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