Beispiel #1
0
        private void CheckCollisions(CollisionEngine collisionEngine, SoundEngine soundEngine, 
            List<Powerup> powerups, List<Asteroid> asteroids)
        {
            // Check if the ship hits the edge of the universe
            if (collisionEngine.CollidesWithEdge(this.Position, this.BoundingSphere))
            {
                float edge = collisionEngine.EDGE_OF_UNIVERSE;

                Vector3 pos = this.Position;
                if (pos.X > edge)
                    pos.X = edge;
                if (pos.X < -edge)
                    pos.X = -edge;
                if (pos.Y > edge)
                    pos.Y = edge;
                if (pos.Y < -edge)
                    pos.Y = -edge;
                if (pos.Z > edge)
                    pos.Z = edge;
                if (pos.Z < -edge)
                    pos.Z = -edge;
                UpdatePosition(pos);
            }

            // The ship is destroyed if it hits an asteroid unless it has a shield,
            // in that case the asteroid is destroyed.
            foreach (Asteroid asteroid in asteroids)
            {
                if (collisionEngine.CollideTwoObjects(this.BoundingSphere,
                    asteroid.BoundingSphere))
                {
                    if (this.Shield != null)
                    {
                        asteroid.Destroyed = true;
                        this.Shield = null;
                    }
                    else
                    {
                        this.Destroyed = true;
                        LoseLife();
                    }
                    if (soundEngine.Explosion.State != SoundState.Playing)
                        soundEngine.Explosion.Play();
                }
            }

            // The ship gets a powerup if it runs over it
            foreach (Powerup powerup in powerups)
            {
                if (collisionEngine.CollideTwoObjects(this.BoundingSphere, powerup.BoundingSphere))
                {
                    if (powerup.Type == Powerup.PowerupType.Shield && this.Shield == null)
                        this.Shield = powerup;
                    if (powerup.Type == Powerup.PowerupType.Shrink && this.Shrink == null)
                        this.Shrink = powerup;
                    powerup.Collected = true;
                    // The powerup is activated if it is a shield
                    if (powerup.Type == Powerup.PowerupType.Shield)
                    {
                        powerup.Activated = true;
                        soundEngine.Shield.Play();
                    }
                    break;
                }
            }
        }
Beispiel #2
0
        public void Update(Vector3 direction, CollisionEngine collisionEngine, 
            SoundEngine soundEngine, ParticleEngine particleEngine,List<Asteroid> asteroids, 
            List<Powerup> powerups, MouseState originalMouseState, GameTime gameTime, 
            GraphicsDevice device)
        {
            if (this.Shrink != null)
            {
                if (this.Shrink.Activated)
                {
                    this.Shrink.Update(gameTime);
                    if (this.Shrink.Timer <= 0)
                    {
                        this.Shrink = null;
                        this.BoundingSphere = new BoundingSphere(
                            this.Position, this.BoundingSphere.Radius / 0.25f);
                        soundEngine.Grow.Play();
                    }
                    else
                    {
                        this.BoundingSphere = new BoundingSphere(
                            this.Position, this.BoundingSphere.Radius * 0.25f);
                    }
                }
            }
            CheckCollisions(collisionEngine, soundEngine, powerups, asteroids);

            if (this.Destroyed)
            {
                if (this.Lives == 0)
                    return;
                else
                {
                    particleEngine.AddParticle(gameTime, this.Position);
                    UpdatePosition(new Vector3(0, 0, 0));
                    this.Destroyed = false;
                    this.Speed = 0f;
                    this.Velocity = Vector3.Zero;
                    this.Rotation = Quaternion.Identity;
                }
            }

            ProcessKeyboard(direction, gameTime, soundEngine);
            ProcessMouse(originalMouseState, gameTime, device);
        }
Beispiel #3
0
 public void Update(CollisionEngine collisionEngine, SoundEngine soundEngine,
     ParticleEngine particleEngine, GameTime gameTime, List<Asteroid> asteroids)
 {
     CheckCollisions(collisionEngine, soundEngine, particleEngine, gameTime, asteroids);
     float speed = VELOCITY_CONST / gameTime.ElapsedGameTime.Milliseconds;
     Vector3 velocity = speed * this.Direction;
     Vector3 newPos = this.Position + velocity;
     UpdatePosition(newPos);
 }
Beispiel #4
0
        private void CheckCollisions(CollisionEngine collisionEngine, SoundEngine soundEngine,
            ParticleEngine particleEngine, GameTime gameTime, List<Asteroid> asteroids)
        {
            // Destroy the torpedo if it hits the edge of the universe
            if (collisionEngine.CollidesWithEdge(this.Position, this.BoundingSphere))
            {
                if (soundEngine.Explosion.State != SoundState.Playing)
                    soundEngine.Explosion.Play();
                this.Destroyed = true;
                particleEngine.AddParticle(gameTime, this.Position);
            }

            // Destroy the torpedo if it hits an asteroid
            foreach (Asteroid asteroid in asteroids)
            {
                if (collisionEngine.CollideTwoObjects(this.BoundingSphere, asteroid.BoundingSphere))
                {
                    particleEngine.AddParticle(gameTime, this.Position);
                    this.Destroyed = true;
                    break;
                }
            }
        }
Beispiel #5
0
 protected override void LoadContent()
 {
     spriteBatch = new SpriteBatch(GraphicsDevice);
     device = graphics.GraphicsDevice;
     Mouse.SetPosition(device.Viewport.Width / 2, device.Viewport.Height / 2);
     originalMouseState = Mouse.GetState();
     billboardEffect = this.Content.Load<Effect>("Shaders/billboard_effect");
     camera = new Camera(device);
     lifeTexture = this.Content.Load<Texture2D>("Sprites/spaceship_sprite");
     explosionParticleTexture = this.Content.Load<Texture2D>("Sprites/explosion_particle");
     shieldSprite = this.Content.Load<Texture2D>("Sprites/power_up_shield");
     shrinkSprite = this.Content.Load<Texture2D>("Sprites/power_up_shrink");
     timeFont = Content.Load<SpriteFont>("Fonts/Courier New");
     collisionEngine = new CollisionEngine();
     particleEngine = new ParticleEngine(explosionParticleTexture, billboardEffect, device);
     soundEngine = new SoundEngine(this.Content);
     skybox = new Skybox();
     skybox.LoadModel(this.Content, effect);
     spaceship = new Spaceship();
     spaceship.LoadModelAndTexture(this.Content, effect);
     torpedoes = new List<Torpedo>();
     powerups = new List<Powerup>();
     LoadAsteroids();
 }