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- #region File Description
- //-----------------------------------------------------------------------------
- // GameplayScreen.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- #region Using Statements
- using System;
- using System.Threading;
- #if IPHONE
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- #else
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- #endif
- #endregion
- namespace Microsoft.Xna.Samples.GameStateManagement
- {
- /// <summary>
- /// This screen implements the actual game logic. It is just a
- /// placeholder to get the idea across: you'll probably want to
- /// put some more interesting gameplay in here!
- /// </summary>
- class GameplayScreen : GameScreen
- {
- #region Fields
- ContentManager content;
- SpriteFont gameFont;
- private Texture2D segment;
- Vector2 playerPosition = new Vector2(100, 100);
- Vector2 enemyPosition = new Vector2(100, 100);
- private bool spaceKeyDown = false;
- Random random = new Random();
- #endregion
- #region Initialization
- /// <summary>
- /// Constructor.
- /// </summary>
- public GameplayScreen()
- {
- TransitionOnTime = TimeSpan.FromSeconds(1.5);
- TransitionOffTime = TimeSpan.FromSeconds(0.5);
- }
- /// <summary>
- /// Load graphics content for the game.
- /// </summary>
- public override void LoadContent()
- {
- if (content == null)
- content = new ContentManager(ScreenManager.Game.Services, "Content");
- gameFont = content.Load<SpriteFont>("gamefont");
- segment = content.Load<Texture2D>("segment");
- // A real game would probably have more content than this sample, so
- // it would take longer to load. We simulate that by delaying for a
- // while, giving you a chance to admire the beautiful loading screen.
- Thread.Sleep(1000);
- // once the load has finished, we use ResetElapsedTime to tell the game's
- // timing mechanism that we have just finished a very long frame, and that
- // it should not try to catch up.
- ScreenManager.Game.ResetElapsedTime();
- }
- /// <summary>
- /// Unload graphics content used by the game.
- /// </summary>
- public override void UnloadContent()
- {
- content.Unload();
- }
- #endregion
- #region Update and Draw
- /// <summary>
- /// Updates the state of the game. This method checks the GameScreen.IsActive
- /// property, so the game will stop updating when the pause menu is active,
- /// or if you tab away to a different application.
- /// </summary>
- public override void Update(GameTime gameTime, bool otherScreenHasFocus,
- bool coveredByOtherScreen)
- {
- base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
- if (IsActive)
- {
- // Apply some random jitter to make the enemy move around.
- const float randomization = 10;
- enemyPosition.X += (float)(random.NextDouble() - 0.5) * randomization;
- enemyPosition.Y += (float)(random.NextDouble() - 0.5) * randomization;
- // Apply a stabilizing force to stop the enemy moving off the screen.
- Vector2 targetPosition = new Vector2(200, 200);
- enemyPosition = Vector2.Lerp(enemyPosition, targetPosition, 0.05f);
- // TODO: this game isn't very fun! You could probably improve
- // it by inserting something more interesting in this space :-)
- }
- }
- /// <summary>
- /// Lets the game respond to player input. Unlike the Update method,
- /// this will only be called when the gameplay screen is active.
- /// </summary>
- public override void HandleInput(InputState input)
- {
- if (input == null)
- throw new ArgumentNullException("input");
- // Look up inputs for the active player profile.
- int playerIndex = (int)ControllingPlayer.Value;
- KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
- GamePadState gamePadState = input.CurrentGamePadStates[playerIndex];
-
- // The game pauses either if the user presses the pause button, or if
- // they unplug the active gamepad. This requires us to keep track of
- // whether a gamepad was ever plugged in, because we don't want to pause
- // on PC if they are playing with a keyboard and have no gamepad at all!
- bool gamePadDisconnected = !gamePadState.IsConnected &&
- input.GamePadWasConnected[playerIndex];
- if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
- {
- ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
- }
- else
- {
- // Otherwise move the player position.
- Vector2 movement = Vector2.Zero;
- if (keyboardState.IsKeyDown(Keys.Left))
- movement.X--;
- if (keyboardState.IsKeyDown(Keys.Right))
- movement.X++;
- if (keyboardState.IsKeyDown(Keys.Up))
- movement.Y--;
- if (keyboardState.IsKeyDown(Keys.Down))
- movement.Y++;
- spaceKeyDown = keyboardState.IsKeyDown(Keys.Space);
-
- Vector2 thumbstick = gamePadState.ThumbSticks.Left;
- movement.X += thumbstick.X;
- movement.Y -= thumbstick.Y;
- if (movement.Length() > 1)
- movement.Normalize();
- playerPosition += movement * 2;
- }
- }
- /// <summary>
- /// Draws the gameplay screen.
- /// </summary>
- public override void Draw(GameTime gameTime)
- {
- // This game has a blue background. Why? Because!
- ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
- Color.CornflowerBlue, 0, 0);
- // Our player and enemy are both actually just text strings.
- SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
- spriteBatch.Begin();
- spriteBatch.DrawString(gameFont, "o", playerPosition, Color.Green);
- spriteBatch.DrawString(gameFont, "Insert Gameplay Here",
- enemyPosition, Color.DarkRed);
- if (spaceKeyDown)
- {
- for (int a = 0; a < 10; a++)
- {
- spriteBatch.Draw(segment, new Rectangle((int)playerPosition.X, (int)playerPosition.Y, 32, 64), null,
- Color.White, MathHelper.ToRadians(a*36), new Vector2(16, 64),
- SpriteEffects.None, 0);
- }
- }
- spriteBatch.End();
- // If the game is transitioning on or off, fade it out to black.
- if (TransitionPosition > 0)
- ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha);
- }
- #endregion
- }
- }
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