) - 45;
                            rnd *= Math.PI / 180;                   // Needs to convert degrees to radians. Perhaps a static helper method in constants?
                            rot = this.Origin - player.Origin;
                            break;
                        default:
                            rnd = 0.0;
                            rot = this.Heading;
                            break;
                    }
                    #endregion

                    rot.X = (rot.X * (float)Math.Cos(rnd)) + (rot.Y * (float)Math.Sin(rnd));
                    rot.Y = (rot.Y * (float)Math.Cos(rnd)) - (rot.X * (float)Math.Sin(rnd));
                    this.Heading = rot;
                    headingChangeMillis = lifeTime.ElapsedMilliseconds + Constants.gen.Next(500, 1000);
                }

                moveCivilian(entities);
            }
        }
示例#3
0
        protected void initGameObjects()
        {
            shootTimer = 0;
            player = new Player(new Vector2(1050f, 400f), player_tex);

            civilians.Clear();
            civilians.Add(new Civilian(new Vector2(100f, 300f), civ_tex1));
            civilians.Add(new Civilian(new Vector2(320f, 290f), civ_tex1));
            civilians.Add(new Civilian(new Vector2(400f, 400f), civ_tex1));
            civilians.Add(new Civilian(new Vector2(500f, 400f), civ_tex1));
            civilians.Add(new Civilian(new Vector2(600f, 400f), civ_tex1));

            bullets.Clear();

            envObjects.Clear();
            envObjects.Add(new EnvironmentalObject(new Vector2(850f, 210f), truck_red, new Rectangle(0, 0, 300, 130))); // car
            envObjects.Add(new EnvironmentalObject(new Vector2(80f, 390f), truck_red, new Rectangle(0, 0, 300, 130))); // car
            //envObjects.Add(new EnvironmentalObject(new Vector2(0f, 0f), env_tex, new Rectangle(0, 0, 438, 193)));
            //envObjects.Add(new EnvironmentalObject(new Vector2(0f, 504f), env_tex, new Rectangle(0, 0, 446, 220)));

            gameover = false;
            gameover_suicide = false;
            isStateKeyPressed = false;

            score = 0;
            combo = 0;
            combo_counter = 0;

            MediaPlayer.IsRepeating = true;
            MediaPlayer.Play(bgm);
        }