using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace Asteroid_Belt_Assault
{
///
/// This is the main type for your game
///
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
enum GameStates { TitleScreen, Playing, PlayerDead, GameOver };
GameStates gameState = GameStates.TitleScreen;
Texture2D titleScreen;
Texture2D spriteSheet;
StarField starField;
AsteroidManager asteroidManager;
PlayerManager playerManager;
EnemyManager enemyManager;
ExplosionManager explosionManager;
CollisionManager collisionManager;
SpriteFont pericles14;
private float playerDeathDelayTime = 10f;
private float playerDeathTimer = 0f;
private float titleScreenTimer = 0f;
private float titleScreenDelayTime = 1f;
private int playerStartingLives = 3;
private Vector2 playerStartLocation = new Vector2(390, 550);
private Vector2 scoreLocation = new Vector2(20, 10);
private Vector2 livesLocation = new Vector2(20, 25);
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
///
/// 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.
///
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
titleScreen = Content.Load(@"Textures\TitleScreen");
spriteSheet = Content.Load(@"Textures\spriteSheet");
starField = new StarField(
this.Window.ClientBounds.Width,
this.Window.ClientBounds.Height,
200,
new Vector2(0, 30f),
spriteSheet,
new Rectangle(0, 450, 2, 2));
asteroidManager = new AsteroidManager(
10,
spriteSheet,
new Rectangle(0, 0, 50, 50),
20,
this.Window.ClientBounds.Width,
this.Window.ClientBounds.Height);
playerManager = new PlayerManager(
spriteSheet,
new Rectangle(0, 150, 50, 50),
3,
new Rectangle(
0,
0,
this.Window.ClientBounds.Width,
this.Window.ClientBounds.Height));
enemyManager = new EnemyManager(
spriteSheet,
new Rectangle(0, 200, 50, 50),
6,
playerManager,
new Rectangle(
0,
0,
this.Window.ClientBounds.Width,
this.Window.ClientBounds.Height));
explosionManager = new ExplosionManager(
spriteSheet,
new Rectangle(0, 100, 50, 50),
3,
new Rectangle(0, 450, 2, 2));
collisionManager = new CollisionManager(
asteroidManager,
playerManager,
enemyManager,
explosionManager);
SoundManager.Initialize(Content);
pericles14 = Content.Load(@"Fonts\Pericles14");
// TODO: use this.Content to load your game content here
}
///
/// UnloadContent will be called once per game and is the place to unload
/// all content.
///
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
private void resetGame()
{
playerManager.playerSprite.Location = playerStartLocation;
foreach (Sprite asteroid in asteroidManager.Asteroids)
{
asteroid.Location = new Vector2(-500, -500);
}
enemyManager.Enemies.Clear();
enemyManager.Active = true;
playerManager.PlayerShotManager.Shots.Clear();
enemyManager.EnemyShotManager.Shots.Clear();
playerManager.Destroyed = false;
}
///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///
/// Provides a snapshot of timing values.
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
switch (gameState)
{
case GameStates.TitleScreen:
titleScreenTimer +=
(float)gameTime.ElapsedGameTime.TotalSeconds;
if (titleScreenTimer >= titleScreenDelayTime)
{
if ((Keyboard.GetState().IsKeyDown(Keys.Space)) ||
(GamePad.GetState(PlayerIndex.One).Buttons.A ==
ButtonState.Pressed))
{
playerManager.LivesRemaining = playerStartingLives;
playerManager.PlayerScore = 0;
resetGame();
gameState = GameStates.Playing;
}
}
break;
case GameStates.Playing:
starField.Update(gameTime);
asteroidManager.Update(gameTime);
playerManager.Update(gameTime);
enemyManager.Update(gameTime);
explosionManager.Update(gameTime);
collisionManager.CheckCollisions();
if (playerManager.Destroyed)
{
playerDeathTimer = 0f;
enemyManager.Active = false;
playerManager.LivesRemaining--;
if (playerManager.LivesRemaining < 0)
{
gameState = GameStates.GameOver;
}
else
{
gameState = GameStates.PlayerDead;
}
}
break;
case GameStates.PlayerDead:
playerDeathTimer +=
(float)gameTime.ElapsedGameTime.TotalSeconds;
starField.Update(gameTime);
asteroidManager.Update(gameTime);
enemyManager.Update(gameTime);
playerManager.PlayerShotManager.Update(gameTime);
explosionManager.Update(gameTime);
if (playerDeathTimer >= playerDeathDelayTime)
{
resetGame();
gameState = GameStates.Playing;
}
break;
case GameStates.GameOver:
playerDeathTimer +=
(float)gameTime.ElapsedGameTime.TotalSeconds;
starField.Update(gameTime);
asteroidManager.Update(gameTime);
enemyManager.Update(gameTime);
playerManager.PlayerShotManager.Update(gameTime);
explosionManager.Update(gameTime);
if (playerDeathTimer >= playerDeathDelayTime)
{
gameState = GameStates.TitleScreen;
}
break;
}
base.Update(gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
if (gameState == GameStates.TitleScreen)
{
spriteBatch.Draw(titleScreen,
new Rectangle(0, 0, this.Window.ClientBounds.Width,
this.Window.ClientBounds.Height),
Color.White);
}
if ((gameState == GameStates.Playing) ||
(gameState == GameStates.PlayerDead) ||
(gameState == GameStates.GameOver))
{
starField.Draw(spriteBatch);
asteroidManager.Draw(spriteBatch);
playerManager.Draw(spriteBatch);
enemyManager.Draw(spriteBatch);
explosionManager.Draw(spriteBatch);
spriteBatch.DrawString(
pericles14,
"Score: " + playerManager.PlayerScore.ToString(),
scoreLocation,
Color.White);
if (playerManager.LivesRemaining >= 0)
{
spriteBatch.DrawString(
pericles14,
"Ships Remaining: " +
playerManager.LivesRemaining.ToString(),
livesLocation,
Color.White);
}
}
if ((gameState == GameStates.GameOver))
{
spriteBatch.DrawString(
pericles14,
"G A M E O V E R !",
new Vector2(
this.Window.ClientBounds.Width / 2 -
pericles14.MeasureString("G A M E O V E R !").X / 2,
50),
Color.White);
}
spriteBatch.End();
base.Draw(gameTime);
}
}
}