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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 Flood_Control
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- private Texture2D playingPieces;
- private Texture2D backgroundScreen;
- private Texture2D titleScreen;
- GameBoard gameBoard;
- Vector2 gameBoardDisplayOrigin = new Vector2(70, 89);
- int playerScore = 0;
- enum GameStates { TitleScreen, Playing };
- GameStates gameState = GameStates.TitleScreen;
- Rectangle EmptyPiece = new Rectangle(1, 247, 40, 40);
- const float MinTimeSinceLastInput = 0.25f;
- float timeSinceLastInput = 0.0f;
- 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>
- ///
- private int DetermineScore(int SquareCount)
- {
- return (int)((Math.Pow((SquareCount / 5), 2) + SquareCount) * 10);
- }
- private void CheckScoringChain(List<Vector2> WaterChain)
- {
- if (WaterChain.Count > 0)
- {
- Vector2 LastPipe = WaterChain[WaterChain.Count - 1];
- if (LastPipe.X == GameBoard.GameBoardWidth - 1)
- {
- if (gameBoard.HasConnector(
- (int)LastPipe.X, (int)LastPipe.Y, "Right"))
- {
- playerScore += DetermineScore(WaterChain.Count);
- foreach (Vector2 ScoringSquare in WaterChain)
- {
- gameBoard.SetSquare((int)ScoringSquare.X, (int)ScoringSquare.Y, "Empty");
- }
- }
- }
- }
- }
- protected override void Initialize()
- {
- // TODO: Add your initialization logic here
- this.IsMouseVisible = true;
- graphics.PreferredBackBufferWidth = 800;
- graphics.PreferredBackBufferHeight = 600;
- graphics.ApplyChanges();
- gameBoard = new GameBoard();
- 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
- playingPieces = Content.Load<Texture2D>(@"Textures/Tile_Sheet");
- backgroundScreen = Content.Load<Texture2D>(@"Textures/Background");
- titleScreen = Content.Load<Texture2D>(@"Textures/TitleScreen");
- }
- /// <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)
- {
- // Allows the game to exit
- if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
- this.Exit();
- // TODO: Add your update logic here
- 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.CornflowerBlue);
- // TODO: Add your drawing code here
- if (gameState == GameStates.TitleScreen)
- {
- spriteBatch.Begin();
- spriteBatch.Draw(titleScreen,
- new Rectangle(0, 0,
- this.Window.ClientBounds.Width,
- this.Window.ClientBounds.Height),
- Color.White);
- spriteBatch.End();
- }
- if (gameState == GameStates.Playing)
- {
- spriteBatch.Begin();
- spriteBatch.Draw(backgroundScreen,
- new Rectangle(0, 0,
- this.Window.ClientBounds.Width,
- this.Window.ClientBounds.Height), Color.White);
- }
- for (int x = 0; x < GameBoard.GameBoardWidth; x++)
- for (int y = 0; y < GameBoard.GameBoardHeight; y++)
- {
- int pixelX = (int)gameBoardDisplayOrigin.X +
- (x * GamePiece.PieceWidth);
- int pixelY = (int)gameBoardDisplayOrigin.Y +
- (y * GamePiece.PieceHeight);
- spriteBatch.Draw(
- playingPieces,
- new Rectangle(
- pixelX,
- pixelY,
- GamePiece.PieceWidth,
- GamePiece.PieceHeight),
- EmptyPiece,
- Color.White);
- }
- this.Window.Title = playerScore.ToString();
- spriteBatch.End();
- base.Draw(gameTime);
- }
- }
- }
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