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Old 12-8-2010, 10:12 AM   #41
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Default Re: Complain about finals thread

your avatar is profound
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Old 12-8-2010, 10:22 AM   #42
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Default Re: Complain about finals thread

OH SHIT MY HISTORY FINAL IS TODAY!

*screwed kjfldjsa;lfks;lfjaskf;sd
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Old 12-8-2010, 10:37 AM   #43
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Default Re: Complain about finals thread

German final in 25 minutes -- just a presentation and turning about 80 things in, shouldn't be too bad.
World Cinema final Thursday -- also shouldn't be too bad, just lots of vocab to learn
Sociology Monday -- easy class, exam comes from previous tests
Modern Algebra Tuesday -- this one will be a bitch

and a research paper due Tuesday as well, which I just need to revise some more, but most of the actual work is already done
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Old 12-8-2010, 05:52 PM   #44
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Default Re: Complain about finals thread

My lil bro missed a final that was for yesterday. He's lucky He's getting a 2nd chance.
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Old 12-8-2010, 05:56 PM   #45
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Default Re: Complain about finals thread

My friend has been "borrowing" my behavior modification text book for months. The final is Tuesday. We met up today to study. All she did was talk about her boyfriend and how badly she had to take a ****. I wish I was kidding. When she ran off to go to the bathroom (went to a mysterious private bathroom) she took my textbook. I could not go find her because A. I did not know where the mysterious bathroom was and B. I didn't want to walk in on her taking a ****. The final is Tuesday. I don't have my textbook. I cannot study. FML
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Old 12-8-2010, 06:56 PM   #46
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Default Re: Complain about finals thread

I aced college and graduated quit stressing ya nerds
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Old 12-8-2010, 08:13 PM   #47
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Default Re: Complain about finals thread

It sucks to have a final for an internet class. You have to hope that your connection doesn't go out during the final. A friend told me an experience in which he accidentally pressed the close button, but fortunately was able to continue. That's why I'll never take an internet class unless I really have to.
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Old 12-8-2010, 08:18 PM   #48
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Default Re: Complain about finals thread

only one im nervous about it pre-calc, but thats no big deal because i could care less
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Old 12-8-2010, 08:22 PM   #49
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Default Re: Complain about finals thread

I have a book report due next monday ):
Finals will be easy this year actually. It's only 3 days and we get out at 11:50 a.m. on those days.
Wednesday: fashion design, english
Thursday: culinary, office aide
Friday: alt. pe, american history
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Old 12-8-2010, 08:34 PM   #50
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Default Re: Complain about finals thread

Quote:
Originally Posted by BethanyBangs View Post
I have a book report due next monday ):
Finals will be easy this year actually. It's only 3 days and we get out at 11:50 a.m. on those days.
Wednesday: fashion design, english
Thursday: culinary, office aide
Friday: alt. pe, american history
sigh

I believe this thread is for college students.
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Old 12-8-2010, 08:44 PM   #51
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Default Re: Complain about finals thread

Quote:
Originally Posted by BethanyBangs View Post
I have a book report due next monday ):
Finals will be easy this year actually. It's only 3 days and we get out at 11:50 a.m. on those days.
Wednesday: fashion design, english
Thursday: culinary, office aide
Friday: alt. pe, american history
Do you go to a home economics school...are they training you to be a house wife? No. Seriously.
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Old 12-8-2010, 08:49 PM   #52
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Default Re: Complain about finals thread

Actually yeah I'm confused. No math? No science?
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Old 12-8-2010, 08:52 PM   #53
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Default Re: Complain about finals thread

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Originally Posted by All_That_Chaz View Post
Actually yeah I'm confused. No math? No science?
Oh i thought it was for finals in general
I took bio and geometry freshman year, chem and algebra 2 my sophomore, and i don't think i'm taking anymore because i don't need to.
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Old 12-8-2010, 08:55 PM   #54
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Default Re: Complain about finals thread

accounting final sometime next week- won't be hard.
business final sometime next week- won't be hard.
pysch final already got an A
science final sometime next week- going to get raped.
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Old 12-8-2010, 09:13 PM   #55
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Default Re: Complain about finals thread

Quote:
Originally Posted by BethanyBangs View Post
Oh i thought it was for finals in general
I took bio and geometry freshman year, chem and algebra 2 my sophomore, and i don't think i'm taking anymore because i don't need to.
That's very strange to me. I thought it was federal law that schools require four years of each these days. Must be controlled by the state.

And it is for finals in general. That guy doesn't know what he's talking about.
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I bet when you live in a glass house, the temptation to throw stones is magnified strictly because you're not supposed to.
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Old 12-8-2010, 09:23 PM   #56
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Default Re: Complain about finals thread

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Originally Posted by All_That_Chaz View Post
That's very strange to me. I thought it was federal law that schools require four years of each these days. Must be controlled by the state.

And it is for finals in general. That guy doesn't know what he's talking about.
Oh okay. All four years of science and math is required for a csu i believe. But i don't plan on going to sac state or something big, i just want to start off at a community college first.
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Old 12-8-2010, 09:27 PM   #57
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Default Re: Complain about finals thread

Just finished my Microbiology Exam. Blah. 4 hours, not fun. What kind of micro exam has two essays on it?

Biochem 9AM tomorrow. Haven't studied much. Whoops.
Then Environmental History on Sat. Kinda cool.
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Old 12-8-2010, 10:44 PM   #58
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Default Re: Complain about finals thread

I'm a TA for a couple of media classes, so I also have to grade 110 5-page papers... wee.
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Old 12-9-2010, 12:41 AM   #59
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Default Re: Complain about finals thread

Quote:
Originally Posted by All_That_Chaz View Post
That's very strange to me. I thought it was federal law that schools require four years of each these days. Must be controlled by the state.
It's all the state. In NC we needed 3 math classes and 3 science minimum to graduate. The only thing you had to take all four years was English. If you want to get into a university, you basically have to take 4 of each, but it's not necessarily required to graduate.
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Old 12-9-2010, 12:43 AM   #60
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Default Re: Complain about finals thread



At least my final game project is coming along nicely. Spiffy looking. It is a multiplayer or singleplayer + AI tron type game.

I don't recommend trying to read this horrendous source code.
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Timers;
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 Cube_Vector
{
    /// This is the main type for your game
    public class cubeVector : Microsoft.Xna.Framework.Game
    {

        // Game variables
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        ContentManager contentManager;
        Vector2 zero = new Vector2(0, 0);
        static int gameWidth = 1024;
        static int gameHeight = 768;
        static int tileSize = 16;
        string currentState;
        static string[] states = new string[] 
        { "splash", "menu", "scoreboard", "singleplayer", "multiplayer", "results" };
        static string[] directions = new string[]
        {"left", "down", "up", "right"};
        Timer splashTimer = new Timer(3000);
        Timer resultsTimer = new Timer(5000);
        Timer gameTimer = new Timer(35);
        string winner;
        SpriteFont scoreFont;

        // Input States
        const int MaxInputs = 4;

        KeyboardState[] CurrentKeyboardStates;
        GamePadState[] CurrentGamePadStates;

        KeyboardState[] LastKeyboardStates;
        GamePadState[] LastGamePadStates;

        bool[] GamePadWasConnected;


        // Gameboards
        int[,] gameBoard = new int[gameWidth / tileSize, gameHeight / tileSize];
        Vector2[,] vectorBoard = new Vector2[gameWidth / tileSize, gameHeight / tileSize];

        // Scoreboard
        string[] scoreBoard;

        // Textures
        Texture2D playerOneTile;
        Texture2D playerTwoTile;
        Texture2D playerThreeTile;
        Texture2D playerFourTile;
        Texture2D backgroundTile;
        Texture2D obstacleTile;
        Texture2D splashImage;
        Texture2D menuBackground;
        Texture2D gameBackground;
        Texture2D defaultBackground;

        // Player variables
        string playerOneDirection;
        string playerTwoDirection;
        string playerThreeDirection;
        string playerFourDirection;
        Vector2 playerOnePosition = new Vector2(0, 0);
        Vector2 playerTwoPosition = new Vector2(0, 0);
        Vector2 playerThreePosition = new Vector2(0, 0);
        Vector2 playerFourPosition = new Vector2(0, 0);
        bool playerOneAlive;
        bool playerTwoAlive;
        bool playerThreeAlive;
        bool playerFourAlive;

        // Colors
        Color playerOneColor = new Color(255, 172, 174);
        Color playerTwoColor = new Color(195, 234, 255);
        Color playerThreeColor = new Color(207, 255, 159);
        Color playerFourColor = new Color(255, 242, 132);
        Color defaultColor = new Color(158, 118, 92);

        // CPU player
        string computerDirection;
        Vector2 computerPosition = new Vector2(0, 0);
        bool computerAlive;


        // Game constructor
        public cubeVector()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Change the game resolution
            graphics.PreferredBackBufferWidth = gameWidth;
            graphics.PreferredBackBufferHeight = gameHeight;
            graphics.ApplyChanges();

            // Start game on splash screen
            currentState = states[0];
            splashTimer.Start();
            splashTimer.Elapsed += new ElapsedEventHandler(splashTimer_Tick);

            // Set timer event handlers
            gameTimer.Elapsed += new ElapsedEventHandler(gameTimer_Tick);
            resultsTimer.Elapsed += new ElapsedEventHandler(resultsTimer_Tick);
        }

        // Initialize game variables
        protected override void Initialize()
        {
            // Initialize input states
            CurrentKeyboardStates = new KeyboardState[MaxInputs];
            CurrentGamePadStates = new GamePadState[MaxInputs];

            LastKeyboardStates = new KeyboardState[MaxInputs];
            LastGamePadStates = new GamePadState[MaxInputs];
            GamePadWasConnected = new bool[MaxInputs];

            GamePadWasConnected[2] = true;
            GamePadWasConnected[3] = true;


            // Set starting directions of players
            playerOneDirection = directions[1];
            playerTwoDirection = directions[2];
            playerThreeDirection = directions[0];
            playerFourDirection = directions[3];
            computerDirection = directions[2];

            // Set positions of players
            playerOnePosition = new Vector2(0, 0);
            playerTwoPosition = new Vector2(gameWidth - tileSize, gameHeight - tileSize);
            playerThreePosition = new Vector2(gameWidth - tileSize, 0);
            playerFourPosition = new Vector2(0, gameHeight - tileSize);
            computerPosition = new Vector2(gameWidth - tileSize, gameHeight - tileSize);

            // Set player state
            playerOneAlive = true;
            playerTwoAlive = true;
            playerThreeAlive = true;
            playerFourAlive = true;
            computerAlive = true;

            winner = "undefined";

            // Create out game board
            generateGameBoard();

            base.Initialize();
        }
        
        // Load our images and audio
        protected override void LoadContent()
        {
            contentManager = new ContentManager(this.Services, "Content");
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Load our images
            playerOneTile = contentManager.Load<Texture2D>("Player1");
            playerTwoTile = contentManager.Load<Texture2D>("Player2");
            playerThreeTile = contentManager.Load<Texture2D>("Player3");
            playerFourTile = contentManager.Load<Texture2D>("Player4");
            backgroundTile = contentManager.Load<Texture2D>("Background");
            obstacleTile = contentManager.Load<Texture2D>("Obstacle");
            splashImage= contentManager.Load<Texture2D>("Splash");
            menuBackground = contentManager.Load<Texture2D>("Menu");
            gameBackground = contentManager.Load<Texture2D>("GameBackground");
            defaultBackground= contentManager.Load<Texture2D>("Grey");

            // Load our fonts
            scoreFont = contentManager.Load<SpriteFont>("ScoreFont");
        }

        // Unload our images and audio
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        // Manage game logic that will be calculated constantly
        protected override void Update(GameTime gameTime)
        {

            // Update input states
            for (int i = 0; i < MaxInputs; i++)
            {
                LastKeyboardStates[i] = CurrentKeyboardStates[i];
                LastGamePadStates[i] = CurrentGamePadStates[i];

                CurrentKeyboardStates[i] = Keyboard.GetState((PlayerIndex)i);
                CurrentGamePadStates[i] = GamePad.GetState((PlayerIndex)i);

                if (CurrentGamePadStates[i].IsConnected)
                {
                    GamePadWasConnected[i] = true;
                }
            }
            HandleInput();

            if (gameOverCheck())
            {
                winner = winnerCheck();
                gameTimer.Stop();
                resultsTimer.Start();
                currentState = states[5];
            }

            base.Update(gameTime);
        }

        // Draw the game 
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);
            // Splash screen draw
            if (currentState == states[0])
            {
                spriteBatch.Begin();
                spriteBatch.Draw(splashImage, zero, Color.White);
                spriteBatch.End();
            }

            // Menu screen draw
            if (currentState == states[1])
            {

                spriteBatch.Begin();
                spriteBatch.Draw(menuBackground, zero, Color.White);
                spriteBatch.End();
            }

            // Scoreboard screen draw
            if (currentState == states[2])
            {
                spriteBatch.Begin();
                spriteBatch.Draw(defaultBackground, zero, Color.White);
                spriteBatch.End();
            }

            // Singleplayer game darw
            if (currentState == states[3])
            {
                spriteBatch.Begin();
                spriteBatch.Draw(gameBackground, zero, Color.White);

                for (int i = 0; i < gameWidth / tileSize; i++)
                {
                    for (int j = 0; j < gameHeight / tileSize; j++)
                    {
                        if (gameBoard[i, j] == 1)
                        {
                            if (playerOneAlive)
                            {
                                spriteBatch.Draw(playerOneTile, vectorBoard[i, j], Color.White);
                            }
                            else
                            {
                                spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                            }
                        }
                        if (gameBoard[i, j] == 6)
                        {
                            if (computerAlive)
                            {
                                spriteBatch.Draw(playerTwoTile, vectorBoard[i, j], Color.White);
                            }
                            else
                            {
                                spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                            }
                        }
                        if (gameBoard[i, j] == 5)
                        {
                            spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                        }
                    }
                }
                spriteBatch.End();
            }

            // Multiplayer game draw
            if (currentState == states[4])
            {
                spriteBatch.Begin();
                spriteBatch.Draw(gameBackground, zero, Color.White);

                for (int i = 0; i < gameWidth / tileSize; i++)
                {
                    for (int j = 0; j < gameHeight / tileSize; j++)
                    {
                        if (gameBoard[i, j] == 1)
                        {
                            if (playerOneAlive)
                            {
                                spriteBatch.Draw(playerOneTile, vectorBoard[i, j], Color.White);
                            }
                            else
                            {
                                spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                            }
                        }
                        if (gameBoard[i, j] == 2)
                        {
                            if (playerTwoAlive)
                            {
                                spriteBatch.Draw(playerTwoTile, vectorBoard[i, j], Color.White);
                            }
                            else
                            {
                                spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                            }
                        }
                        if (gameBoard[i, j] == 3 && GamePadWasConnected[2])
                        {
                            if (playerThreeAlive)
                            {
                                spriteBatch.Draw(playerThreeTile, vectorBoard[i, j], Color.White);
                            }
                            else
                            {
                                spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                            }
                        }
                        if (gameBoard[i, j] == 4 && GamePadWasConnected[3])
                        {
                            if (playerFourAlive)
                            {
                                spriteBatch.Draw(playerFourTile, vectorBoard[i, j], Color.White);
                            }
                            else
                            {
                                spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                            }
                        }
                        if (gameBoard[i, j] == 5)
                        {
                            spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                        }
                    }
                }

                spriteBatch.End();
            }


            // Results screen draw
            if (currentState == states[5])
            {
                string resultsString = winner;
                spriteBatch.Begin();
                if (winner != "Tie Game")
                {
                    resultsString = winner + " is the winner";
                }
                spriteBatch.Draw(menuBackground, zero, Color.White);
                Vector2 resultsPosition = new Vector2(gameWidth / 2, gameHeight / 2);
                Vector2 resultsOrigin = scoreFont.MeasureString(resultsString) / 2;

                if (winner == "Player One")
                {
                    spriteBatch.DrawString(scoreFont, Convert.ToString(resultsString), resultsPosition,
                    playerOneColor, 0, resultsOrigin, 1.0f, SpriteEffects.None, 0.5f);
                }
                if (winner == "Player Two")
                {
                    spriteBatch.DrawString(scoreFont, Convert.ToString(resultsString), resultsPosition,
                    playerTwoColor, 0, resultsOrigin, 1.0f, SpriteEffects.None, 0.5f);
                }
                if (winner == "Player Three")
                {
                    spriteBatch.DrawString(scoreFont, Convert.ToString(resultsString), resultsPosition,
                    playerThreeColor, 0, resultsOrigin, 1.0f, SpriteEffects.None, 0.5f);
                }
                if (winner == "Player Four")
                {
                    spriteBatch.DrawString(scoreFont, Convert.ToString(resultsString), resultsPosition,
                    playerFourColor, 0, resultsOrigin, 1.0f, SpriteEffects.None, 0.5f);
                }
                if (winner == "Computer")
                {
                    spriteBatch.DrawString(scoreFont, Convert.ToString(resultsString), resultsPosition,
                    playerTwoColor, 0, resultsOrigin, 1.0f, SpriteEffects.None, 0.5f);
                }
                if (winner == "Tie Game")
                {
                    spriteBatch.DrawString(scoreFont, Convert.ToString(resultsString), resultsPosition,
                    defaultColor, 0, resultsOrigin, 1.0f, SpriteEffects.None, 0.5f);
                }

                spriteBatch.End();
            }

            base.Draw(gameTime);
        }

        // Handles the input of all players
        protected void HandleInput()
        {

            // Splash screen input
            if (currentState == states[0])
            {
                if (IsNewButtonPress(Buttons.Start, 1) || IsNewKeyPress(Keys.Space, 1))
                {
                    currentState = states[1];
                    splashTimer.Stop();
                }
            }

            // Menu screen input
            if (currentState == states[1])
            {
                if (IsNewButtonPress(Buttons.DPadDown, 1) || IsNewKeyPress(Keys.F1, 1))
                {
                    currentState = states[3];
                    gameTimer.Start();
                }
                if (IsNewButtonPress(Buttons.DPadUp, 1) || IsNewKeyPress(Keys.F2, 1))
                {
                    currentState = states[4];
                    gameTimer.Start();
                }
            }

            // Scoreboard screen input
            if (currentState == states[2])
            {

            }

            // Singleplayer game input
            if (currentState == states[3])
            {
                // Player one input
                if (IsNewButtonPress(Buttons.LeftThumbstickLeft, 0) || IsNewKeyPress(Keys.A, 1)){
                    if (playerOneDirection != directions[3]){playerOneDirection = directions[0];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickDown, 0) || IsNewKeyPress(Keys.S, 1)){
                    if (playerOneDirection != directions[2]){playerOneDirection = directions[1];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickUp, 0) || IsNewKeyPress(Keys.W, 1)){
                    if (playerOneDirection != directions[1]){playerOneDirection = directions[2];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickRight, 0) || IsNewKeyPress(Keys.D, 1)){
                    if (playerOneDirection != directions[0]){playerOneDirection = directions[3];}}
            }

            // Multiplayer game input
            if (currentState == states[4])
            {
                // Player one input
                if (IsNewButtonPress(Buttons.LeftThumbstickLeft, 0) || IsNewKeyPress(Keys.A, 1)){
                    if (playerOneDirection != directions[3]){playerOneDirection = directions[0];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickDown, 0) || IsNewKeyPress(Keys.S, 1)){
                    if (playerOneDirection != directions[2]){playerOneDirection = directions[1];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickUp, 0) || IsNewKeyPress(Keys.W, 1)){
                    if (playerOneDirection != directions[1]){playerOneDirection = directions[2];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickRight, 0) || IsNewKeyPress(Keys.D, 1)){
                    if (playerOneDirection != directions[0]){playerOneDirection = directions[3];}}

                // Player two input
                if (IsNewButtonPress(Buttons.LeftThumbstickLeft, 1) || IsNewKeyPress(Keys.F, 1)){
                    if (playerTwoDirection != directions[3]){playerTwoDirection = directions[0];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickDown, 1) || IsNewKeyPress(Keys.G, 1)){
                    if (playerTwoDirection != directions[2]){playerTwoDirection = directions[1];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickUp, 1) || IsNewKeyPress(Keys.T, 1)){
                    if (playerTwoDirection != directions[1]){playerTwoDirection = directions[2];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickRight, 1) || IsNewKeyPress(Keys.H, 1)){
                    if (playerTwoDirection != directions[0]){playerTwoDirection = directions[3];}}

                // Player three input
                if (IsNewButtonPress(Buttons.LeftThumbstickLeft, 2) || IsNewKeyPress(Keys.J, 2)){
                    if (playerThreeDirection != directions[3]){playerThreeDirection = directions[0];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickDown, 2) || IsNewKeyPress(Keys.K, 2)){
                    if (playerThreeDirection != directions[2]){playerThreeDirection = directions[1];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickUp, 2) || IsNewKeyPress(Keys.I, 2)){
                    if (playerThreeDirection != directions[1]){playerThreeDirection = directions[2];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickRight, 2) || IsNewKeyPress(Keys.L, 2)){
                    if (playerThreeDirection != directions[0]){playerThreeDirection = directions[3];}}

                // Player four input
                if (IsNewButtonPress(Buttons.LeftThumbstickLeft, 3) || IsNewKeyPress(Keys.NumPad1, 3)){
                    if (playerFourDirection != directions[3]){playerFourDirection = directions[0];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickDown, 3) || IsNewKeyPress(Keys.NumPad2, 3)){
                    if (playerFourDirection != directions[2]){playerFourDirection = directions[1];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickUp, 3) || IsNewKeyPress(Keys.NumPad5, 3)){
                    if (playerFourDirection != directions[1]){playerFourDirection = directions[2];}}
                if (IsNewButtonPress(Buttons.LeftThumbstickRight, 3) || IsNewKeyPress(Keys.NumPad3, 3)){
                    if (playerFourDirection != directions[0]){playerFourDirection = directions[3];}}
            }


            // Results screen input
            if (currentState == states[5])
            {
                if (IsNewButtonPress(Buttons.A, 1) || IsNewButtonPress(Buttons.Start, 1) ||  IsNewKeyPress(Keys.Space, 1))
                {
                    resultsTimer.Stop();
                    Initialize();
                    currentState = states[1];
                }
            }
        }

        // Timer for the splash screen
        private void splashTimer_Tick(object sender, EventArgs e)
        {
            currentState = states[1];
            splashTimer.Stop();
        }

        // Updates the game board every tick
        private void gameTimer_Tick(object sender, EventArgs e)
        {

            // Singleplayer game input
            if (currentState == states[3])
            {
                if(playerOneAlive)
                {
                    int x1 = Convert.ToInt32(playerOnePosition.X / tileSize);
                    int y1 = Convert.ToInt32(playerOnePosition.Y / tileSize);
                    gameBoard[x1, y1] = 1;

                    if (playerOneDirection == directions[0]){if (!((x1 - 1) * tileSize < 0)){
                            if (!collisionCheck(x1 - 1, y1)) { playerOnePosition = vectorBoard[x1 - 1, y1]; }
                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                    if (playerOneDirection == directions[1]){if (!((y1 + 1) * tileSize > gameHeight - tileSize)){
                            if (!collisionCheck(x1, y1 + 1)) { playerOnePosition = vectorBoard[x1, y1 + 1]; }
                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                    if (playerOneDirection == directions[2]){if (!((y1 - 1) * tileSize < 0)){
                            if (!collisionCheck(x1, y1 - 1)) { playerOnePosition = vectorBoard[x1, y1 - 1]; }
                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                    if (playerOneDirection == directions[3]){if (!((x1 + 1) * tileSize > gameWidth - tileSize)){
                            if (!collisionCheck(x1 + 1, y1)) { playerOnePosition = vectorBoard[x1 + 1, y1]; }
                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                }
                if (computerAlive)
                {
                    int x2 = Convert.ToInt32(computerPosition.X / tileSize);
                    int y2 = Convert.ToInt32(computerPosition.Y / tileSize);
                    gameBoard[x2, y2] = 6;

                    if (computerDirection == directions[0]){if (!((x2 - 1) * tileSize < 0)){
                            if (!collisionCheck(x2 - 1, y2)) { computerPosition = vectorBoard[x2 - 1, y2]; }
                            else { computerAlive = false; }}else{computerAlive = false;}}
                    if (computerDirection == directions[1]){if (!((y2 + 1) * tileSize > gameHeight - tileSize)){
                            if (!collisionCheck(x2, y2 + 1)) { computerPosition = vectorBoard[x2, y2 + 1]; }
                            else { computerAlive = false; }}else{computerAlive = false;}}
                    if (computerDirection == directions[2]){if (!((y2 - 1) * tileSize < 0)){
                            if (!collisionCheck(x2, y2 - 1)) { computerPosition = vectorBoard[x2, y2 - 1]; }
                            else { computerAlive = false; }}else{computerAlive = false;}}
                    if (computerDirection == directions[3]){if (!((x2 + 1) * tileSize > gameWidth - tileSize)){
                            if (!collisionCheck(x2 + 1, y2)) { computerPosition = vectorBoard[x2 + 1, y2]; }
                            else { computerAlive = false; }}else{computerAlive = false;}}
                }
            }

            // Multiplayer game input
            if (currentState == states[4])
            {
                // Player one
                if(playerOneAlive)
                {
                    int x1 = Convert.ToInt32(playerOnePosition.X / tileSize);
                    int y1 = Convert.ToInt32(playerOnePosition.Y / tileSize);
                    gameBoard[x1, y1] = 1;

                    if (playerOneDirection == directions[0]){if (!((x1 - 1) * tileSize < 0)){
                            if (!collisionCheck(x1 - 1, y1)) { playerOnePosition = vectorBoard[x1 - 1, y1]; }
                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                    if (playerOneDirection == directions[1]){if (!((y1 + 1) * tileSize > gameHeight - tileSize)){
                            if (!collisionCheck(x1, y1 + 1)) { playerOnePosition = vectorBoard[x1, y1 + 1]; }
                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                    if (playerOneDirection == directions[2]){if (!((y1 - 1) * tileSize < 0)){
                            if (!collisionCheck(x1, y1 - 1)) { playerOnePosition = vectorBoard[x1, y1 - 1]; }
                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                    if (playerOneDirection == directions[3]){if (!((x1 + 1) * tileSize > gameWidth - tileSize)){
                            if (!collisionCheck(x1 + 1, y1)) { playerOnePosition = vectorBoard[x1 + 1, y1]; }
                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                }

                // Player two
                int x2 = Convert.ToInt32(playerTwoPosition.X / tileSize);
                int y2 = Convert.ToInt32(playerTwoPosition.Y / tileSize);
                gameBoard[x2, y2] = 2;

                    if (playerTwoDirection == directions[0]){if (!((x2 - 1) * tileSize < 0)){
                            if (!collisionCheck(x2 - 1, y2)) { playerTwoPosition = vectorBoard[x2 - 1, y2]; }
                            else { playerTwoAlive = false; }}else{playerTwoAlive = false;}}
                    if (playerTwoDirection == directions[1]){if (!((y2 + 1) * tileSize > gameHeight - tileSize)){
                            if (!collisionCheck(x2, y2 + 1)) { playerTwoPosition = vectorBoard[x2, y2 + 1]; }
                            else { playerTwoAlive = false; }}else{playerTwoAlive = false;}}
                    if (playerTwoDirection == directions[2]){if (!((y2 - 1) * tileSize < 0)){
                            if (!collisionCheck(x2, y2 - 1)) { playerTwoPosition = vectorBoard[x2, y2 - 1]; }
                            else { playerTwoAlive = false; }}else{playerTwoAlive = false;}}
                    if (playerTwoDirection == directions[3]){if (!((x2 + 1) * tileSize > gameWidth - tileSize)){
                            if (!collisionCheck(x2 + 1, y2)) { playerTwoPosition = vectorBoard[x2 + 1, y2]; }
                            else { playerTwoAlive = false; }}else{playerTwoAlive = false;}}
                // Player three
                if (GamePadWasConnected[2])
                {
                    int x3 = Convert.ToInt32(playerThreePosition.X / tileSize);
                    int y3 = Convert.ToInt32(playerThreePosition.Y / tileSize);
                    gameBoard[x3, y3] = 3;
                    if (playerThreeDirection == directions[0]){if (!((x3 - 1) * tileSize < 0)){
                            if (!collisionCheck(x3 - 1, y3)) { playerThreePosition = vectorBoard[x3 - 1, y3]; }
                            else { playerThreeAlive = false; }}else{playerThreeAlive = false;}}
                    if (playerThreeDirection == directions[1]){if (!((y3 + 1) * tileSize > gameHeight - tileSize)){
                            if (!collisionCheck(x3, y3 + 1)) { playerThreePosition = vectorBoard[x3, y3 + 1]; }
                            else { playerThreeAlive = false; }}else{playerThreeAlive = false;}}
                    if (playerThreeDirection == directions[2]){if (!((y3 - 1) * tileSize < 0)){
                            if (!collisionCheck(x3, y3 - 1)) { playerThreePosition = vectorBoard[x3, y3 - 1]; }
                            else { playerThreeAlive = false; }}else{playerThreeAlive = false;}}
                    if (playerThreeDirection == directions[3]){if (!((x3 + 1) * tileSize > gameWidth - tileSize)){
                            if (!collisionCheck(x3 + 1, y3)) { playerThreePosition = vectorBoard[x3 + 1, y3]; }
                            else { playerThreeAlive = false; }}else{playerThreeAlive = false;}}

                }

                // Player four
                if (GamePadWasConnected[3])
                {
                    int x4 = Convert.ToInt32(playerFourPosition.X / tileSize);
                    int y4 = Convert.ToInt32(playerFourPosition.Y / tileSize);
                    gameBoard[x4, y4] = 4;

                    if (playerFourDirection == directions[0]){if (!((x4 - 1) * tileSize < 0)){
                            if (!collisionCheck(x4 - 1, y4)) { playerFourPosition = vectorBoard[x4 - 1, y4]; }
                            else { playerFourAlive = false; }}else{playerFourAlive = false;}}
                    if (playerFourDirection == directions[1]){if (!((y4 + 1) * tileSize > gameHeight - tileSize)){
                            if (!collisionCheck(x4, y4 + 1)) { playerFourPosition = vectorBoard[x4, y4 + 1]; }
                            else { playerFourAlive = false; }}else{playerFourAlive = false;}}
                    if (playerFourDirection == directions[2]){if (!((y4 - 1) * tileSize < 0)){
                            if (!collisionCheck(x4, y4 - 1)) { playerFourPosition = vectorBoard[x4, y4 - 1]; }
                            else { playerFourAlive = false; }}else{playerFourAlive = false;}}
                    if (playerFourDirection == directions[3]){if (!((x4 + 1) * tileSize > gameWidth - tileSize)){
                            if (!collisionCheck(x4 + 1, y4)) { playerFourPosition = vectorBoard[x4 + 1, y4]; }
                            else { playerFourAlive = false; }}else{playerFourAlive = false;}}
                }
            }
        }

        // Timer for the score screen
        private void resultsTimer_Tick(object sender, EventArgs e)
        {
            resultsTimer.Stop();
            Initialize();
            currentState = states[1];
        }

        // Generates the game board
        private void generateGameBoard()
        {
            for (int i = 0; i < gameWidth / tileSize; i++)
            {
                for (int j = 0; j < gameHeight / tileSize; j++)
                {
                    //Change to read from text file
                    gameBoard[i, j] = 0;
                    vectorBoard[i, j] = new Vector2(i * tileSize, j * tileSize);
                }
            }
        }

        // Checks to see if a collision will take place
        private bool collisionCheck(int x, int y)
        {
            if (gameBoard[x, y] == 0)
            {
                return false;
            }
            else
            {
                return true;
            }
        }

        // Check to see if the game should end
        public bool gameOverCheck()
        {
            int playersRemaining;
            if (currentState == states[3])
            {
                playersRemaining = 2;
                if (!playerOneAlive)
                {
                    playersRemaining--;
                }
                if (!computerAlive)
                {
                    playersRemaining--;
                }

                if (playersRemaining <= 1)
                {
                    return true;
                }
            }
            if (currentState == states[4])
            {
                playersRemaining = 2;
                if (GamePadWasConnected[2])
                {
                    playersRemaining = 3;
                }
                if (GamePadWasConnected[3])
                {
                    playersRemaining = 4;
                }

                if (!playerOneAlive)
                {
                    playersRemaining--;
                }

                if (!playerTwoAlive)
                {
                    playersRemaining--;
                }

                if (!playerThreeAlive && GamePadWasConnected[2])
                {
                    playersRemaining--;
                }

                if (!playerFourAlive && GamePadWasConnected[3])
                {
                    playersRemaining--;
                }

                if (playersRemaining <= 1)
                {
                    return true;
                }

            }

            return false;
        }

        // Check to see who the winner of the game is
        public string winnerCheck()
        {
            if (currentState == states[3])
            {
                if (playerOneAlive)
                {
                    return "Player One";
                }
                else if (computerAlive)
                {
                    return "Computer";
                }
                else
                {
                    return "Tie Game";
                }
            }

            if (currentState == states[4])
            {
                if (playerOneAlive)
                {
                    return "Player One";
                }
                else if (playerTwoAlive)
                {
                    return "Player Two";
                }
                else if (playerThreeAlive)
                {
                    return "Player Three";
                }
                else if (playerFourAlive)
                {
                    return "Player Four";
                }
                else
                {
                    return "Tie Game";
                }
            }

            return "undefined";
        }

        // Checks if a key is a new key press
        public bool IsNewKeyPress(Keys key, int player)
        {
            int i = player;
            if (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key))
            {
                return true;
            }
            else
            {
                return false;
            }
        }

        // Checks if a button is a new button press
        public bool IsNewButtonPress(Buttons button, int player)
        {
            int i = player;
            if (CurrentGamePadStates[i].IsButtonDown(button) &&
                        LastGamePadStates[i].IsButtonUp(button))
            {
                return true;
            }
            else
            {
                return false;
            }
        }


    }
}

Last edited by Izzy; 12-9-2010 at 12:45 AM..
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