Game1.cs 11 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using Microsoft.Xna.Framework;
  5. using Microsoft.Xna.Framework.Audio;
  6. using Microsoft.Xna.Framework.Content;
  7. using Microsoft.Xna.Framework.Graphics;
  8. using Microsoft.Xna.Framework.Input;
  9. using Microsoft.Xna.Framework.Media;
  10. namespace Asteroid_Belt_Assault
  11. {
  12. /// <summary>
  13. /// This is the main type for your game
  14. /// </summary>
  15. public class Game1 : Microsoft.Xna.Framework.Game
  16. {
  17. GraphicsDeviceManager graphics;
  18. SpriteBatch spriteBatch;
  19. enum GameStates { TitleScreen, Playing, PlayerDead, GameOver };
  20. GameStates gameState = GameStates.TitleScreen;
  21. Texture2D titleScreen;
  22. Texture2D spriteSheet;
  23. StarField starField;
  24. AsteroidManager asteroidManager;
  25. PlayerManager playerManager;
  26. EnemyManager enemyManager;
  27. ExplosionManager explosionManager;
  28. CollisionManager collisionManager;
  29. SpriteFont pericles14;
  30. private float playerDeathDelayTime = 10f;
  31. private float playerDeathTimer = 0f;
  32. private float titleScreenTimer = 0f;
  33. private float titleScreenDelayTime = 1f;
  34. private int playerStartingLives = 3;
  35. private Vector2 playerStartLocation = new Vector2(390, 550);
  36. private Vector2 scoreLocation = new Vector2(20, 10);
  37. private Vector2 livesLocation = new Vector2(20, 25);
  38. public Game1()
  39. {
  40. graphics = new GraphicsDeviceManager(this);
  41. Content.RootDirectory = "Content";
  42. }
  43. /// <summary>
  44. /// Allows the game to perform any initialization it needs to before starting to run.
  45. /// This is where it can query for any required services and load any non-graphic
  46. /// related content. Calling base.Initialize will enumerate through any components
  47. /// and initialize them as well.
  48. /// </summary>
  49. protected override void Initialize()
  50. {
  51. // TODO: Add your initialization logic here
  52. base.Initialize();
  53. }
  54. /// <summary>
  55. /// LoadContent will be called once per game and is the place to load
  56. /// all of your content.
  57. /// </summary>
  58. protected override void LoadContent()
  59. {
  60. // Create a new SpriteBatch, which can be used to draw textures.
  61. spriteBatch = new SpriteBatch(GraphicsDevice);
  62. titleScreen = Content.Load<Texture2D>(@"Textures\TitleScreen");
  63. spriteSheet = Content.Load<Texture2D>(@"Textures\spriteSheet");
  64. starField = new StarField(
  65. this.Window.ClientBounds.Width,
  66. this.Window.ClientBounds.Height,
  67. 200,
  68. new Vector2(0, 30f),
  69. spriteSheet,
  70. new Rectangle(0, 450, 2, 2));
  71. asteroidManager = new AsteroidManager(
  72. 10,
  73. spriteSheet,
  74. new Rectangle(0, 0, 50, 50),
  75. 20,
  76. this.Window.ClientBounds.Width,
  77. this.Window.ClientBounds.Height);
  78. playerManager = new PlayerManager(
  79. spriteSheet,
  80. new Rectangle(0, 150, 50, 50),
  81. 3,
  82. new Rectangle(
  83. 0,
  84. 0,
  85. this.Window.ClientBounds.Width,
  86. this.Window.ClientBounds.Height));
  87. enemyManager = new EnemyManager(
  88. spriteSheet,
  89. new Rectangle(0, 200, 50, 50),
  90. 6,
  91. playerManager,
  92. new Rectangle(
  93. 0,
  94. 0,
  95. this.Window.ClientBounds.Width,
  96. this.Window.ClientBounds.Height));
  97. explosionManager = new ExplosionManager(
  98. spriteSheet,
  99. new Rectangle(0, 100, 50, 50),
  100. 3,
  101. new Rectangle(0, 450, 2, 2));
  102. collisionManager = new CollisionManager(
  103. asteroidManager,
  104. playerManager,
  105. enemyManager,
  106. explosionManager);
  107. SoundManager.Initialize(Content);
  108. pericles14 = Content.Load<SpriteFont>(@"Fonts\Pericles14");
  109. // TODO: use this.Content to load your game content here
  110. }
  111. /// <summary>
  112. /// UnloadContent will be called once per game and is the place to unload
  113. /// all content.
  114. /// </summary>
  115. protected override void UnloadContent()
  116. {
  117. // TODO: Unload any non ContentManager content here
  118. }
  119. private void resetGame()
  120. {
  121. playerManager.playerSprite.Location = playerStartLocation;
  122. foreach (Sprite asteroid in asteroidManager.Asteroids)
  123. {
  124. asteroid.Location = new Vector2(-500, -500);
  125. }
  126. enemyManager.Enemies.Clear();
  127. enemyManager.Active = true;
  128. playerManager.PlayerShotManager.Shots.Clear();
  129. enemyManager.EnemyShotManager.Shots.Clear();
  130. playerManager.Destroyed = false;
  131. }
  132. /// <summary>
  133. /// Allows the game to run logic such as updating the world,
  134. /// checking for collisions, gathering input, and playing audio.
  135. /// </summary>
  136. /// <param name="gameTime">Provides a snapshot of timing values.</param>
  137. protected override void Update(GameTime gameTime)
  138. {
  139. KeyboardState keyState = Keyboard.GetState();
  140. // Allows the game to exit
  141. if (keyState.IsKeyDown(Keys.Escape)
  142. || GamePad.GetState(PlayerIndex.One).Buttons.Back ==
  143. ButtonState.Pressed)
  144. this.Exit();
  145. // TODO: Add your update logic here
  146. switch (gameState)
  147. {
  148. case GameStates.TitleScreen:
  149. titleScreenTimer +=
  150. (float)gameTime.ElapsedGameTime.TotalSeconds;
  151. if (titleScreenTimer >= titleScreenDelayTime)
  152. {
  153. if ((Keyboard.GetState().IsKeyDown(Keys.Space)) ||
  154. (GamePad.GetState(PlayerIndex.One).Buttons.A ==
  155. ButtonState.Pressed))
  156. {
  157. playerManager.LivesRemaining = playerStartingLives;
  158. playerManager.PlayerScore = 0;
  159. resetGame();
  160. gameState = GameStates.Playing;
  161. }
  162. }
  163. break;
  164. case GameStates.Playing:
  165. starField.Update(gameTime);
  166. asteroidManager.Update(gameTime);
  167. playerManager.Update(gameTime);
  168. enemyManager.Update(gameTime);
  169. explosionManager.Update(gameTime);
  170. collisionManager.CheckCollisions();
  171. if (playerManager.Destroyed)
  172. {
  173. playerDeathTimer = 0f;
  174. enemyManager.Active = false;
  175. playerManager.LivesRemaining--;
  176. if (playerManager.LivesRemaining < 0)
  177. {
  178. gameState = GameStates.GameOver;
  179. }
  180. else
  181. {
  182. gameState = GameStates.PlayerDead;
  183. }
  184. }
  185. break;
  186. case GameStates.PlayerDead:
  187. playerDeathTimer +=
  188. (float)gameTime.ElapsedGameTime.TotalSeconds;
  189. starField.Update(gameTime);
  190. asteroidManager.Update(gameTime);
  191. enemyManager.Update(gameTime);
  192. playerManager.PlayerShotManager.Update(gameTime);
  193. explosionManager.Update(gameTime);
  194. if (playerDeathTimer >= playerDeathDelayTime)
  195. {
  196. resetGame();
  197. gameState = GameStates.Playing;
  198. }
  199. break;
  200. case GameStates.GameOver:
  201. playerDeathTimer +=
  202. (float)gameTime.ElapsedGameTime.TotalSeconds;
  203. starField.Update(gameTime);
  204. asteroidManager.Update(gameTime);
  205. enemyManager.Update(gameTime);
  206. playerManager.PlayerShotManager.Update(gameTime);
  207. explosionManager.Update(gameTime);
  208. if (playerDeathTimer >= playerDeathDelayTime)
  209. {
  210. gameState = GameStates.TitleScreen;
  211. }
  212. break;
  213. }
  214. base.Update(gameTime);
  215. }
  216. /// <summary>
  217. /// This is called when the game should draw itself.
  218. /// </summary>
  219. /// <param name="gameTime">Provides a snapshot of timing values.</param>
  220. protected override void Draw(GameTime gameTime)
  221. {
  222. GraphicsDevice.Clear(Color.Black);
  223. spriteBatch.Begin();
  224. if (gameState == GameStates.TitleScreen)
  225. {
  226. spriteBatch.Draw(titleScreen,
  227. new Rectangle(0, 0, this.Window.ClientBounds.Width,
  228. this.Window.ClientBounds.Height),
  229. Color.White);
  230. }
  231. if ((gameState == GameStates.Playing) ||
  232. (gameState == GameStates.PlayerDead) ||
  233. (gameState == GameStates.GameOver))
  234. {
  235. starField.Draw(spriteBatch);
  236. asteroidManager.Draw(spriteBatch);
  237. playerManager.Draw(spriteBatch);
  238. enemyManager.Draw(spriteBatch);
  239. explosionManager.Draw(spriteBatch);
  240. spriteBatch.DrawString(
  241. pericles14,
  242. "Score: " + playerManager.PlayerScore.ToString(),
  243. scoreLocation,
  244. Color.White);
  245. if (playerManager.LivesRemaining >= 0)
  246. {
  247. spriteBatch.DrawString(
  248. pericles14,
  249. "Ships Remaining: " +
  250. playerManager.LivesRemaining.ToString(),
  251. livesLocation,
  252. Color.White);
  253. }
  254. }
  255. if ((gameState == GameStates.GameOver))
  256. {
  257. spriteBatch.DrawString(
  258. pericles14,
  259. "G A M E O V E R !",
  260. new Vector2(
  261. this.Window.ClientBounds.Width / 2 -
  262. pericles14.MeasureString("G A M E O V E R !").X / 2,
  263. 50),
  264. Color.White);
  265. }
  266. spriteBatch.End();
  267. base.Draw(gameTime);
  268. }
  269. }
  270. }