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Game1.cs
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Game1.cs
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.Collections.Generic;
namespace AspectStar
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public static Textures texCollection;
public static Controls controls;
Screen currentMode;
public enum Aspects
{
Blue = 0,
Green = 1,
Red = 2,
None = 255
}
public enum Directions
{
Up = 1,
Down = 0,
Left = 2,
Right = 3
}
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
TargetElapsedTime = System.TimeSpan.FromTicks(333333 / 2);
}
/// <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()
{
// Set default controls
Game1.controls = new Controls();
controls.Up = Keys.Up;
controls.Down = Keys.Down;
controls.Left = Keys.Left;
controls.Right = Keys.Right;
controls.Shoot = Keys.Space;
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);
// TODO: use this.Content to load your game content here
// Load sound effects
PlaySound.thud = Content.Load<SoundEffect>("thud"); // Hitting walls, failed bullet; from pdsounds.org, which claims to be public domain
PlaySound.pew = Content.Load<SoundEffect>("pew"); // Shooting sound effect; Made it myself in sfxr
PlaySound.aspect = Content.Load<SoundEffect>("aspect"); // Changing color aspect; Made it myself in sfxr
PlaySound.boom = Content.Load<SoundEffect>("boom"); // Enemy defeated; Made it myself in sfxr
PlaySound.die = Content.Load<SoundEffect>("die"); // Death chime; Made it myself in sfxr
PlaySound.win = Content.Load<SoundEffect>("win"); // Level victory chime; Made it myself in sfxr
PlaySound.pause = Content.Load<SoundEffect>("pause"); // Pause chime; Made it myself in sfxr
PlaySound.Initialize();
// Load relevant content
texCollection.texNadine = Content.Load<Texture2D>("nadine_3col");
texCollection.texBullet = Content.Load<Texture2D>("bullets");
texCollection.testMap = Content.Load<Texture2D>("test_map");
texCollection.factoryMap = Content.Load<Texture2D>("factory_map");
texCollection.spaceMap = Content.Load<Texture2D>("space_map");
texCollection.texMouse = Content.Load<Texture2D>("bigmouse");
texCollection.texBaddog = Content.Load<Texture2D>("baddog");
texCollection.texBirdie = Content.Load<Texture2D>("birdie_3col");
texCollection.arcadeFont = Content.Load<Texture2D>("arcadefont");
EnemyDict.build();
currentMode = new TitleScreen(this);
}
public void ToggleFullScreen()
{
graphics.IsFullScreen = !(graphics.IsFullScreen);
graphics.ApplyChanges();
}
public void Start()
{
currentMode = new GameScreen(this);
}
public void GameOver()
{
currentMode = new TitleScreen(this, "GAME OVER", texCollection.arcadeFont, new Vector2((800 / 2) - (9 * 8), 200));
}
public void YouWin()
{
currentMode = new TitleScreen(this, "CONGRATULATION", texCollection.arcadeFont, new Vector2((800 / 2) - (14 * 8), 200));
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
currentMode.Update(gameTime);
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);
currentMode.Draw(spriteBatch, gameTime);
base.Draw(gameTime);
}
}
public struct Textures
{
// Game textures
public Texture2D arcadeFont;
// Player textures
public Texture2D texNadine;
public Texture2D texBullet;
// Map textures
public Texture2D testMap;
public Texture2D factoryMap;
public Texture2D spaceMap;
// Enemy textures
public Texture2D texMouse;
public Texture2D texBaddog;
public Texture2D texBirdie;
}
public struct Controls
{
public Keys Up, Down, Left, Right, Shoot;
}
}