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 Robot_Rampage { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D spriteSheet; Texture2D titleScreen; SpriteFont pericles14; enum GameStates { TitleScreen, Playing, WaveComplete, GameOver }; GameStates gameState = GameStates.TitleScreen; float gameOverTimer = 0.0f; float gameOverDelay = 6.0f; float waveCompleteTimer = 0.0f; float waveCompleteDelay = 6.0f; 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 this.graphics.PreferredBackBufferWidth = 800; this.graphics.PreferredBackBufferHeight = 600; this.graphics.ApplyChanges(); 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); spriteSheet = Content.Load(@"Textures\SpriteSheet"); titleScreen = Content.Load(@"Textures\TitleScreen"); pericles14 = Content.Load(@"Fonts\Pericles14"); Camera.WorldRectangle = new Rectangle(0, 0, 1600, 1600); Camera.ViewPortWidth = 800; Camera.ViewPortHeight = 600; TileMap.Initialize(spriteSheet); Player.Initialize( spriteSheet, new Rectangle(0, 64, 32, 32), 6, new Rectangle(0, 96, 32, 32), 1, new Vector2(32, 32)); EffectsManager.Initialize( spriteSheet, new Rectangle(0, 288, 2, 2), new Rectangle(0, 256, 32, 32), 3); WeaponManager.Texture = spriteSheet; GoalManager.Initialize( spriteSheet, new Rectangle(0, 7 * 32, 32, 32), new Rectangle(3 * 32, 7 * 32, 32, 32), 3, 1); EnemyManager.Initialize( spriteSheet, new Rectangle(0, 160, 32, 32)); // 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 checkPlayerDeath() { foreach (Enemy enemy in EnemyManager.Enemies) { if (enemy.EnemyBase.IsCircleColliding( Player.BaseSprite.WorldCenter, Player.BaseSprite.CollisionRadius)) { gameState = GameStates.GameOver; } } } /// /// 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(); switch (gameState) { case GameStates.TitleScreen: if ((GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed) || (Keyboard.GetState().IsKeyDown(Keys.Space))) { GameManager.StartNewGame(); gameState = GameStates.Playing; } break; case GameStates.Playing: Player.Update(gameTime); WeaponManager.Update(gameTime); EnemyManager.Update(gameTime); EffectsManager.Update(gameTime); GoalManager.Update(gameTime); if (GoalManager.ActiveTerminals == 0) { gameState = GameStates.WaveComplete; } break; case GameStates.WaveComplete: waveCompleteTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; if (waveCompleteTimer > waveCompleteDelay) { GameManager.StartNewWave(); gameState = GameStates.Playing; waveCompleteTimer = 0.0f; } break; case GameStates.GameOver: gameOverTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; if (gameOverTimer > gameOverDelay) { gameState = GameStates.TitleScreen; gameOverTimer = 0.0f; } 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.CornflowerBlue); spriteBatch.Begin(); if (gameState == GameStates.TitleScreen) { spriteBatch.Draw( titleScreen, new Rectangle(0, 0, 800, 600), Color.White); } if ((gameState == GameStates.Playing) || (gameState == GameStates.WaveComplete) || (gameState == GameStates.GameOver)) { TileMap.Draw(spriteBatch); WeaponManager.Draw(spriteBatch); Player.Draw(spriteBatch); EnemyManager.Draw(spriteBatch); EffectsManager.Draw(spriteBatch); GoalManager.Draw(spriteBatch); checkPlayerDeath(); spriteBatch.DrawString( pericles14, "Score: " + GameManager.Score.ToString(), new Vector2(30, 5), Color.White); spriteBatch.DrawString( pericles14, "Terminals Remaining: " + GoalManager.ActiveTerminals, new Vector2(520, 5), Color.White); } if (gameState == GameStates.WaveComplete) { spriteBatch.DrawString( pericles14, "Beginning Wave " + (GameManager.CurrentWave + 1).ToString(), new Vector2(300, 300), Color.White); } if (gameState == GameStates.GameOver) { spriteBatch.DrawString( pericles14, "G A M E O V E R!", new Vector2(300, 300), Color.White); } spriteBatch.End(); base.Draw(gameTime); } } }