public override void Create(GameObject createdObject)
 {
     if (createdObject == this)
      {
          Solid = false;
      }
 }
 public override void Create(GameObject createdObject)
 {
     if (createdObject == this)
     {
         _greenPellet = TextureContainer.ColoredRectangle(Color.Green, 10, 18);
         _redPellet = TextureContainer.ColoredRectangle(Color.Red, 10, 18);
     }
 }
 public override void Destroy(GameObject destroyedObject)
 {
     if (destroyedObject == this)
     {
         ExplodeSound.Play(0.5f, 0.2f, 0.0f);
         SpaceInvaders.RefScore.AddPoints(_points);
     }
 }
 public override void Create(GameObject createdObject)
 {
     if (createdObject == this)
     {
         _mainPosition = Sprite.Position;
         _current = (Wave)CreateAndReturnObject(typeof(Wave), _mainPosition);
     }
 }
 public override void Create(GameObject createdObject)
 {
     if (createdObject == this)
     {
         Visable = false;
         Solid = false;
         Alarms.Add("spawn", new Alarm(ObjectManager.Rand.Next(_spawnTimeBottom, _spawnTimeTop)));
     }
 }
Beispiel #6
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        public override void Create(GameObject createdObject)
        {
            if (createdObject == this)
            {
                if (_ANSIrepresentations == null || _side == 0 || _spacing == 0 || _squareSide == 0)
                    //This means that the object isnt initialized properly
                {
                    throw new NullReferenceException();
                }

                Objects = new GameObject[_side, _side];
                _positions = new Vector2[_side, _side];

                int doubleSpacing = _spacing * 2; //This is used so there is space for lines left

                #region Calculate square positions

                float yPosition = Sprite.Position.Y + _spacing;

                for (int i = 0; i < _side; i++)
                {
                    for (int j = 0; j < _side; j++)
                    {
                        _positions[i, j] = new Vector2(yPosition, _squareSide * j + Sprite.Position.X + _spacing + doubleSpacing * j);
                    }

                    yPosition += _squareSide + doubleSpacing;
                }
                #endregion

                #region Calculate line positions

                _verticalLinePoints = new Vector2[2, _side + 1];
                _horizontalLinePoints = new Vector2[2, _side + 1];

                int lineLenght = _spacing * 2 + _squareSide * _side + doubleSpacing * (_side - 1);
                int lineSpacing = _spacing * 2 + _squareSide;

                for (int i = 0; i <= _side; i++)
                {
                    Vector2 horizontalFirstPoint = new Vector2(Sprite.Position.X, Sprite.Position.Y + lineSpacing * i);
                    Vector2 horizontalSecondPoint = new Vector2(horizontalFirstPoint.X + lineLenght, horizontalFirstPoint.Y);

                    _horizontalLinePoints[0, i] = horizontalFirstPoint;
                    _horizontalLinePoints[1, i] = horizontalSecondPoint;

                    Vector2 verticalFirstPoint = new Vector2(Sprite.Position.X + lineSpacing * i, Sprite.Position.Y);
                    Vector2 verticalSecondPoint = new Vector2(verticalFirstPoint.X, verticalFirstPoint.Y + lineLenght);

                    _verticalLinePoints[0, i] = verticalFirstPoint;
                    _verticalLinePoints[1, i] = verticalSecondPoint;
                }

                #endregion

            }
        }
        public override void Create(GameObject createdObject)
        {
            if (createdObject == this)
            {
                Alarms.Add("reset canShoot", new Alarm());

                _checker = (CheckObject)CreateAndReturnObject(typeof(CheckObject), new Vector2(0, 0));
                _checker.Player = this;
            }
        }
 public override void Create(GameObject createdObject)
 {
     if (createdObject == this)
     {
         Font = Score.Font;
         Solid = false;
         Visable = false;
         ChangeSpriteTexture(TextureContainer.ColoredRectangle(Color.White, 1, 18));
     }
 }
Beispiel #9
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 public void DestroyObject(GameObject obj)
 {
     ObjectManager.Destroy(obj);
 }
Beispiel #10
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 public virtual void Destroy(GameObject destroyedObject)
 {
 }
Beispiel #11
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 public virtual void Create(GameObject createdObject)
 {
 }
            public override void Create(GameObject createdObject)
            {
                if (createdObject == this)
                {
                    Visable = false;
                    Solid = false;

                    int blockSide = new Block().Sprite.Image.Height; //Since a block is square shaped it dosen't matter wich side you take

                    //Make a thin sprite as tall as an barrier. It is positioned where barriers are.
                    Sprite = new Sprite(TextureContainer.ColoredRectangle(Color.White, 3,
                        blockSide * 3), new Vector2(SpaceInvaders.Device.Viewport.Width / 2, BlockMaker.Position.Y));
                        //Creates it where the player shoots bullets
                }
            }
Beispiel #13
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        public static void ImportExisting(GameObject obj)
        {
            ObjectsToCreate.Add(obj);

            //Call the create event:
            foreach (var i in Objects) //I used 'i' here instead of 'obj' because 'obj' is taken
            {
                i.Create(obj);
            }

            obj.Create(obj); //the loop above won't do this since it loops trough "Objects" and "obj" isnt in that list yet
        }
Beispiel #14
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 //Destroy all invaders when destroyed
 public override void Destroy(GameObject destroyedObject)
 {
     if (destroyedObject == this)
     {
         foreach (var invader in _invaders)
         {
             DestroyObject(invader);
         }
     }
 }
Beispiel #15
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        public static void Destroy(GameObject obj)
        {
            ObjectsToDestroy.Add(obj);

            //Call the destroy event:
            foreach (var i in Objects) //I used 'i' here instead of 'obj' because 'obj' is taken
            {
                i.Destroy(obj);
            }
        }
 public override void Create(GameObject createdObject)
 {
     Solid = false;
     Sprite.Scale = 4f;
     Sprite.Origin = new Vector2(50, 25 / 2);
 }
Beispiel #17
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        //Changes the position of the object to the position in argument
        public void SetPosition(GameObject obj, Vector2 newPosition)
        {
            if (newPosition.X >= _side || newPosition.Y >= _side
                || newPosition.X < 0 || newPosition.Y < 0)
            {
                throw new Exception("Position is outside of the grid");
            }

            Vector2 oldPosition = GetXY(obj);

            Objects[(int)oldPosition.X, (int)oldPosition.Y] = null;

            if (Objects[(int)newPosition.X, (int)newPosition.Y] == null)
            {
                Objects[(int)newPosition.X, (int)newPosition.Y] = obj;
            }
            else
            {
                throw new Exception("Space occupied");
            }
        }
Beispiel #18
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        //Changes the position of the object by adding and/or subtracting from its coordinates
        public void RelativeSetPosition(GameObject obj, Vector2 modifier)
        {
            Vector2 modifiedPosition = GetXY(obj) + modifier;

            SetPosition(obj, modifiedPosition);
        }
Beispiel #19
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        public Vector2 GetXY(GameObject obj)
        {
            int hashCode = obj.GetHashCode();

            for (int i = 0; i < _side; i++)
            {
                for (int j = 0; j < _side; j++)
                {
                    if (Objects[i, j] != null && Objects[i, j].GetHashCode() == hashCode)
                        return new Vector2(i, j);
                }
            }

            throw new Exception("Object isn't in the grid");
        }
Beispiel #20
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 public float GetDistance(GameObject obj)
 {
     return (this.Sprite.Position - obj.Sprite.Position).Length();
 }
Beispiel #21
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        public static void InstantImportExisting(GameObject obj)
        {
            Objects.Add(obj);

            //Call the create event:
            foreach (var i in Objects) //I used 'i' here instead of 'obj' because 'obj' is taken
            {
                i.Create(obj);
            }
        }
Beispiel #22
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 public bool IsColliding(GameObject obj)
 {
     if (this != obj) // dont check collisions with yourself
     {
         if (Sprite.GetRectangle().Intersects(obj.Sprite.GetRectangle())) //check if rectangles collide
         {
             if (IntersectPixels(Sprite, obj.Sprite)) //check pixel collision
             {
                 return true;
             }
             else
             {
                 return false;
             }
         }
         else
         {
             return false;
         }
     }
     else
     {
         return false;
     }
 }
Beispiel #23
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        public override void Create(GameObject createdObject)
        {
            if (createdObject == this)
            {
                _positon = Sprite.Position;

                Alarms.Add("move", new Alarm(_moveTime));
                Alarms.Add("shoot", new Alarm(ObjectManager.Rand.Next(_shootTimeBottom, _shootTimeTop)));

                _invaderWidth = new InvaderType1().Sprite.GetRectangle().Width;
                _invaderHeight = new InvaderType1().Sprite.GetRectangle().Height;

                _rows = _invaders.GetLength(0);
                _columns = _invaders.GetLength(1);
                FillInvaders();
            }
        }