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- 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
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- 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";
- }
- /// <summary>
- /// 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.
- /// </summary>
- protected override void Initialize()
- {
- // TODO: Add your initialization logic here
- base.Initialize();
- }
- /// <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);
- titleScreen = Content.Load<Texture2D>(@"Textures\TitleScreen");
- spriteSheet = Content.Load<Texture2D>(@"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<SpriteFont>(@"Fonts\Pericles14");
- // TODO: use this.Content to load your game content here
- }
- /// <summary>
- /// UnloadContent will be called once per game and is the place to unload
- /// all content.
- /// </summary>
- 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;
- }
-
- /// <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)
- {
- // 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);
- }
- /// <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)
- {
- 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);
- }
- }
- }
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