using System;
using System.Collections.Generic;
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.Net;
using Microsoft.Xna.Framework.Storage;
namespace BG_3Dusing System.Collections.Generic;
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.Net;
using Microsoft.Xna.Framework.Storage;
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
GameObject terrain = new GameObject();
GameObject missileLauncherBase = new GameObject();
GameObject missileLauncherHead = new GameObject();
const int numMissiles = 20;
GameObject[] missiles;
GamePadState previousState;
#if !XBOX
KeyboardState previousKeyboardState;
#endif
const float launcherHeadMuzzleOffset = 20.0f;
const float missilePower = 20.0f;
AudioEngine audioEngine;
SoundBank soundBank;
WaveBank waveBank;
Random r = new Random();
const int numEnemyShips = 1;
GameObject[] enemyShips;
Vector3 shipMinPosition = new Vector3(500.0f, 800.0f, -1000.0f);
Vector3 shipMaxPosition = new Vector3(500.0f, 300.0f, -1000.0f);
const float shipMinVelocity = 10.0f;
const float shipMaxVelocity = 0.0f;
Vector3 cameraPosition = new Vector3(0.0f, 60.0f, 160.0f);
Vector3 cameraLookAt = new Vector3(0.0f, 50.0f, 0.0f);
Matrix cameraProjectionMatrix;
Matrix cameraViewMatrix;
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
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);
audioEngine = new AudioEngine("Content\\Audio\\TutorialAudio.xgs");
waveBank = new WaveBank(audioEngine, "Content\\Audio\\Wave Bank.xwb");
soundBank = new SoundBank(audioEngine, "Content\\Audio\\Sound Bank.xsb");
cameraViewMatrix = Matrix.CreateLookAt(
cameraPosition,
cameraLookAt,
Vector3.Up);
cameraProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45.0f),
graphics.GraphicsDevice.Viewport.AspectRatio,
1.0f,
10000.0f);
terrain.model = Content.Load<Model>(
"Models\\terrain");
missileLauncherBase.model = Content.Load<Model>(
"Models\\launcher_base");
missileLauncherBase.scale = 0.2f;
missileLauncherHead.model = Content.Load<Model>(
"Models\\p1_wedge");
missileLauncherHead.scale = 0.05f;
missileLauncherHead.position = missileLauncherBase.position +
new Vector3(0.0f, 20.0f, 0.0f);
missiles = new GameObject[numMissiles];
for (int i = 0; i < numMissiles; i++)
{
missiles[i] = new GameObject();
missiles[i].model =
Content.Load<Model>("Models\\missile");
missiles[i].scale = 3.0f;
}
enemyShips = new GameObject[numEnemyShips];
for (int i = 0; i < numEnemyShips; i++)
{
enemyShips[i] = new GameObject();
enemyShips[i].model = Content.Load<Model>(
"Models\\p1_wedge");
enemyShips[i].scale = 0.5f;
enemyShips[i].rotation = new Vector3(
3.14f, MathHelper.Pi, 3.14f);
}
// 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)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
missileLauncherHead.rotation.Y -=
gamePadState.ThumbSticks.Left.X * 0.1f;
missileLauncherHead.rotation.X +=
gamePadState.ThumbSticks.Left.Y * 0.1f;
#if !XBOX
KeyboardState keyboardState = Keyboard.GetState();
if(keyboardState.IsKeyDown(Keys.Left))
{
missileLauncherHead.rotation.Y += 0.05f;
}
if(keyboardState.IsKeyDown(Keys.Right))
{
missileLauncherHead.rotation.Y -= 0.05f;
}
if(keyboardState.IsKeyDown(Keys.Up))
{
missileLauncherHead.rotation.X += 0.05f;
}
if(keyboardState.IsKeyDown(Keys.Down))
{
missileLauncherHead.rotation.X -= 0.05f;
}
#endif
missileLauncherHead.rotation.Y = MathHelper.Clamp(
missileLauncherHead.rotation.Y,
-MathHelper.PiOver4, MathHelper.PiOver4);
missileLauncherHead.rotation.X = MathHelper.Clamp(
missileLauncherHead.rotation.X,
0, MathHelper.PiOver4);
if (gamePadState.Buttons.A == ButtonState.Pressed &&
previousState.Buttons.A == ButtonState.Released)
{
FireMissile();
}
#if !XBOX
if(keyboardState.IsKeyDown(Keys.Space) &&
previousKeyboardState.IsKeyUp(Keys.Space))
{
FireMissile();
}
#endif
UpdateMissiles();
audioEngine.Update();
UpdateEnemyShips();previousState = gamePadState;
#if !XBOX
previousKeyboardState = keyboardState;
#endif
// TODO: Add your update logic here
base.Update(gameTime);}
void FireMissile()
{
foreach (GameObject missile in missiles)
{
if (!missile.alive)
{
soundBank.PlayCue("missilelaunch");
missile.velocity = GetMissileMuzzleVelocity();{
foreach (GameObject missile in missiles)
{
if (!missile.alive)
{
soundBank.PlayCue("missilelaunch");
missile.position = GetMissileMuzzlePosition();
missile.rotation = missileLauncherHead.rotation;
missile.alive = true;
break;
}
}
}
Vector3 GetMissileMuzzleVelocity()
{
Matrix rotationMatrix =
Matrix.CreateFromYawPitchRoll(
missileLauncherHead.rotation.Y,
missileLauncherHead.rotation.X,
0);
return Vector3.Normalize(
Vector3.Transform(Vector3.Forward,
rotationMatrix)) * missilePower;
}
Vector3 GetMissileMuzzlePosition()
{
return missileLauncherHead.position +
(Vector3.Normalize(
GetMissileMuzzleVelocity()) *
launcherHeadMuzzleOffset);
}
{
return missileLauncherHead.position +
(Vector3.Normalize(
GetMissileMuzzleVelocity()) *
launcherHeadMuzzleOffset);
}
void UpdateMissiles()
{
foreach (GameObject missile in missiles)
{
if (missile.alive)
{
missile.position += missile.velocity;
if (missile.position.Z < -6000.0f)
{
missile.alive = false;
}
else
{
TestCollision(missile);
}
}
}
}
{
foreach (GameObject missile in missiles)
{
if (missile.alive)
{
missile.position += missile.velocity;
if (missile.position.Z < -6000.0f)
{
missile.alive = false;
}
else
{
TestCollision(missile);
}
}
}
}
void UpdateEnemyShips()
{
foreach (GameObject ship in enemyShips)
{
if (ship.alive)
{
ship.position -= ship.velocity;
if (ship.position.Z < -3000.0f)
{
ship.velocity -= ship.velocity;
}
}
else
{
ship.alive = true;
ship.position = new Vector3(
MathHelper.Lerp(
shipMinPosition.Y,
shipMaxPosition.Y,
(float)r.NextDouble()),
MathHelper.Lerp({
foreach (GameObject ship in enemyShips)
{
if (ship.alive)
{
ship.position -= ship.velocity;
if (ship.position.Z < -3000.0f)
{
ship.velocity -= ship.velocity;
}
}
else
{
ship.alive = true;
ship.position = new Vector3(
MathHelper.Lerp(
shipMinPosition.Y,
shipMaxPosition.Y,
(float)r.NextDouble()),
shipMinPosition.X,
shipMaxPosition.X,
(float)r.NextDouble()),
MathHelper.Lerp(
shipMinPosition.Z,
shipMaxPosition.Z,
(float)r.NextDouble()));
ship.velocity = new Vector3(
0.0f,
0.0f,
MathHelper.Lerp(shipMinVelocity,
shipMaxVelocity, (float)r.NextDouble()));
}
if (ship.alive)
{
ship.position -= ship.velocity;
if (ship.position.Z < -6000.0f)
{
ship.alive = false;
}
}
}
}
void TestCollision(GameObject missile)0.0f,
0.0f,
MathHelper.Lerp(shipMinVelocity,
shipMaxVelocity, (float)r.NextDouble()));
}
if (ship.alive)
{
ship.position -= ship.velocity;
if (ship.position.Z < -6000.0f)
{
ship.alive = false;
}
}
}
}
{
BoundingSphere missilesphere =
missile.model.Meshes[0].BoundingSphere;
missilesphere.Center = missile.position;
missilesphere.Radius *= missile.scale;
foreach (GameObject ship in enemyShips)
{
if (ship.alive)
{
BoundingSphere shipsphere =
ship.model.Meshes[0].BoundingSphere;
shipsphere.Center = ship.position;
shipsphere.Radius *= ship.scale;
if (shipsphere.Intersects(missilesphere))
{
soundBank.PlayCue("explosion");
missile.alive = false;
ship.alive = false;
break;
}
}
}
}
/// <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)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
DrawGameObject(terrain);{
soundBank.PlayCue("explosion");
missile.alive = false;
ship.alive = false;
break;
}
}
}
}
/// <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)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
DrawGameObject(missileLauncherBase);
DrawGameObject(missileLauncherHead);
foreach (GameObject missile in missiles)
{
if (missile.alive)
{
DrawGameObject(missile);
}
}
foreach (GameObject enemyship in enemyShips)
{
if (enemyship.alive)
{
DrawGameObject(enemyship);
}
}
// TODO: Add your drawing code here
base.Draw(gameTime);}
void DrawGameObject(GameObject gameobject)
{
foreach (ModelMesh mesh in gameobject.model.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.PreferPerPixelLighting = true;
{
foreach (ModelMesh mesh in gameobject.model.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.PreferPerPixelLighting = true;
effect.World =
Matrix.CreateFromYawPitchRoll(
gameobject.rotation.Y,
gameobject.rotation.X,
gameobject.rotation.Z) *
Matrix.CreateScale(gameobject.scale) *Matrix.CreateFromYawPitchRoll(
gameobject.rotation.Y,
gameobject.rotation.X,
gameobject.rotation.Z) *
Matrix.CreateTranslation(gameobject.position);
effect.Projection = cameraProjectionMatrix;
effect.View = cameraViewMatrix;
}
mesh.Draw();
}
}
}
}