Beispiel #1
0
        public Drops(Game1 game, World world, Player player)
        {
            ethanolTexture = game.Content.Load<Texture2D>("Flask");
            hpTexture = game.Content.Load<Texture2D>("MedKit");

            ethanolBox = new DrawableGameObject(world, ethanolTexture, new Vector2(32, 32), 1, "athyl", 0);
            hpBox = new DrawableGameObject(world, hpTexture, new Vector2(32, 32), 1, "hpBox", 0);
            //ethanolBox.body.OnCollision += PickupsForPlayer;
            //hpBox.body.OnCollision += PickupsForPlayer;
            ethanolBox.body.OnCollision += new OnCollisionEventHandler(PickupsForPlayer);
            hpBox.body.OnCollision += new OnCollisionEventHandler(PickupsForPlayer);

            hpBox.body.FixedRotation = true;
            ethanolBox.body.FixedRotation = true;
            this.playerz = player;
            this.gamez = game;
            this.world = world;
            ethanolBox.body.BodyType = BodyType.Dynamic;
            hpBox.body.BodyType = BodyType.Dynamic;

            ethanolDrop = false;
            hpDrop = false;
            //ethanolBox.body.IgnoreCollisionWith(player.torso.body);
            //hpBox.body.IgnoreCollisionWith(player.torso.body);
            //hpBox.body.IgnoreCollisionWith(player.wheel.body);
            //ethanolBox.body.IgnoreCollisionWith(player.wheel.body);
            hpBox.body.SleepingAllowed = false;
            ethanolBox.body.SleepingAllowed = false;
            hpBox.body.Friction = 100f;
            ethanolBox.body.Friction = 100f;
        }
Beispiel #2
0
 public Bullet(DrawableGameObject Obj, float Damage, Game1 game, World world, float LifeTime)
 {
     this.Obj = Obj;
     this.Damage = Damage;
     this.game = game;
     this.world = world;
     this.WasFired = Game1.runTime;
     this.LifeTime = LifeTime;
 }
Beispiel #3
0
 public ActiveSkills()
 {
     this.shieldGfx = null;
     this.shieldOnGround = false;
     this.player = null;
     this.rowFrame = 0;
     this.world = null;
     this.shieldTexture = null;
     this.shieldHP = 0;
     this.removeShield = false;
     this.shieldCooldown = 0;
     this.shieldActivate = false;
     this.direction = Player.Direction.Right;
     this.shieldDuration = 0;
 }
Beispiel #4
0
        public ActiveSkills(World world, Game1 game, Player player, Player.Direction direction)
        {
            this.shieldTexture = game.Content.Load<Texture2D>("Projectiles/Shield");
            this.direction = direction;
            this.player = player;
            this.world = world;
            this.shieldHP = (int)((player.skillTree.playerInfo.playerHP / 10) * player.skillTree.ShieldPoint);
            this.shieldDuration += 2 * player.skillTree.ShieldPoint;
            this.shieldCooldown -= 4 * player.skillTree.ShieldCDPoint;

            shieldGfx = new DrawableGameObject(world, shieldTexture, new Vector2(shieldTexture.Width, shieldTexture.Height), 90, "shield");

            if (direction == Player.Direction.Right)
            {
                shieldGfx.Position = new Vector2(player.torso.Position.X + shieldGfx.texture.Width * 1.5f, player.torso.Position.Y);
            }
            else
            {
                shieldGfx.Position = new Vector2(player.torso.Position.X - shieldGfx.texture.Width * 1.5f, player.torso.Position.Y);
            }

            shieldGfx.body.FixedRotation = true;
            shieldGfx.body.BodyType = BodyType.Dynamic;
        }
Beispiel #5
0
 private void SetCollisionCategories(DrawableGameObject b, int tileNumber)
 {
     if (tileNumber == 0)
         b.body.CollisionCategories = Category.Cat5;         //LeftUpperCorner
     else if (tileNumber == 1)
         b.body.CollisionCategories = Category.Cat5;         //Ground
     else if (tileNumber == 2)
         b.body.CollisionCategories = Category.Cat5;         //RightUpperCorner
     else if (tileNumber == 3)
         b.body.CollisionCategories = Category.Cat6;         //LeftWall
     else if (tileNumber == 4)
         b.body.CollisionCategories = Category.Cat6;         //Middle
     else if (tileNumber == 5)
         b.body.CollisionCategories = Category.Cat6;         //RightWall
     else if (tileNumber == 6)
         b.body.CollisionCategories = Category.Cat7;         //LeftDownCorner
     else if (tileNumber == 7)
         b.body.CollisionCategories = Category.Cat7;         //Ceiling
     else if (tileNumber == 8)
         b.body.CollisionCategories = Category.Cat7;         //RightDownCorner
 }
Beispiel #6
0
        private void DrawTilesOnPlace()
        {
            Vector2 bodySize = new Vector2(33f, 33f);

            for (int y = 0; y < 70; y++)
            {
                middleTileNr++;

                if (middleTileNr > 9)
                    middleTileNr = 1;

                for (int x = 0; x < 322; x++)
                {
                    if (colors2D[x, y] == new Color(255, 0, 0))             //Red  LeftUpperCorner
                    {
                        CreateDrawableGameObject(x, y, 0, bodySize, true);
                    }
                    else if (colors2D[x, y] == new Color(255, 255, 0))           //Yellow    Ground
                    {
                        CreateDrawableGameObject(x, y, 1, bodySize, true);
                    }
                    else if (colors2D[x, y] == new Color(0, 255, 0))             //Green     RightUpperCorner
                    {
                        CreateDrawableGameObject(x, y, 2, bodySize, true);
                    }
                    else if (colors2D[x, y] == new Color(0, 0, 255))             //DarkBlue  LeftWall
                    {
                        CreateDrawableGameObject(x, y, 3, bodySize, true);
                    }
                    else if (colors2D[x, y] == new Color(0, 0, 0))               //Black     Middle
                    {
                        CreateDrawableGameObject(x, y, 4, bodySize, false);
                    }
                    else if (colors2D[x, y] == new Color(0, 246, 255))           //LightBlue     RightWall
                    {
                        CreateDrawableGameObject(x, y, 5, bodySize, true);
                    }
                    else if (colors2D[x, y] == new Color(96, 57, 19))            //Brown     LeftDownCorner
                    {
                        CreateDrawableGameObject(x, y, 6, bodySize, true);
                    }
                    else if (colors2D[x, y] == new Color(83, 71, 65))            //Gray      Ceiling
                    {
                        CreateDrawableGameObject(x, y, 7, bodySize, true);
                    }
                    else if (colors2D[x, y] == new Color(77, 0, 68))             //Purple    RightDownCorner
                    {
                        CreateDrawableGameObject(x, y, 8, bodySize, true);
                    }
                    else if (colors2D[x, y] == new Color(121, 0, 0))                //Goal Tiles;
                    {
                        b = new DrawableGameObject(world, lvl3[0], bodySize, 0, "goal");
                        b.Position = new Vector2((x - 1) * 32 + 16, (y - 1) * 32 + 16);
                        b.body.BodyType = BodyType.Static;
                        b.body.Awake = false;
                        b.body.CollisionCategories = Category.Cat13;
                    }
                    else if (colors2D[x, y] == new Color(150, 150, 150))         //Quest Button
                    {
                        button = new DrawableGameObject(world, buttonTexture, 0, "button");
                        button.Position = new Vector2((x - 1) * 32 + 16, (y - 1) * 32 + 16);
                        button.body.BodyType = BodyType.Static;
                        b.body.Awake = false;
                        body.Add(button);
                    }
                    else if (colors2D[x, y] == new Color(255, 102, 0))           //Invicible walls
                    {
                        b = new DrawableGameObject(world, lvl3[0], bodySize, 0, "ground");
                        b.Position = new Vector2((x - 1) * 32 + 16, (y - 1) * 32 + 16);
                        b.body.BodyType = BodyType.Static;
                        b.body.Awake = false;
                        b.body.CollisionCategories = Category.Cat12;
                    }

                    progress++;
                }
                progress++;
            }
            RandomizeList();
        }
Beispiel #7
0
        private void CreateDrawableGameObject(int x, int y, int tileNumber, Vector2 BodySize, bool Collidable)
        {
            if (currentLevel == 1)                     //Sets the borders between the different levels in our game.
                b = new DrawableGameObject(world, lvl1[tileNumber], BodySize, 0, "ground");
            else if (currentLevel == 2)
                b = new DrawableGameObject(world, lvl2[tileNumber], BodySize, 0, "ground");
            else if (currentLevel == 3)
                b = new DrawableGameObject(world, lvl3[tileNumber], BodySize, 0, "ground");

            b.Position = new Vector2((x - 1) * 32 + 16, (y-1) * 32 + 16);
            b.body.BodyType = BodyType.Static;
            b.body.Awake = false;
            if (!Collidable)
            {
                for (int i = 0; i < b.body.FixtureList.Count; i++)
                {
                    b.body.DestroyFixture(b.body.FixtureList[i]);
                }
            }
            SetCollisionCategories(b, tileNumber);
            body.Add(b);
            randomizeMiddleTexture(x, y, BodySize);
        }
Beispiel #8
0
        /// <summary>
        /// Adds a melee bullet
        /// </summary>
        /// <param name="position"></param>
        /// <param name="direction"></param>
        /// <param name="world"></param>
        /// <param name="speed"></param>
        /// <param name="wheel"></param>
        /// <param name="damage"></param>
        public void NewMeleeBullet(Vector2 position, Player.Direction direction, World world, float speed, Body wheel, float damage)
        {
            DrawableGameObject Obj = new DrawableGameObject(world, game.Content.Load<Texture2D>("Projectiles/Fist"), new Vector2(22, 14), 10, "melee");
            Obj.body.IsBullet = true;
            Obj.body.Position = position;
            Obj.body.IgnoreGravity = true;
            Obj.body.IsSensor = true;
            Obj.body.IgnoreCollisionWith(wheel);

            switch (direction)
            {
                case Player.Direction.Right:
                    Obj.texture = game.Content.Load<Texture2D>("Projectiles/FistFlip");
                    Obj.body.FixedRotation = true;
                    Obj.body.ApplyLinearImpulse(new Vector2(speed, 0));
                    break;

                case Player.Direction.Left:
                    Obj.body.FixedRotation = true;
                    Obj.body.ApplyLinearImpulse(new Vector2(speed * -1, 0));
                    break;

                default:
                    break;
            }

            newbullets.Add(new Bullet(Obj, damage, game, world, meleeBulletLifeTime));
            newbullets[newbullets.Count - 1].Obj.body.OnCollision += new OnCollisionEventHandler(body_OnCollision);
        }
Beispiel #9
0
        /// <summary>
        /// prototyp, kulor som fienden skjuter
        /// </summary>
        /// <param name="position"></param>
        /// <param name="direction"></param>
        /// <param name="world"></param>
        /// <param name="speed"></param>
        public void NewEnemyBullet(Vector2 position, Player.Direction direction, World world, float speed, Body wheel, float damage)
        {
            //Allows the linear bullets to have some spread!
            float spread = random.Next(-2, 2);

            //Allows diagonal bullets to have some spread!
            float spreaddiagonal = random.Next(1, 5);
            spread /= 133;

            spread = 0;
            spreaddiagonal = 3;

            DrawableGameObject Obj = new DrawableGameObject(world, game.Content.Load<Texture2D>("Projectiles/Bullet"), new Vector2(10, 4), 10, "hostile");
            Obj.body.IsBullet = true;
            Obj.body.Position = position;
            Obj.body.IgnoreGravity = true;
            Obj.body.IsSensor = true;
            Obj.body.IgnoreCollisionWith(wheel);

            switch (direction)
            {
                case Player.Direction.Right:
                    Obj.body.Rotation = MathHelper.ToRadians(180);
                    Obj.body.FixedRotation = true;
                    Obj.body.ApplyLinearImpulse(new Vector2(speed, spread * 0.2f));
                    break;

                case Player.Direction.Left:
                    Obj.body.FixedRotation = true;
                    Obj.body.ApplyLinearImpulse(new Vector2(speed * -1, spread * 0.2f));
                    break;
            }

            newbullets.Add(new Bullet(Obj, damage, game, world, bulletLifeTime));

            newbullets[newbullets.Count - 1].Obj.body.OnCollision += new OnCollisionEventHandler(body_OnCollision);
        }
Beispiel #10
0
        /// <summary>
        /// Create a sniper bullet in the direction of the crosshair
        /// </summary>
        /// <param name="position">Position to shoot from</param>
        /// <param name="direction">Direction of bullet</param>
        /// <param name="world"></param>
        /// <param name="wheel"></param>
        /// <param name="damage">Bullet damage</param>
        public void NewBullet(Vector2 position, Vector2 direction, World world, Body wheel, Body torso, float damage, bool player)
        {
            DrawableGameObject Obj;
            if(player)
                Obj = new DrawableGameObject(world, game.Content.Load<Texture2D>("Projectiles/Bullet"), new Vector2(11, 8), 10, "shot");
            else
                Obj = new DrawableGameObject(world, game.Content.Load<Texture2D>("Projectiles/Bullet"), new Vector2(11, 8), 10, "hostile");

            Obj.body.IsBullet = true;
            Obj.body.Position = position;
            Obj.body.IgnoreGravity = true;

            Obj.body.IsSensor = true;
            Obj.body.IgnoreCollisionWith(wheel);
            Obj.body.IgnoreCollisionWith(torso);

            //calculate direction and rotation
            float dotProd = Vector2.Dot(Vector2.UnitY, direction);
            float rotation = (direction.X > 0) ? -(float)Math.Acos(dotProd) + MathHelper.ToRadians(-90) : (float)Math.Acos(dotProd) + MathHelper.ToRadians(-90);
            Obj.body.Rotation = rotation;
            Obj.body.FixedRotation = true;

            Obj.body.ApplyLinearImpulse(direction / 20);

            newbullets.Add(new Bullet(Obj, damage, game, world, bulletLifeTime));
            newbullets[newbullets.Count - 1].Obj.body.OnCollision += new OnCollisionEventHandler(body_OnCollision);
        }
Beispiel #11
0
        /// <summary>
        /// Adds a new bullet to the list
        /// </summary>
        /// <param name="position"></param>
        /// <param name="direction"></param>
        /// <param name="world"></param>
        public void NewBullet(Vector2 position, Player.Direction direction, World world, float speed, Body wheel, Body torso, float damage, bool sniper)
        {
            float spread = 0;
            float spreadDiagonal = 1;

            if (!sniper)
            {
                //Allows the linear bullets to have some spread!
                //spread = random.Next(-2, 2);

                //Allows diagonal bullets to have some spread!
                //spreadDiagonal = random.Next(1, 5);
                //spread /= 133;
            }

            DrawableGameObject Obj = new DrawableGameObject(world, game.Content.Load<Texture2D>("Projectiles/Bullet"), new Vector2(11, 8), 10, "shot");
            Obj.body.IsBullet = true;
            Obj.body.Position = position;
            Obj.body.IgnoreGravity = true;
            Obj.body.IsSensor = true;
            Obj.body.IgnoreCollisionWith(wheel);
            Obj.body.IgnoreCollisionWith(torso);

            switch (direction)
            {
                case Player.Direction.Right:
                    Obj.body.Rotation = MathHelper.ToRadians(180);
                    Obj.body.FixedRotation = true;
                    Obj.body.ApplyLinearImpulse(new Vector2(speed, spread * 0.2f));
                    break;

                case Player.Direction.Left:
                    Obj.body.FixedRotation = true;
                    Obj.body.ApplyLinearImpulse(new Vector2(speed * -1, spread * 0.2f));
                    break;

                case Player.Direction.Down:
                    Obj.body.Rotation = MathHelper.ToRadians(270);
                    Obj.body.FixedRotation = true;
                    Obj.body.ApplyLinearImpulse(new Vector2(spread * 0.2f, speed));
                    break;

                case Player.Direction.Up:
                    Obj.body.Rotation = MathHelper.ToRadians(90);
                    Obj.body.FixedRotation = true;
                    Obj.body.ApplyLinearImpulse(new Vector2(spread * 0.2f, speed * -1.0f));
                    break;

                case Player.Direction.Upright:
                    Obj.body.Rotation = MathHelper.ToRadians(135);
                    Obj.body.FixedRotation = true;
                    Obj.body.ApplyLinearImpulse(new Vector2(speed / 2, speed / 2 * -1.0f) * spreadDiagonal);
                    break;

                case Player.Direction.Upleft:
                    Obj.body.Rotation = MathHelper.ToRadians(45);
                    Obj.body.FixedRotation = true;
                    Obj.body.ApplyLinearImpulse(new Vector2(speed / 2 * -1.0f, speed / 2 * -1.0f) * spreadDiagonal);
                    break;

                case Player.Direction.Downright:
                    Obj.body.Rotation = MathHelper.ToRadians(-135);
                    Obj.body.FixedRotation = true;
                    Obj.body.ApplyLinearImpulse(new Vector2(speed / 2, speed / 2) * spreadDiagonal);
                    break;

                case Player.Direction.Downleft:
                    Obj.body.Rotation = MathHelper.ToRadians(-45);
                    Obj.body.FixedRotation = true;
                    Obj.body.ApplyLinearImpulse(new Vector2(speed / 2 * -1.0f, speed / 2) * spreadDiagonal);
                    break;

                default:
                    break;

            }
            newbullets.Add(new Bullet(Obj, damage, game, world, bulletLifeTime));
            newbullets[newbullets.Count - 1].Obj.body.OnCollision += new OnCollisionEventHandler(body_OnCollision);
        }
Beispiel #12
0
        public void FireBreath(Vector2 position, Player.Direction direction, World world, float speed, float damage)
        {
            for (int i = 0; i < 5; i++)
            {
                DrawableGameObject Obj = new DrawableGameObject(world, game.Content.Load<Texture2D>("Projectiles/Bullet"), new Vector2(22, 14), 10, "fire");
                Obj.body.IsBullet = true;
                Obj.body.Position = position;
                Obj.body.IgnoreGravity = true;
                Obj.body.IsSensor = true;

                switch (direction)
                {
                    case Player.Direction.Right:
                        Obj.body.Rotation = MathHelper.ToRadians(180);
                        Obj.body.FixedRotation = true;
                        Obj.body.ApplyLinearImpulse(new Vector2(speed, 0.1f - (float)i/20));
                        break;

                    case Player.Direction.Left:
                        Obj.body.FixedRotation = true;
                        Obj.body.ApplyLinearImpulse(new Vector2(speed * -1, -0.1f + (float)i/20));
                        break;
                }

                newbullets.Add(new Bullet(Obj, damage, game, world, FireLifeTime));

                newbullets[newbullets.Count - 1].Obj.body.OnCollision += new OnCollisionEventHandler(body_OnCollision);
            }
        }