Beispiel #1
0
        public void Initialize()
        {
            //Clear global arrays in case we restart the game
            Defines.playersGestures.Clear();
            Defines.playerFusionTriggered.Clear();

            Defines.clientBounds = ScreenManager.Game.Window.ClientBounds;
            //Set up the frames counter
            ScreenManager.Game.Components.Add(new FPSComponent(ScreenManager.Game));

            // Initialize an instance of the high score screen

            //Set up the sprite managers
            enemySpriteManager = new SpriteManager(ScreenManager.Game);

            //Set up the players
            //TODO: Only signed in players should be added.
            playerManager = new PlayerManager(ScreenManager.Game);

            // Set up powerup manager
            powerupManager = new PowerupManager(ScreenManager.Game);

            // Set up the charge Bar
            chargeBar = new ChargeBar(ScreenManager.Game);

            //Set up the particle system manager.
            Defines.particleManager = new ParticleManager(ScreenManager.Game);
        }
        /// <summary>
        /// Initialize the game, after the ScreenManager is set, but not every time
        /// the graphics are reloaded.
        /// </summary>
        public void Initialize()
        {
            Defines.playersGestures.Clear();
            Defines.playerFusionTriggered.Clear();

            Defines.clientBounds = ScreenManager.Game.Window.ClientBounds;
            //Set up the frames counter
            ScreenManager.Game.Components.Add(new FPSComponent(ScreenManager.Game));

            //Set up the bloom post-process effect
            bloomComponent = new BloomComponent(ScreenManager.Game);
            //bloomComponent.Visible = false;
            ScreenManager.Game.Components.Add(bloomComponent);

            // Initialize an instance of the high score screen
            hss = new HighScoreScreen(ScreenManager.Game);

            //Set up the console writer.
            //consoleComponent = new ConsoleComponent(clientBounds);

            //Set up the sprite managers
            //playerSpriteManager = new SpriteManagerComponent(this);
            enemySpriteManager = new SpriteManager(ScreenManager.Game);

            //Set up the players
            //TODO: Only signed in players should be added.
            playerManager = new PlayerManager(ScreenManager.Game);

            // Check whether if two controllers are currently active (Comment to default to two-player mode)
            // TODO: Add additional check for if the game is currently running or not
            //if (!GamePad.GetState(PlayerIndex.Two).IsConnected)
            //    twoPlayerMode = false;

            // Set up powerup manager
            powerupManager = new PowerupManager(ScreenManager.Game);

            // Set up the charge Bar
            chargeBar = new ChargeBar(ScreenManager.Game);

            // Set up repair powerup
            // repairPowerup = new RepairPowerup(ScreenManager.Game);

            //Set up the particle system manager.
            Defines.particleManager = new ParticleManager(ScreenManager.Game);

            gameOver = false;
        }
Beispiel #3
0
        private void checkCollision(Player currentPlayer)
        {
            //Check for collisions
            for (int j = 0; j < currentPlayer.shipManager.shipList.Count; j++)
            {
                //Cache current player
                Gryffon _currentShip = currentPlayer.shipManager.shipList[j];
                // When ships can become damaged, uncomment line below
                // if (Collision.PlayerWithPowerup(_currentShip, repairPowerup) && _currentShip.health == (int)Gryffon.HealthStateValues.DAMAGED)
                //if (Collision.PlayerWithPowerup(_currentShip, repairPowerup))
                //  RepairPowerup.sequence();

                int _playerNumBullets = _currentShip.bulletList.Count;
                for (int i = 0; i < _playerNumBullets; i++)
                {
                    //Cache bullet
                    PlayerBullet _currentBullet = _currentShip.bulletList[i];
                    if (_currentBullet.isActive)
                    {
                        for (int k = 0; k < NUM_ENEMIES; k++)
                        {
                            //Cache enemy
                            Pawn _currentPawn = (Pawn)enemySpriteManager.spriteList[k];
                            if (_currentPawn.isAlive && Collision.PlayerBulletWithEnemy(_currentBullet, _currentPawn))
                            {
                                _currentPawn.DecreaseHealth(_currentBullet.damage);
                                _currentBullet.isActive = false;
                                currentPlayer.score    += _currentPawn.pointValue;
                                //Pawn is no longer able to take damage
                                _currentPawn.isAlive = false;

                                // Add some charge to the charge bar
                                ChargeBar.addCharge();
                                break;
                            }
                        }
                    }
                }
            }
        }
Beispiel #4
0
        protected override void Initialize()
        {
            Defines.clientBounds = this.Window.ClientBounds;
            //Set up the frames counter
            this.Components.Add(new FPSComponent(this));

            //Set up the bloom post-process effect
            bloomComponent         = new BloomComponent(this);
            bloomComponent.Visible = false;
            this.Components.Add(bloomComponent);

            //Set up the console writer.
            //consoleComponent = new ConsoleComponent(clientBounds);

            //Set up the sprite managers
            //playerSpriteManager = new SpriteManagerComponent(this);
            enemySpriteManager = new SpriteManager(this);

            //Set up the players
            //TODO: Only signed in players should be added.
            playerManager = new PlayerManager(this);

            // Check whether if two controllers are currently active (Comment to default to two-player mode)
            // TODO: Add additional check for if the game is currently running or not
            //if (!GamePad.GetState(PlayerIndex.Two).IsConnected)
            //    twoPlayerMode = false;

            // Set up the charge Bar
            chargeBar = new ChargeBar(this);

            // Set up repair powerup
            repairPowerup = new RepairPowerup(this);

            //Set up the particle system manager.
            particleManager = new ParticleManager(this);

            base.Initialize();
        }
        protected override void Initialize()
        {
            Defines.clientBounds = this.Window.ClientBounds;
            //Set up the frames counter
            this.Components.Add(new FPSComponent(this));

            //Set up the bloom post-process effect
            bloomComponent = new BloomComponent(this);
            bloomComponent.Visible = false;
            this.Components.Add(bloomComponent);

            //Set up the console writer.
            //consoleComponent = new ConsoleComponent(clientBounds);

            //Set up the sprite managers
            //playerSpriteManager = new SpriteManagerComponent(this);
            enemySpriteManager = new SpriteManager(this);

            //Set up the players
            //TODO: Only signed in players should be added.
            playerManager = new PlayerManager(this);

            // Check whether if two controllers are currently active (Comment to default to two-player mode)
            // TODO: Add additional check for if the game is currently running or not
            //if (!GamePad.GetState(PlayerIndex.Two).IsConnected)
            //    twoPlayerMode = false;

            // Set up the charge Bar
            chargeBar = new ChargeBar(this);

            // Set up repair powerup
            repairPowerup = new RepairPowerup(this);

            //Set up the particle system manager.
            particleManager = new ParticleManager(this);

            base.Initialize();
        }
        /// <summary>
        /// Initialize the game, after the ScreenManager is set, but not every time
        /// the graphics are reloaded.
        /// </summary>
        public void Initialize()
        {
            Defines.playersGestures.Clear();
            Defines.playerFusionTriggered.Clear();

            Defines.clientBounds = ScreenManager.Game.Window.ClientBounds;
            //Set up the frames counter
            ScreenManager.Game.Components.Add(new FPSComponent(ScreenManager.Game));

            //Set up the bloom post-process effect
            bloomComponent = new BloomComponent(ScreenManager.Game);
            //bloomComponent.Visible = false;
            ScreenManager.Game.Components.Add(bloomComponent);

            // Initialize an instance of the high score screen
            hss = new HighScoreScreen(ScreenManager.Game);

            //Set up the console writer.
            //consoleComponent = new ConsoleComponent(clientBounds);

            //Set up the sprite managers
            //playerSpriteManager = new SpriteManagerComponent(this);
            enemySpriteManager = new SpriteManager(ScreenManager.Game);

            //Set up the players
            //TODO: Only signed in players should be added.
            playerManager = new PlayerManager(ScreenManager.Game);

            // Check whether if two controllers are currently active (Comment to default to two-player mode)
            // TODO: Add additional check for if the game is currently running or not
            //if (!GamePad.GetState(PlayerIndex.Two).IsConnected)
            //    twoPlayerMode = false;

            // Set up powerup manager
            powerupManager = new PowerupManager(ScreenManager.Game);

            // Set up the charge Bar
            chargeBar = new ChargeBar(ScreenManager.Game);

            // Set up repair powerup
               // repairPowerup = new RepairPowerup(ScreenManager.Game);

            //Set up the particle system manager.
            Defines.particleManager = new ParticleManager(ScreenManager.Game);

            gameOver = false;
        }
        public void Initialize()
        {
            //Clear global arrays in case we restart the game
            Defines.playersGestures.Clear();
            Defines.playerFusionTriggered.Clear();

            Defines.clientBounds = ScreenManager.Game.Window.ClientBounds;
            //Set up the frames counter
            ScreenManager.Game.Components.Add(new FPSComponent(ScreenManager.Game));

            // Initialize an instance of the high score screen

            //Set up the sprite managers
            enemySpriteManager = new SpriteManager(ScreenManager.Game);

            //Set up the players
            //TODO: Only signed in players should be added.
            playerManager = new PlayerManager(ScreenManager.Game);

            // Set up powerup manager
            powerupManager = new PowerupManager(ScreenManager.Game);

            // Set up the charge Bar
            chargeBar = new ChargeBar(ScreenManager.Game);

            //Set up the particle system manager.
            Defines.particleManager = new ParticleManager(ScreenManager.Game);
        }
        private void checkCollision(Player currentPlayer)
        {
            //Check for collisions
            for (int j = 0; j < currentPlayer.shipManager.shipList.Count; j++)
            {
                //Cache current player
                Gryffon _currentShip = currentPlayer.shipManager.shipList[j];
                for (int i = 0; i < powerupManager.powerupList.Count; i++)
                {
                    // cache powerup
                    AnimatedSprite _powerup = powerupManager.powerupList[i];
                    if (Collision.PlayerWithPowerup(_currentShip, _powerup))
                    {
                        PowerupManager.collisionMade(_powerup);
                    }

                    PowerupManager.inputManager(_powerup, ref currentPlayer);
                }

                int _playerNumBullets = _currentShip.bulletList.Count;
                for (int i = 0; i < _playerNumBullets; i++)
                {
                    //Cache bullet
                    PlayerBullet _currentBullet = _currentShip.bulletList[i];
                    if (_currentBullet.isActive)
                    {
                        for (int k = 0; k < NUM_ENEMIES; k++)
                        {
                            //Cache enemy
                            Pawn _currentPawn = (Pawn)enemySpriteManager.spriteList[k];
                            if (_currentPawn.isAlive && Collision.PlayerBulletWithEnemy(_currentBullet, _currentPawn))
                            {
                                _currentPawn.DecreaseHealth(_currentBullet.damage);
                                _currentBullet.isActive = false;
                                currentPlayer.score    += _currentPawn.pointValue;
                                //Pawn is no longer able to take damage
                                _currentPawn.isAlive = false;

                                // Add some charge to the charge bar
                                ChargeBar.addCharge();
                                break;
                            }
                        }
                    }
                }
            }

            //Check for collisions between particles and enemies
            List <ParticleSystem> pSystems = Defines.particleManager.GetCollidableParticleSystems();

            for (int i = 0; i < pSystems.Count; i++)
            {
                for (int k = 0; k < NUM_ENEMIES; k++)
                {
                    //Cache enemy
                    Pawn _currentPawn = (Pawn)enemySpriteManager.spriteList[k];

                    //Collision between enemy and particle system
                    if (Collision.EnemyWithParticleSystem(pSystems[i], _currentPawn))
                    {
                        _currentPawn.DecreaseHealth(pSystems[i].damage);
                        currentPlayer.score += _currentPawn.pointValue;
                        //Pawn is no longer able to take damage
                        _currentPawn.isAlive = false;
                        // Add some charge to the charge bar
                        ChargeBar.addCharge();
                    }

                    //Collision between enemy bullets and particle system
                    for (int b = 0; b < _currentPawn.bullets.Count; b++)
                    {
                        EnemyBullet _curBullet = _currentPawn.bullets[b];
                        if (Collision.EnemyWithParticleSystem(pSystems[i], _curBullet))
                        {
                            _curBullet.isActive = false;
                        }
                    }
                }
            }
        }