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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;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
#endregion
namespace AIDemos
{
/// <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;
Vector2 playerPosition = new Vector2(100, 100);
Vector2 enemyPosition = new Vector2(100, 100);
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");
// 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++;
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, "// TODO", playerPosition, Color.Green);
spriteBatch.DrawString(gameFont, "Insert Gameplay Here",
enemyPosition, Color.DarkRed);
spriteBatch.End();
// If the game is transitioning on or off, fade it out to black.
if (TransitionPosition > 0)
ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha);
}
#endregion
}
} |