Elements of War™

Elements of War™     Donate     BooK     1337 Board™     Guides     Media     Downloads     Links     Elements of War™ _cSharp      
Elements of War™ _cSharp
By Curtis Turner <IceIYIaN>
http://www.ElementsofWar.net/
Copyright © 2002-2012.
All rights reserved.

Buy
   ElementsofWar
   Other

Elements of War _cSharp
EoW_cSharp is a 2D video game based on C#, using XNA Game Studio 4.0 and is designed for WindowZ XP/Vista/7/8++

Genre:
Action

Players:
1 Player
2 Players (Same Screen, ***NOT available on LAN or Internet)

System Requirements:
Operating System: Windows XP / Windows Vista / Windows 7
*INTERNET CONNECTION REQUIRED
Input: Keyboard and/or X-BoX 360 xControllers
Processor: 1.0++ GHz
RAM: 1gb++
Hard Drive Space: 1gb++
Video Card: Direct X capable
Audio Card: Direct X capable

Rated:
Adults 18++ (Violence/Blood)

Game Engine:
Custom Built
C#
Visual Studio 2010
XNA Game Studio 4.0

Version:
ElementsofWar_cSharp_v1





 

// /* *** *** *** *** *** *** */ //

// /* *** *** *** Elements of War *** *** *** */ //

// /* *** *** *** *** *** *** */ //

/// <summary>

/// Elements of War™ _cSharp

/// By Curtis Turner <IceIYIaN>

/// http://www.ElementsofWar.net/

/// Copyright © 2002-2012.

/// All rights reserved.

/// </summary>

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;

/*

#region

#if Windows_Phone

// using Microsoft.Xna.Framework.Input.Touch;

#elseif

#endregion

*/

using Microsoft.Xna.Framework.Media;

namespace ElementsofWar

{

public class Game1 : Microsoft.Xna.Framework.Game

{

// Classes

// Class_UnknowN class_UnknowN;

// Class_Player class_Player;

// Class_HUD class_HUD;

// SignedInGamer gamer = Gamer.SignedInGamers[0];

// string gamerTag = gamer.GamerTag;

// GamerProfile profile = Gamer.GetProfile();

// int gamerScore = GamerProfile.GamerScore;

// Stream gamerPictureStream = profile.GamerPicture;

// TimeSpan gameElapsed;

// TimeSpan startScreenTime;

// Graphics Engine // Video

GraphicsDeviceManager graphics;

SpriteBatch spriteBatch;

/*

// Viewport

Viewport currentViewport;

Viewport previousViewport;

Viewport viewport;

Viewport Viewport1;

Viewport Viewport2;

Viewport Viewport3;

Viewport Viewport4;

Viewport Viewport5;

Viewport Spectator;

Viewport Player_Viewport;

Viewport Player2_Viewport;

Viewport Player3_Viewport;

Viewport Player4_Viewport;

Viewport Player5_Viewport;

*/

Rectangle Viewport_Rect;

Vector2 Viewport_Position = Vector2.Zero;

Vector2 Viewport_Width = Vector2.Zero;

Vector2 Viewport_Height = Vector2.Zero;

// Viewport 1

Rectangle Viewport1_Rect;

Vector2 Viewport1_Position = Vector2.Zero;

Vector2 Viewport1_Width = Vector2.Zero;

Vector2 Viewport1_Height = Vector2.Zero;

// Viewport 2

Rectangle Viewport2_Rect;

Vector2 Viewport2_Position = Vector2.Zero;

Vector2 Viewport2_Width = Vector2.Zero;

Vector2 Viewport2_Height = Vector2.Zero;

// Viewport 3

Rectangle Viewport3_Rect;

Vector2 Viewport3_Position = Vector2.Zero;

Vector2 Viewport3_Width = Vector2.Zero;

Vector2 Viewport3_Height = Vector2.Zero;

// Viewport 4

Rectangle Viewport4_Rect;

Vector2 Viewport4_Position = Vector2.Zero;

Vector2 Viewport4_Width = Vector2.Zero;

Vector2 Viewport4_Height = Vector2.Zero;

// Background

Texture2D Background;

// Texture2D Foreground;

// Texture2D Background_Texture;

Rectangle Background_Rect;

Vector2 Background_Position = Vector2.Zero;

Vector2 Background_Width = Vector2.Zero;

Vector2 Background_Height = Vector2.Zero;

int Background_Position_X;

int Background_Position_Y;

Vector2 Background_Rotation = Vector2.Zero;

int Background_Rotation_0;

int Background_Rotation_360;

int Background_Rotation_INT;

float Background_Rotation_FLOAT;

Vector2 Background_Origin = Vector2.Zero;

// Background2

Texture2D Background2;

// Texture2D Foreground2;

// Texture2D Background2_Texture;

Rectangle Background2_Rect;

Vector2 Background2_Position = Vector2.Zero;

Vector2 Background2_Width = Vector2.Zero;

Vector2 Background2_Height = Vector2.Zero;

int Background2_Position_X;

int Background2_Position_Y;

Vector2 Background2_Rotation = Vector2.Zero;

int Background2_Rotation_0;

int Background2_Rotation_360;

int Background2_Rotation_INT;

float Background2_Rotation_FLOAT;

Vector2 Background2_Origin = Vector2.Zero;

// Background3

Texture2D Background3;

// Texture2D Foreground3;

// Texture2D Background3_Texture;

Rectangle Background3_Rect;

Vector2 Background3_Position = Vector2.Zero;

Vector2 Background3_Width = Vector2.Zero;

Vector2 Background3_Height = Vector2.Zero;

int Background3_Position_X;

int Background3_Position_Y;

Vector2 Background3_Rotation = Vector2.Zero;

int Background3_Rotation_0;

int Background3_Rotation_360;

int Background3_Rotation_INT;

float Background3_Rotation_FLOAT;

Vector2 Background3_Origin = Vector2.Zero;

// Background4

Texture2D Background4;

// Texture2D Foreground4;

// Texture2D Background4_Texture;

Rectangle Background4_Rect;

Vector2 Background4_Position = Vector2.Zero;

Vector2 Background4_Width = Vector2.Zero;

Vector2 Background4_Height = Vector2.Zero;

int Background4_Position_X;

int Background4_Position_Y;

Vector2 Background4_Rotation = Vector2.Zero;

int Background4_Rotation_0;

int Background4_Rotation_360;

int Background4_Rotation_INT;

float Background4_Rotation_FLOAT;

Vector2 Background4_Origin = Vector2.Zero;

// Console

Texture2D Console;

Rectangle Console_Rect;

Vector2 Console_Position = Vector2.Zero;

Vector2 Console_Width = Vector2.Zero;

Vector2 Console_Height = Vector2.Zero;

// TouchCollection touchState;

// AccelerometerState accelerometerState;

// Keyboard

KeyboardState currentKeyboardState;

KeyboardState previousKeyboardState;

KeyboardState keyboardState;

// GamePad

// GamePadType gamePadType;

// GamePadType gamePadType2;

// GamePadType gamePadType3;

// GamePadType gamePadType4;

GamePadState currentGamePadState;

// GamePadState currentGamePadState2;

// GamePadState currentGamePadState3;

// GamePadState currentGamePadState4;

GamePadState previousGamePadState;

// GamePadState previousGamePadState2;

// GamePadState previousGamePadState3;

// GamePadState previousGamePadState4;

GamePadState gamePadState;

// GamePadState gamePadState2;

// GamePadState gamePadState3;

// GamePadState gamePadState4;

// GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);

// GamePadState gamePadState2 = GamePad.GetState(PlayerIndex.Two);

// GamePadState gamePadState3 = GamePad.GetState(PlayerIndex.Three);

// GamePadState gamePadState4 = GamePad.GetState(PlayerIndex.Four);

// Mouse

MouseState currentMouseState;

MouseState previousMouseState;

MouseState mouseState;

Texture2D Mouse_Texture;

Rectangle Mouse_Rect;

Vector2 Mouse_Position = Vector2.Zero;

Vector2 Mouse_Width = Vector2.Zero;

Vector2 Mouse_Height = Vector2.Zero;

int Mouse_Position_X;

int Mouse_Position_Y;

bool Mouse_Button_Left_Clicked;

bool Mouse_Button_Right_Clicked;

Texture2D Mouse2_Texture;

Rectangle Mouse2_Rect;

Vector2 Mouse2_Position = Vector2.Zero;

Vector2 Mouse2_Width = Vector2.Zero;

Vector2 Mouse2_Height = Vector2.Zero;

int Mouse2_Position_X;

int Mouse2_Position_Y;

bool Mouse2_Button_Left_Clicked;

bool Mouse2_Button_Right_Clicked;

Texture2D Mouse3_Texture;

Rectangle Mouse3_Rect;

Vector2 Mouse3_Position = Vector2.Zero;

Vector2 Mouse3_Width = Vector2.Zero;

Vector2 Mouse3_Height = Vector2.Zero;

int Mouse3_Position_X;

int Mouse3_Position_Y;

bool Mouse3_Button_Left_Clicked;

bool Mouse3_Button_Right_Clicked;

Texture2D Mouse4_Texture;

Rectangle Mouse4_Rect;

Vector2 Mouse4_Position = Vector2.Zero;

Vector2 Mouse4_Width = Vector2.Zero;

Vector2 Mouse4_Height = Vector2.Zero;

int Mouse4_Position_X;

int Mouse4_Position_Y;

bool Mouse4_Button_Left_Clicked;

bool Mouse4_Button_Right_Clicked;

// Animations

// Animation Anim_Player_Idle;

// Animation Anim_Player_Run;

// Animation Anim_Player_Jump;

// Animation Anim_Player_Die;

// Specating and Teams, AI

int Spectator_Limit;

int Team_1_Limit;

int Team_2_Limit;

int Team_1_Limit_AI;

int Team_2_Limit_AI;

int Team_1_Amount;

int Team_2_Amount;

int Team_1_Amount_AI;

int Team_2_Amount_AI;

int Team_1_Level;

int Team_2_Level;

int Team1_Level_AI;

int Team2_Level_AI;

// Player

Texture2D Player_Texture;

Rectangle Player_Rect;

Vector2 Player_Position = Vector2.Zero;

Vector2 Player_Width = Vector2.Zero;

Vector2 Player_Height = Vector2.Zero;

int Player_Position_X;

int Player_Position_Y;

Vector2 Player_Rotation = Vector2.Zero;

int Player_Rotation_0;

int Player_Rotation_360;

int Player_Rotation_INT;

float Player_Rotation_FLOAT;

Vector2 Player_Origin = Vector2.Zero;

// Player 2

Texture2D Player2_Texture;

Rectangle Player2_Rect;

Vector2 Player2_Position = Vector2.Zero;

Vector2 Player2_Width = Vector2.Zero;

Vector2 Player2_Height = Vector2.Zero;

int Player2_Position_X;

int Player2_Position_Y;

Vector2 Player2_Rotation = Vector2.Zero;

int Player2_Rotation_0;

int Player2_Rotation_360;

int Player2_Rotation_INT;

float Player2_Rotation_FLOAT;

Vector2 Player2_Origin = Vector2.Zero;

// Player 3

Texture2D Player3_Texture;

Rectangle Player3_Rect;

Vector2 Player3_Position = Vector2.Zero;

Vector2 Player3_Width = Vector2.Zero;

Vector2 Player3_Height = Vector2.Zero;

int Player3_Position_X;

int Player3_Position_Y;

// Player4

Texture2D Player4_Texture;

Rectangle Player4_Rect;

Vector2 Player4_Position = Vector2.Zero;

Vector2 Player4_Width = Vector2.Zero;

Vector2 Player4_Height = Vector2.Zero;

int Player4_Position_X;

int Player4_Position_Y;

/* bool Player_Anim_Attack;

bool Player_Anim_Attack2;

bool Player_Anim_Block;

bool Player_Anim_Forward;

bool Player_Anim_Back;

bool Player_Anim_Left;

bool Player_Anim_Right;

bool Player_Anim_Jump;

bool Player_Anim_Duck;

// Weapon

bool Fireball_Enabled;

Texture2D Fireball_Texture;

Rectangle Fireball_Rect;

Vector2 Fireball_Position = Vector2.Zero;

int Fireball_Position_X;

int Fireball_Position_Y;

Vector2 Fireball_Width = Vector2.Zero;

Vector2 Fireball_Height = Vector2.Zero;

Vector2 Fireball_Rotation = Vector2.Zero;

int Fireball_Rotation_0;

int Fireball_Rotation_360;

int Fireball_Rotation_INT;

float Fireball_Rotation_FLOAT;

Vector2 Fireball_Origin = Vector2.Zero;

*/

bool Player_Spectating;

bool Player_Human;

bool Player_Sex; // 0 Female // 1 Male

bool Player_Male;

bool Player_Female;

bool Player_Team;

bool Player_Alive;

int Player_Health;

int Player_Mana;

int Player_Stamina;

int Player_Breath;

int Player_Armor_Head;

int Player_Armor_Body;

int Player_Level;

int Player_Kills;

int Player_Deaths;

int Player_Score;

int Player_Weapon_Current;

int Player_Weapon_Last;

int Player_Weapon_Next;

// Castle

Texture2D Castle_Texture;

Rectangle Castle_Rect;

Vector2 Castle_Position = Vector2.Zero;

Vector2 Castle_Width = Vector2.Zero;

Vector2 Castle_Height = Vector2.Zero;

int Castle_Position_X;

int Castle_Position_Y;

Vector2 Castle_Rotation = Vector2.Zero;

int Castle_Rotation_0;

int Castle_Rotation_360;

int Castle_Rotation_INT;

float Castle_Rotation_FLOAT;

Vector2 Castle_Origin = Vector2.Zero;

// Castle2

Texture2D Castle2_Texture;

Rectangle Castle2_Rect;

Vector2 Castle2_Position = Vector2.Zero;

Vector2 Castle2_Width = Vector2.Zero;

Vector2 Castle2_Height = Vector2.Zero;

int Castle2_Position_X;

int Castle2_Position_Y;

Vector2 Castle2_Rotation = Vector2.Zero;

int Castle2_Rotation_0;

int Castle2_Rotation_360;

int Castle2_Rotation_INT;

float Castle2_Rotation_FLOAT;

Vector2 Castle2_Origin = Vector2.Zero;

// Physics

int sv_Phy_Speed_Min;

int sv_Phy_Speed_Max;

int sv_Phy_Speed_Default;

int sv_Phy_Speed_Back;

int sv_Phy_Speed_Forkward;

int sv_Phy_Speed_Strafe;

int sv_Phy_Speed_ForwardStrafe;

int sv_Phy_Speed_BackStrafe;

int sv_Phy_Walking_Enabled;

int sv_Phy_Running_Enabled;

int sv_Phy_Gravity;

int sv_Phy_Friction;

int sv_Phy_Friction_Water;

bool sv_Phy_Jumping_Enabled;

bool sv_Phy_Ducking_Enabled;

bool sv_Phy_DuckJump_Enabled;

int sv_Phy_Duck_Speed;

int sv_Phy_Jump_Height;

int sv_Phy_MultiJumps;

bool sv_Phy_Dodging;

bool sv_Phy_Backflip_Enabled;

bool sv_Phy_Roll_Strafed_Enabled;

int sv_Phy_AirAccelRate;

bool sv_Phy_Air_Strafe; // Quake's strafe jump (Movement and mouse speed)

bool sv_Phy_Air_Curve; // PainKiller's curve jump (Mouse speed)

bool sv_Phy_Air_Movement; // UnrealTournament's move jump (Movement speed)

// Camera

int Camera_X;

int Camera_Y;

int Camera_Z;

bool Camera_ThirdPerson;

int Camera_Distance_Min;

int Camera_Distance_Max;

int Camera_Distance;

int Camera_Pitch_Min;

int Camera_Pitch_Max;

int Camera_Pitch;

int Camera_Yaw_Min;

int Camera_Yaw_Max;

int Camera_Yaw;

int Camera_Side_Min;

int Camera_Side_Max;

int Camera_Side;

int Camera_Sky_Min;

int Camera_Sky_Max;

int Camera_Sky;

int Player_Camera_X;

int Player_Camera_Y;

int Player_Camera_Z;

int Player2_Camera_X;

int Player2_Camera_Y;

int Player2_Camera_Z;

int Player3_Camera_X;

int Player3_Camera_Y;

int Player3_Camera_Z;

int Player4_Camera_X;

int Player4_Camera_Y;

int Player4_Camera_Z;

bool sv_Camera_ThirdPerson;

int sv_Camera_Distance_Min;

int sv_Camera_Distance_Max;

int sv_Camera_Distance;

int sv_Camera_Pitch_Min;

int sv_Camera_Pitch_Max;

int sv_Camera_Pitch;

int sv_Camera_Yaw_Min;

int sv_Camera_Yaw_Max;

int sv_Camera_Yaw;

int sv_Camera_Side_Min;

int sv_Camera_Side_Max;

int sv_Camera_Side;

int sv_Camera_Sky_Min;

int sv_Camera_Sky_Max;

int sv_Camera_Sky;

// Make default hotkeys here?

 

 

 

// Models

// Model Model_Player_Male; // = NuLL;

// Model Model_Player_Female; // = NuLL;

// Sounds

SoundEffect Sound_NuLL;

// SoundEffect Sound_Mouse_Left_Clicked;

// SoundEffect Sound_Mouse_Right_Clicked;

// SoundEffect Sound_Console;

// SoundEffect Sound_MainMenu;

// SoundEffect Sound_Win;

// SoundEffect Sound_Lose;

public Game1()

{

graphics = new GraphicsDeviceManager(this);

Content.RootDirectory = "Content";

#if WINDOWS

// IsFixedTimeStep = false;

// IsMouseVisible = true;

#endif

#if XBOX

#endif

#if WINDOWS_PHONE

graphics.IsFullScreen = true;

// Frames Per Second is 30 for WindowZ Phone

TargetElapsedTime = TimeSpan.FromTicks(333333);

// Extend battery life under lock.

// InactiveSleepTime = TimeSpan.FromSeconds(1);

#endif

}

protected override void Initialize()

{

Window.Title = "Elements of War";

// Windows Phone

// Portrait and Landscape

// graphics.PreferredBackBufferWidth = 480; // OR 320;

// graphics.PreferredBackBufferHeight = 800; // OR 480;

// graphics.PreferredBackBufferWidth = 320;

// graphics.PreferredBackBufferHeight = 480;

// graphics.PreferredBackBufferWidth = 640;

// graphics.PreferredBackBufferHeight = 480;

graphics.PreferredBackBufferWidth = 800;

graphics.PreferredBackBufferHeight = 600;

// graphics.PreferredBackBufferWidth = 1024;

// graphics.PreferredBackBufferHeight = 768;

graphics.IsFullScreen = true;

graphics.ApplyChanges();

// Initialize classes

// Class_UnknowN class_UnknowN;

// Class_Player class_Player;

// Class_HUD class_HUD;

// Add code above

base.Initialize();

}

protected override void LoadContent()

{

// Initialize classes

// class_UnknowN = new Class_UnknowN();

// Class_Player class_Player;

// Class_HUD class_HUD;

Viewport_Rect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width,

graphics.GraphicsDevice.Viewport.Height);

Viewport1_Position = new Vector2(0, 0);

Viewport2_Position = new Vector2(0, 0);

Viewport3_Position = new Vector2(0, 0);

Viewport4_Position = new Vector2(0, 0);

Viewport1_Rect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width,

graphics.GraphicsDevice.Viewport.Height);

Viewport2_Rect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width,

graphics.GraphicsDevice.Viewport.Height);

Viewport3_Rect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width,

graphics.GraphicsDevice.Viewport.Height);

Viewport4_Rect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width,

graphics.GraphicsDevice.Viewport.Height);

Mouse_Rect = new Rectangle(0, 0, 16, 16);

Mouse.SetPosition(0, 0);

// // // Mouse.SetPosition(Mouse_X, Mouse_Y);

Mouse2_Rect = new Rectangle(0, 0, 16, 16);

Mouse2_Position = new Vector2(0, 0);

Mouse2_Position.X = 0;

Mouse2_Position.Y = 0;

Mouse3_Rect = new Rectangle(0, 0, 16, 16);

Mouse3_Position = new Vector2(0, 0);

Mouse3_Position.X = 0;

Mouse3_Position.Y = 0;

Mouse4_Rect = new Rectangle(0, 0, 16, 16);

Mouse4_Position = new Vector2(0, 0);

Mouse4_Position.X = 0;

Mouse4_Position.Y = 0;

/// spriteBatch

spriteBatch = new SpriteBatch(GraphicsDevice);

Background = Content.Load<Texture2D>("Materials/xConsole/Background/Background");

Background2 = Content.Load<Texture2D>("Materials/xConsole/Background/Background2");

Background3 = Content.Load<Texture2D>("Materials/xConsole/Background/Background3");

Background4 = Content.Load<Texture2D>("Materials/xConsole/Background/Background4");

// Foreground = Content.Load<Texture2D>("Materials/xConsole/Background/Foreground");

Console = Content.Load<Texture2D>("Materials/xConsole/Console/Console");

Mouse_Texture = Content.Load<Texture2D>("Materials/xConsole/Mouse/Mouse");

Mouse2_Texture = Content.Load<Texture2D>("Materials/xConsole/Mouse/Mouse2");

Mouse3_Texture = Content.Load<Texture2D>("Materials/xConsole/Mouse/Mouse3");

Mouse4_Texture = Content.Load<Texture2D>("Materials/xConsole/Mouse/Mouse4");

Player_Texture = Content.Load<Texture2D>("Materials/xGame/Player/Player");

Player2_Texture = Content.Load<Texture2D>("Materials/xGame/Player/Player2");

Player3_Texture = Content.Load<Texture2D>("Materials/xGame/Player/Player3");

Player4_Texture = Content.Load<Texture2D>("Materials/xGame/Player/Player4");

Castle_Texture = Content.Load<Texture2D>("Materials/xGame/2Dsky/Buildings/Castle");

Castle2_Texture = Content.Load<Texture2D>("Materials/xGame/2Dsky/Buildings/Castle2");

// Castle3_Texture = Content.Load<Texture2D>("Materials/xGame/2Dsky/Buildings/Castle3");

// Castle4_Texture = Content.Load<Texture2D>("Materials/xGame/2Dsky/Buildings/Castle4");

// Anim_Player_Idle = new Animation(Content.Load<Texture2D>("Sprites/Player/Idle"), 0.1f, true);

// Anim_Player_Run = new Animation(Content.Load<Texture2D>("Sprites/Player/Run"), 0.1f, true);

// Anim_Player_Jump = new Animation(Content.Load<Texture2D>("Sprites/Player/Jump"), 0.1f, false);

// Anim_Player_Die = new Animation(Content.Load<Texture2D>("Sprites/Player/Die"), 0.1f, false);

//////// spriteSheetforward = Content.Load<Texture2D>(Player_Running_Foward);

//////// spriteSheetbackward = Content.Load<Texture2D>(Player_Running_Back);

Player_Spectating = false;

Player_Human = true;

Player_Sex = false; // 0 Female // 1 Male

Player_Male = false;

Player_Female = false;

Player_Team = false;

Player_Alive = true;

Player_Health = 50;

Player_Mana = 25;

Player_Stamina = 100;

Player_Breath = 100;

Player_Armor_Head = 100;

Player_Armor_Body = 100;

Player_Level = 1;

Player_Kills = 0;

Player_Deaths = 0;

Player_Score = 0;

Player_Weapon_Current = 1;

Player_Weapon_Last = 2;

Player_Weapon_Next = 2;

Player_Rect = new Rectangle(0, 0, 0, 0);

Player_Position = new Vector2(0, 0);

Player_Position.X = (graphics.GraphicsDevice.Viewport.Width / 2) - 32;

Player_Position.Y = graphics.GraphicsDevice.Viewport.Height - 64;

Player_Position_X = (graphics.GraphicsDevice.Viewport.Width / 2) - 32;

Player_Position_Y = graphics.GraphicsDevice.Viewport.Height - 64;

Player_Width = new Vector2(0, 0);

Player_Width.X = 64;

Player_Width.Y = 64;

Player_Height = new Vector2(0, 0);

Player_Height.X = 64;

Player_Height.Y = 64;

Player_Rotation = new Vector2(0, 0);

Player_Rotation.X = 64;

Player_Rotation.Y = 64;

Player_Rotation_0 = 0;

Player_Rotation_360 = 360;

Player_Rotation_INT = 0;

Player_Rotation_FLOAT = 1.0f;

Player_Origin = new Vector2(0, 0);

Player_Origin.X = 0;

Player_Origin.Y = 0;

Player2_Rect = new Rectangle(0, 0, 0, 0);

Player2_Position = new Vector2(0, 0);

Player2_Position.X = (graphics.GraphicsDevice.Viewport.Width / 2) - 32;

Player2_Position.Y = graphics.GraphicsDevice.Viewport.Height - 64;

Player2_Position_X = (graphics.GraphicsDevice.Viewport.Width / 2) - 32;

Player2_Position_Y = graphics.GraphicsDevice.Viewport.Height - 64;

Player2_Width = new Vector2(0, 0);

Player2_Width.X = 64;

Player2_Width.Y = 64;

Player2_Height = new Vector2(0, 0);

Player2_Height.X = 64;

Player2_Height.Y = 64;

Player2_Rotation = new Vector2(0, 0);

Player2_Rotation.X = 64;

Player2_Rotation.Y = 64;

Player2_Rotation_0 = 0;

Player2_Rotation_360 = 360;

Player2_Rotation_INT = 0;

Player2_Rotation_FLOAT = 1.0f;

Player2_Origin = new Vector2(0, 0);

Player2_Origin.X = 0;

Player2_Origin.Y = 0;

// Fireball_Enabled = false;

// Fireball_Position_X = Player_Position_X + 0;

// Fireball_Position_Y = Player_Position_Y + 0;

// Models

// Model_Player = Content.Load<Model>("Models/xGame/Player/Player");

// Model_Player_Male = Content.Load<Model>("Models/xGame/Player/Male");

// Model_Player_Female = Content.Load<Model>("Models/xGame/Player/Female");

// Sounds

Sound_NuLL = Content.Load<SoundEffect>("Sound/NuLL");

// Sound_Console = Content.Load<SoundEffect>("Sound/NuLL");

// Sound_MainMenu = Content.Load<SoundEffect>("Sound/NuLL");

// Sound_Win = Content.Load<SoundEffect>("Sound/NuLL");

// Sound_Lose = Content.Load<SoundEffect>("Sound/NuLL");

}

protected override void UnloadContent()

{

}

protected override void Update(GameTime gameTime)

// KeyboardState keyboardState,

// GamePadState gamePadState,

// TouchCollection touchState,

// AccelerometerState accelState,

// DisplayOrientation orientation)

{

// float time = (float)gameTime.TotalGameTime.TotalSeconds;

// float ElapsedTimeFloat = (float)gameTime.ElapsedGameTime.TotalSeconds;

// Player

Player_Input_Device();

Player2_Input_Device();

Player3_Input_Device();

Player4_Input_Device();

// Player_Collision();

// Add code above

base.Update(gameTime);

}

protected void Player_Input_Device()

{

previousMouseState = currentMouseState;

currentMouseState = Mouse.GetState();

MouseState mouseState = Mouse.GetState();

// // // Mouse.GetState();

previousKeyboardState = currentKeyboardState;

currentKeyboardState = Keyboard.GetState();

KeyboardState keyboardState = Keyboard.GetState();

previousGamePadState = currentGamePadState;

// previousGamePadState2 = currentGamePadState2;

// previousGamePadState3 = currentGamePadState3;

// previousGamePadState4 = currentGamePadState4;

currentGamePadState = GamePad.GetState(PlayerIndex.One);

// currentGamePadState2 = GamePad.GetState(PlayerIndex.Two);

// currentGamePadState3 = GamePad.GetState(PlayerIndex.Three);

// currentGamePadState4 = GamePad.GetState(PlayerIndex.Four);

GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);

// GamePadState gamePadState2 = GamePad.GetState(PlayerIndex.Two);

// GamePadState gamePadState3 = GamePad.GetState(PlayerIndex.Three);

// GamePadState gamePadState4 = GamePad.GetState(PlayerIndex.Four);

if

(

keyboardState.IsKeyDown(Keys.Escape)

||

GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed

||

GamePad.GetState(PlayerIndex.Two).Buttons.Back == ButtonState.Pressed

||

GamePad.GetState(PlayerIndex.Three).Buttons.Back == ButtonState.Pressed

||

GamePad.GetState(PlayerIndex.Four).Buttons.Back == ButtonState.Pressed

// ||

// mouseState.LeftButton == ButtonState.Pressed

)

{

this.Exit();

}

/* Mouse_Position.X = mouseState.X;

Mouse_Position.Y = mouseState.Y;

Mouse2_Position.X = 0;

Mouse2_Position.Y = 0;

Mouse3_Position.X = 0;

Mouse3_Position.Y = 0;

Mouse4_Position.X = 0;

Mouse4_Position.Y = 0;

*/

if (mouseState.LeftButton == ButtonState.Pressed)

{

Player_Rotation_FLOAT += 0.022f;

 

 

 

 

 

Mouse_Button_Left_Clicked = true;

//Sound_Fireball.Play();

}

else if (mouseState.LeftButton == ButtonState.Released)

{

}

if (mouseState.RightButton == ButtonState.Pressed)

{

Mouse_Button_Right_Clicked = true;

}

else if (mouseState.RightButton == ButtonState.Released)

{

}

if (currentKeyboardState.IsKeyDown(Keys.LeftAlt))

{

Sound_NuLL.Play();

}

if (currentKeyboardState.IsKeyDown(Keys.F1))

{

graphics.PreferredBackBufferWidth = 1024;

graphics.PreferredBackBufferHeight = 768;

graphics.IsFullScreen = true;

graphics.ApplyChanges();

// System.Console.WriteLine("We're in debug mode");

// Sound_Fireball.Play();

}

// if (currentKeyboardState.IsKeyUp(Keys.F1))

// {

// }

/* if (currentKeyboardState.IsKeyDown(Keys.A))

{

Player_Position.Y += 4;

if (Player_Position.Y <= 0)

{

Player_Position.Y = 0;

}

if (Player_Position.Y >= graphics.GraphicsDevice.Viewport.Height - 64)

{

Player_Position.Y = graphics.GraphicsDevice.Viewport.Height - 64;

}

Player_Position_Y += 4;

}

if (currentKeyboardState.IsKeyDown(Keys.S))

{

Player_Position.Y -= 4;

if (Player_Position.Y <= 0)

{

Player_Position.Y = 0;

}

if (Player_Position.Y >= graphics.GraphicsDevice.Viewport.Height - 64)

{

Player_Position.Y = graphics.GraphicsDevice.Viewport.Width - 64;

}

Player_Position_Y -= 4;

}

*/

if (currentKeyboardState.IsKeyDown(Keys.D))

{

Player_Position.X -= 4;

if (Player_Position.X <= 0)

{

Player_Position.X = 0;

}

if (Player_Position.X >= graphics.GraphicsDevice.Viewport.Width - 64)

{

Player_Position.X = graphics.GraphicsDevice.Viewport.Width - 64;

}

Player_Position_X -= 4;

}

if (currentKeyboardState.IsKeyDown(Keys.F))

{

Player_Position.X += 4;

if (Player_Position.X <= 0)

{

Player_Position.X = 0;

}

if (Player_Position.X >= graphics.GraphicsDevice.Viewport.Width - 64)

{

Player_Position.X = graphics.GraphicsDevice.Viewport.Width - 64;

}

Player_Position_X += 4;

}

/* if (currentKeyboardState.IsKeyDown(Keys.Down) ||

currentGamePadState.DPad.Down == ButtonState.Pressed)

{

Player_Position.Y += 4;

if (Player_Position.Y <= 0)

{

Player_Position.Y = 0;

}

if (Player_Position.Y >= graphics.GraphicsDevice.Viewport.Height - 64)

{

Player_Position.Y = graphics.GraphicsDevice.Viewport.Height - 64;

}

Player_Position_Y += 4;

}

if (currentKeyboardState.IsKeyDown(Keys.Up) ||

currentGamePadState.DPad.Up == ButtonState.Pressed)

{

Player_Position.Y -= 4;

if (Player_Position.Y <= 0)

{

Player_Position.Y = 0;

}

if (Player_Position.Y >= graphics.GraphicsDevice.Viewport.Height - 64)

{

Player_Position.Y = graphics.GraphicsDevice.Viewport.Height - 64;

}

Player_Position_Y -= 4;

}

*/

if (currentKeyboardState.IsKeyDown(Keys.Left) ||

currentGamePadState.DPad.Left == ButtonState.Pressed)

{

Player2_Position.X -= 4;

if (Player2_Position.X <= 0)

{

Player2_Position.X = 0;

}

if (Player2_Position.X >= graphics.GraphicsDevice.Viewport.Width - 64)

{

Player2_Position.X = graphics.GraphicsDevice.Viewport.Width - 64;

}

Player2_Position_X -= 4;

}

if (currentKeyboardState.IsKeyDown(Keys.Right) ||

currentGamePadState.DPad.Right == ButtonState.Pressed)

{

Player2_Position.X += 4;

if (Player2_Position.X <= 0)

{

Player2_Position.X = 0;

}

if (Player2_Position.X >= graphics.GraphicsDevice.Viewport.Width - 64)

{

Player2_Position.X = graphics.GraphicsDevice.Viewport.Width - 64;

}

Player2_Position_X += 4;

}

 

//////// float TS_Left_UD = GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X;

/////// float TS_Left_LR = GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.Y;

/////// if (currentGamePadState.ThumbSticks.Left.X = TS_Left_UD)

//////// {

//////// }

}

protected void Player2_Input_Device()

{

}

protected void Player3_Input_Device()

{

}

protected void Player4_Input_Device()

{

}

protected override void Draw(GameTime gameTime)

{

// Background

GraphicsDevice.Clear(Color.Black);

spriteBatch.Begin();

spriteBatch.Draw(Background, Viewport_Rect, Color.White);

spriteBatch.End();

spriteBatch.Begin();

spriteBatch.Draw(Background2, Viewport_Rect, Color.White);

spriteBatch.End();

spriteBatch.Begin();

spriteBatch.Draw(Background3, Viewport_Rect, Color.White);

spriteBatch.End();

spriteBatch.Begin();

spriteBatch.Draw(Background4, Viewport_Rect, Color.White);

spriteBatch.End();

// spriteBatch.Begin();

// Draw_Scene();

// Draw_Player();

// Draw_HUD();

// Draw_Team();

// Draw_Enemy();

// spriteBatch.End();

// // Castle

// spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

// spriteBatch.Draw(Castle_Texture, Castle_Position, Color.White);

// spriteBatch.End();

// // Castle2

// spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

// spriteBatch.Draw(Castle2_Texture, Castle2_Position, Color.White);

// spriteBatch.End();

// Player

spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

spriteBatch.Draw(Player_Texture, Player_Position, Color.White);

spriteBatch.End();

// spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

// spriteBatch.Draw(Player_Texture, Player_Position, Viewport_Rect, Color.White, Player_Rotation_FLOAT, Player_Origin, 1.0f, SpriteEffects.None, 1);

// spriteBatch.End();

// Player 2

spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

spriteBatch.Draw(Player2_Texture, Player2_Position, Color.White);

spriteBatch.End();

// // Player 3

// spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

// spriteBatch.Draw(Player3_Texture, Player3_Position, Color.White);

// spriteBatch.End();

// // Player 4

// spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

// spriteBatch.Draw(Player4_Texture, Player4_Position, Color.White);

// spriteBatch.End();

/* // Mouse

spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

spriteBatch.Draw(Mouse_Texture, Mouse_Position, Color.White);

spriteBatch.End();

spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

spriteBatch.Draw(Mouse2_Texture, Mouse2_Position, Color.White);

spriteBatch.End();

spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

spriteBatch.Draw(Mouse3_Texture, Mouse3_Position, Color.White);

spriteBatch.End();

spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

spriteBatch.Draw(Mouse4_Texture, Mouse4_Position, Color.White);

spriteBatch.End();

*/

// Add code above

base.Draw(gameTime);

}

private void Draw_Scene()

{

}

private void Draw_Player()

{

}

private void Draw_HUD()

{

}

private void Draw_Team()

{

}

private void Draw_Enemy()

{

}

}

}