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Game1.cs
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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 CastleOfPain
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
//player stuff
gamePlayer player;
//player bullet stuff
//list of bullets
List<playerBullet> bullets = new List<playerBullet>();
//bullet sprite
Texture2D bulletSprite;
//bullet delay
int shootCounter = 0;
//mouse stuff
//mouse state variable
MouseState mouse;
//mouse past state variable
MouseState oldMouse;
//enemy stuff
List<enemy> listOfEnemies = new List<enemy>();
Texture2D enemySprite;
//sets puzzle light to puzzle room
puzzleRoom puzzleLight;
//sets puzzle room background variable
generalGameItem backGroundImage;
//timer for the game timer
int gameTimer;
//bool for game victory
bool isGameWon;
//font variable for the end message
SpriteFont ggFont;
//font variable for the instructins
SpriteFont instructionFont;
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
//sets up player
player = new gamePlayer(new Rectangle(300, 430, 50, 50), Content.Load<Texture2D>("testcharacter"), Color.White);
//sets up bg image
backGroundImage = new generalGameItem(Content.Load<Texture2D>("dungeon"), new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height), Color.White);
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);
//loads in bullet sprite
bulletSprite = Content.Load<Texture2D>("bullet");
//loads in enemy sprite
enemySprite = Content.Load<Texture2D>("waddledee");
//loads in light ball sprite
puzzleLight = new puzzleRoom(Color.Black, new Rectangle(225, 300, 50, 50), new Rectangle(325, 300, 50, 50), new Rectangle(425, 300, 50, 50), new Rectangle(525, 300, 50, 50), Content.Load<Texture2D>("lightBall"));
//loads in the end of game font into the font variable
ggFont = Content.Load<SpriteFont>("ggFont");
//loads in the instruction font into the font variable
instructionFont = Content.Load<SpriteFont>("instructionFont");
//adds three enemies to a list of enemies
//slow enemy
listOfEnemies.Add(new enemy(enemySprite, new Rectangle(740, 200, 50, 50), Color.White, new Vector2(10f, 0)));
//faster enemy
listOfEnemies.Add(new enemy(enemySprite, new Rectangle(300, 100, 50, 50), Color.White, new Vector2(18f, 0)));
//fastest enemy
listOfEnemies.Add(new enemy(enemySprite, new Rectangle(0, 0, 50, 50), Color.White, new Vector2(23f, 0)));
// 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
}
/// <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)
{
//ticks the timer
gameTimer++;
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
//assigns state of mouse to mousestate variable
mouse = Mouse.GetState();
//moves player
player.movePlayer();
//for loop to move bullets
for (int i = 0; i < bullets.Count; i++)
{
//moves each bullet up
bullets[i].moveBullet();
}
//BULLET LAG
//if the timer has reached the limit
if (gameTimer < 800)
{
//if the bullet timer has reached the limit
if (shootCounter >= 10)
{
//handles bullets
handleBullets();
//reset bullet counter
shootCounter = 0;
}
//else there is still time to wait til the next shot
else
{
//keep counting the counter
shootCounter++;
}
}
//-------------
//for loop to move the enemies back and forth
for (int i = 0; i < listOfEnemies.Count; i++)
{
//moves enemy back and forth
listOfEnemies[i].patrollingEnemy();
}
//keeps player in the screen
player.outOfBounds();
//bullet hit test with enemies
//for loop to run through the bullet list
for (int i = 0; i < bullets.Count; i++)
{
//for loop to run throught the enemy list
for (int j = 0; j < listOfEnemies.Count; j++)
{
//if a bullet strikes an enemy
if (bullets[i].getRect().Intersects(listOfEnemies[j].getRect()))
{
//remove the bullet from the list
bullets.Remove(bullets[i]);
//remove the enemy from the list
listOfEnemies.Remove(listOfEnemies[j]);
//get out since the bullet has been removed, to avoid runtime error
break;
}
}
}
//if the timer has reached the limit (800 ticks) and the player has defeated all 3 enemies
if (gameTimer >= 800 && listOfEnemies.Count==0)
{
//set the bool for a victory to true
isGameWon = true;
}
//if the timer reached the limit and the player has not defeated all 3 enemies
if (gameTimer >= 800 && listOfEnemies.Count!=0)
{
//set the bool for a victory to false
isGameWon = false;
}
// TODO: Add your update logic here
base.Update(gameTime);
}
//method to add bullets
public void handleBullets()
{
//if the m1 button is clicked
if (mouse.LeftButton == ButtonState.Pressed && oldMouse.LeftButton == ButtonState.Released)
{
//creates new bullet
playerBullet newBullet = new playerBullet(bulletSprite, new Rectangle(player.getRect().X+player.getRect().Width/2-8, player.getRect().Y, 15, 15), Color.White);
//puts new bullet into list
bullets.Add(newBullet);
}
//edge detection
oldMouse = mouse;
}
/// <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)
{
// TODO: Add your drawing code here
//begin spritebatch drawing
spriteBatch.Begin();
//draws in background
backGroundImage.Draw(spriteBatch);
//display instructions
spriteBatch.DrawString(instructionFont, "Shoot all of the enemies before all the lights turn on. GL HF!", new Vector2(55, 400), Color.White);
//draws in player
player.Draw(spriteBatch);
//for loop to draw bullets
for (int i = 0; i < bullets.Count; i++)
{
//moves each bullet up
bullets[i].Draw(spriteBatch);
}
//for loop to draw enemies
for (int i = 0; i < listOfEnemies.Count; i++)
{
listOfEnemies[i].Draw(spriteBatch);
}
//draws puzzle lights
puzzleLight.DrawLight(spriteBatch);
//draws the first flash sequence
puzzleLight.flash1(spriteBatch);
//if the bool for game won is true and the timer has reached the limit
if (gameTimer>=800 && isGameWon == true)
{
//display a victory message
spriteBatch.DrawString(ggFont, "gg ez", new Vector2(0, 100), Color.White);
}
//if the bool for game won is false and the timer has reached the limit
if (gameTimer>=800 && isGameWon == false)
{
//display a loss message
spriteBatch.DrawString(ggFont, "lol bad", new Vector2(0, 100), Color.White);
}
//end spritebatch drawing
spriteBatch.End();
base.Draw(gameTime);
}
}
}
//code graveyard
/*
//if the bullet goes off screen
if (bullets[i].getRect().Y < 0)
{
//remove that bullet from the list
bullets.Remove(bullets[i]);
}
*/