Beispiel #1
0
        public Thruster(Ship ship, bool reverseThruster, string soundFilename, float thrusterPower, int engineLength, int exhaustConeDeg, Color exhaustColorMin, Color exhaustColorMax)
        {
            this.owner = ship;
            this.reverseThruster = reverseThruster;
            this.power = thrusterPower;
            this.engineLength = engineLength;
            this.exhaustConeDegRange = exhaustConeDeg;

            this.particlePixelEmitter = new ParticlePixelEmitter(exhaustColorMin, exhaustColorMax);

            this.particlePixelEmitter.Emitting = false;

            this.particlePixelEmitter.Life = -1; // -1 means infinite life.

            // Particles per 1000 updates...
            this.particlePixelEmitter.Frequency = Configuration.Ships.Thrusters.Frequency;

            this.particlePixelEmitter.LifeMin = Configuration.Ships.Thrusters.LifeMin;
            this.particlePixelEmitter.LifeMax = Configuration.Ships.Thrusters.LifeMax;

            this.particlePixelEmitter.SpeedMin = Configuration.Ships.Thrusters.SpeedMin;
            this.particlePixelEmitter.SpeedMax = Configuration.Ships.Thrusters.SpeedMax;

            this.Add(this.particlePixelEmitter);

            this.thrusterSound = new Sound(soundFilename);
            this.thrusterSound.Volume = Configuration.SoundVolume;
        }
Beispiel #2
0
        public Cannon(Ship owner, int barrelLength, Surface bulletSurface, float power, TimeSpan cooldown, float muzzleSpeed, int bulletLife)
        {
            this.owner = owner;
            this.bulletSurface = bulletSurface;
            this.power = power;
            this.cooldown = cooldown;
            this.muzzleSpeed = muzzleSpeed;
            this.bulletLife = bulletLife;
            this.barrelLength = barrelLength;

            this.lastFiredTime = DateTime.MinValue;

            this.bulletCollection = new ParticleCollection();

            this.fireSound = new Sound(Configuration.Ships.Cannon.FiringSoundFilename);
            this.fireSound.Volume = Configuration.SoundVolume;

            this.dryFireSound = new Sound(Configuration.Ships.Cannon.DryFireSoundFilename);
            this.dryFireSound.Volume = Configuration.SoundVolume;
        }
Beispiel #3
0
        public Player(int number)
        {
            this.number = number;

            // These need to be set later.
            this.ship = null;
            this.scoreCard = null;
            this.leftKey = Key.Unknown;
            this.rightKey = Key.Unknown;
            this.upKey = Key.Unknown;
            this.downKey = Key.Unknown;
            this.fireKey = Key.Unknown;

            this.leftKeyIsDown = false;
            this.rightKeyIsDown = false;
            this.upKeyIsDown = false;
            this.downKeyIsDown = false;
            this.fireKeyWasPressed = false;

            this.creationEffect = new ShipCreationEffect();
            this.explosionEffect = new ShipExplosionEffect();
        }
Beispiel #4
0
        private void Impact(Ship ship1, Ship ship2)
        {
            Vector oldShip1Velocity = ship1.Velocity;
            Vector oldShip2Velocity = ship2.Velocity;

            Vector newVelocity1 = (oldShip1Velocity * -0.5f) + (oldShip2Velocity * 0.5f);
            Vector newVelocity2 = (oldShip2Velocity * -0.5f) + (oldShip1Velocity * 0.5f);

            ship1.Velocity = newVelocity1;
            ship2.Velocity = newVelocity2;

            DamageShip(ship1, Configuration.Ships.ShipShipCollisionDamage);
            DamageShip(ship2, Configuration.Ships.ShipShipCollisionDamage);

            try
            {
                this.shipShipImpactSound.Play();
            }
            catch
            {
                // Must be out of sound channels.
            }
        }
Beispiel #5
0
 private void Impact(Ship ship, Planet planet)
 {
     Player player = (ship.Player.Number == 1) ? this.player1 : this.player2;
     this.particleSystem.Particles.Add(player.ExplosionEffect.Explode(ship.Center));
     ship.Die();
     player.ScoreCard.Suicides++;
 }
Beispiel #6
0
        private void Impact(Ship ship, Bullet bullet)
        {
            if (bullet.Owner == ship.Player)
            {
                // I own this particle, thus it won't hurt me.

                // Make it bounce.
                bullet.Velocity *= -1;

                try
                {
                    this.bulletShipImpactBounceSound.Play();
                }
                catch
                {
                    // Must be out of sound channels.
                }
            }
            else
            {
                bullet.Life = 0;

                try
                {
                    this.bulletShipImpactSound.Play();
                }
                catch
                {
                    // Must be out of sound channels.
                }

                DamageShip(ship, bullet.Power);
            }
        }
Beispiel #7
0
        private Point GetSafeSpawnPosition(Ship ship)
        {
            // Choose the corner furthest from the other ship.

            if (this.player1.Ship == null)
                return Configuration.Ships.Player1StartingScreenPosition;
            else if (this.player2.Ship == null)
                return Configuration.Ships.Player2StartingScreenPosition;

            Ship otherShip = (ship.Player.Number == 1) ? this.player2.Ship : this.player1.Ship;

            // Determine spawn point based on current enemy location.
            double otherShipDistanceFromStartPosition1 = Distance(otherShip.Center, Configuration.Ships.Player1StartingScreenPosition);
            double otherShipDistanceFromStartPosition2 = Distance(otherShip.Center, Configuration.Ships.Player2StartingScreenPosition);

            Point startPos = (otherShipDistanceFromStartPosition1 < otherShipDistanceFromStartPosition2) ? Configuration.Ships.Player2StartingScreenPosition : Configuration.Ships.Player1StartingScreenPosition;

            return startPos;
        }
Beispiel #8
0
        private void DamageShip(Ship ship, float points)
        {
            ship.Shields -= points;

            if (ship.Shields <= 0)
            {
                ship.Die();
                if (ship.Player.Number == 1)
                {
                    this.player1.ScoreCard.Defeats++;
                    this.player2.ScoreCard.Kills++;
                    this.particleSystem.Particles.Add(this.player1.ExplosionEffect.Explode(this.player1.Ship.Center));
                }
                else
                {
                    this.player2.ScoreCard.Defeats++;
                    this.player1.ScoreCard.Kills++;
                    this.particleSystem.Particles.Add(this.player2.ExplosionEffect.Explode(this.player2.Ship.Center));
                }
            }
        }