Beispiel #1
0
        void SpawnItem(LevelItem_1 item)
        {
            GameNode node = null;

            if (item.Type == ItemType_1.EnemyInterceptor) node = new EnemyInterceptor(Config.EnemyInterceptorSpriteSheet);
            else if (item.Type == ItemType_1.EnemyAvoider) node = new EnemyAvoider(Config.EnemyAvoiderSpriteSheet);
            else if (item.Type == ItemType_1.EnemyChaser) node = new EnemyChaser(Config.EnemyChaserSpriteSheet);
            else if (item.Type == ItemType_1.EnemyDasher) node = new EnemyDasher(Config.EnemyDasherSpriteSheet);
            else if (item.Type == ItemType_1.EnemyShooter) node = new EnemyShooter(Config.EnemyShooterSpriteSheet);
            else if (item.Type == ItemType_1.PowerupHealth) node = new PowerupHealth(Config.PowerupSlowAllSpriteSheet);
            else if (item.Type == ItemType_1.PowerupMissiles) node = new PowerupMissiles(Config.PowerupMissileSpriteSheet);
            else if (item.Type == ItemType_1.PowerupWeaponAutoBurst) node = new PowerupWeaponAutoBurst(Config.PowerupSlowAllSpriteSheet);
            else if (item.Type == ItemType_1.boss1) node = new boss1(Config.BossSpriteSheet);
            else if (item.Type == ItemType_1.PowerupDamageAll) node = new PowerupDamageAll(Config.PowerupSlowAllSpriteSheet);
            else if (item.Type == ItemType_1.PowerupFreeze) node = new PowerupFreeze(Config.PowerupMissileSpriteSheet);
            else if (item.Type == ItemType_1.PowerupDoubleShot) node = new PowerupDoubleShot(Config.PowerupSlowAllSpriteSheet);
            else if (item.Type == ItemType_1.PowerupTripleShot) node = new PowerupTripleShot(Config.PowerupSlowAllSpriteSheet);
            else if (item.Type == ItemType_1.PowerupAddBullet) node = new PowerupAddBullet(Config.PowerupAddProjectileSpriteSheet);
            else if (item.Type == ItemType_1.PowerupShotSpeed) node = new PowerupShotSpeed(Config.PowerupProjectileSpeedSpriteSheet);
            else if (item.Type == ItemType_1.Coin) node = new Coin(Config.CoinSpriteSheet);

            if (node != null)
            {
                //TODO: suppy levelItem Y position from item
                //node.Position = new Vector2(item.PositionX, -node.Sprite.Origin.Y);
                node.Position = new Vector2(item.PositionX, item.PositionY);
                node.Speed = item.Speed;
                node.Direction = item.Direction;
            }

        }
Beispiel #2
0
        void SpawnItem(LevelItem_6 item)
        {
            GameNode node = null;

            if (item.Type == ItemType_6.Bug1) node = new Bug1(Config.Bug1SpriteSheet);
            else if (item.Type == ItemType_6.Bug2) node = new Bug2(Config.Bug2SpriteSheet);
            else if (item.Type == ItemType_6.Bug3) node = new Bug3(Config.Bug3SpriteSheet);
            else if (item.Type == ItemType_6.Bug4) node = new Bug4(Config.Bug4SpriteSheet);
            else if (item.Type == ItemType_6.BugDagger1) node = new BugDagger1(Config.BugDagger1SpriteSheet);
            else if (item.Type == ItemType_6.BugDagger2) node = new BugDagger2(Config.BugDagger2SpriteSheet);
            else if (item.Type == ItemType_6.BugDagger3) node = new BugDagger3(Config.BugDagger3SpriteSheet);
            else if (item.Type == ItemType_6.PowerupHealth) node = new PowerupHealth(Config.PowerupSlowAllSpriteSheet);
            else if (item.Type == ItemType_6.PowerupMissiles) node = new PowerupMissiles(Config.PowerupMissileSpriteSheet);
            else if (item.Type == ItemType_6.PowerupWeaponAutoBurst) node = new PowerupWeaponAutoBurst(Config.PowerupSlowAllSpriteSheet);

            if (node != null)
            {
                //TODO: suppy levelItem Y position from item
                //node.Position = new Vector2(item.PositionX, -node.Sprite.Origin.Y);
                node.Position = new Vector2(item.PositionX, item.PositionY);
                node.Speed = item.Speed;
                node.Direction = item.Direction;
            }

        }
Beispiel #3
0
        protected override void Explode()
        {

            if (Config.Level == LevelSelect.Five)
            {
                int rand = Config.Rand.Next(1000);
                if (rand >= Config.timeDropChance)
                {
                    PowerupSlowAll slowAll = new PowerupSlowAll(Config.PowerupSlowAllSpriteSheet);
                    slowAll.Position = this.Position;
                }
            }

            int random = Config.Rand.Next(1000);

            //if (random == 1)
            //{
            //    PowerupHealth health = new PowerupHealth(Config.PowerupHealthSpriteSheet);
            //    health.Position = this.Position;
            //}

            if (random <= Config.shieldDropChance)
            {
                PowerupShields shields = new PowerupShields(Config.PowerupShieldsSpriteSheet);
                shields.Position = this.Position;
            }
            else if (random <= Config.projectileDropChance)
            {
                PowerupAddBullet addProjectile = new PowerupAddBullet(Config.PowerupAddProjectileSpriteSheet);
                addProjectile.Position = this.Position;
            }
            else if (random <= Config.missileDropChance)
            {
                PowerupMissiles Missiles = new PowerupMissiles(Config.PowerupMissileSpriteSheet);
                Missiles.Position = this.Position;
            }
            else if (random <= Config.firerateDropChance)
            {
                PowerupShotSpeed shotSpeed = new PowerupShotSpeed(Config.PowerupProjectileSpeedSpriteSheet);
                shotSpeed.Position = this.Position;
            }
            else if (random <= Config.laserDropChance)
            {
                PowerupLaserDefence laserDefence = new PowerupLaserDefence(Config.PowerupLaserDefenceSpriteSheet);
                laserDefence.Position = this.Position;
            }
            //else if (random >= 19 && random <= 28)

            //else if (random >= 29 && random <= 33)

            //if (random >= 29)
            //{
            //    //if (Config.Level == LevelSelect.Six)
            //    //{
            //        PowerupMissiles Missiles = new PowerupMissiles(Config.PowerupMissileSpriteSheet);
            //        Missiles.Position = this.Position;
            //    //}
            //}

            //else if (random > 20)
            //{
            //    PowerupAddBulletEnemy enemyPowerup = new PowerupAddBulletEnemy(Config.PowerupAddProjectileSpriteSheet);
            //    enemyPowerup.Position = this.Position;
            //}
            //else if (random == 6)
            //{
            //    PowerupDamageAll Lightning = new PowerupDamageAll(Config.PowerupLightningSpriteSheet);
            //    Lightning.Position = this.Position;
            //}

            //else if (random == 3)
            //{
            //    PowerupDoubleShot doubleShot = new PowerupDoubleShot(Config.MissilePowerupSheet);
            //    doubleShot.Position = this.Position;
            //}
            //else if (random == 4)
            //{
            //    PowerupTripleShot tripleShot = new PowerupTripleShot(Config.MissilePowerupSheet);
            //    tripleShot.Position = this.Position;
            //}
            //else if (random == 5)
            //{
            //    PowerupMissiles Missiles = new PowerupMissiles(Config.MissilePowerupSheet);
            //    Missiles.Position = this.Position;
            //}

            base.Explode();
        }