public override void Update(GameTime gameTime, Spaceman player, BlackHole blackHole, Weapon weapon1, Weapon weapon2, InventoryManager inventory, Unicorn[] unicorns)
        {
            //resting stage
            if (_restTimer >= TimeSpan.Zero)        //not started yet
            {
                _restTimer -= gameTime.ElapsedGameTime;
                if (_restTimer < TimeSpan.Zero)
                {
                    setPosition(blackHole.Position, true);        //set portal position
                }
                return;         //not ready to start
            }

            //Waiting for previous or already complete
            if (!Active) { return; }

            //active stage
            //spawning
            //spawn particles if still spawning enemies
            if (_enemySpawnIndex < _numEnemies && SpawnEnable)
            {
                _portalEffect.Spawn(_spawnLocation, 90.0f + _portalAngle, gameTime.ElapsedGameTime, Vector2.Zero);
                _portalEffect.Spawn(_spawnLocation, -90.0f + _portalAngle, gameTime.ElapsedGameTime, Vector2.Zero);
                trySpawnEnemy(gameTime.ElapsedGameTime, blackHole.Position);
            }
            _portalAngle += (float)gameTime.ElapsedGameTime.TotalSeconds * c_portalRotationRate;
            _portalEffect.Update(gameTime);

            //update units
            base.Update(gameTime, player, blackHole, weapon1, weapon2, inventory, unicorns);
        }
Beispiel #2
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        /// <summary>
        /// Try to eat a passing unicorn
        /// </summary>
        /// <param name="unicorn">unicorn</param>
        public void TryEatUnicorn(Unicorn uni, GameTime gameTime)
        {
            if (_state != BlackHoleState.Pulling && _state != BlackHoleState.Overdrive)
            {
                return;
            }

            if (uni.EatByBlackHole(Position, gameTime))
            {   //try to eat unit
                _capacityUsed += Unicorn.UNICORN_MASS;
                _particleEffect.IntensityFactor = 1.0f + _capacityUsed / _totalCapacity;
                Gravity.MagnitudeFactor         = (1.0f + _capacityUsed / _totalCapacity);
                if (_capacityUsed > _totalCapacity)
                {
                    goOverdrive();
                }
            }
        }
Beispiel #3
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        public Level(int levelNumber, InventoryManager im)
            : base(false)
        {
            LevelData data = DataLoader.LoadLevel(levelNumber);
            _levelBounds = new Rectangle(0, 0, data.Width, data.Height);
            _player = new Spaceman(data.PlayerStartLocation);
            _blackHole = data.BlackHole;
            _waves = new Wave[data.TrickleWaveData.Length + data.BurstWaveData.Length];
            _camera = new Camera2D(_player.Position, _levelBounds.Width, _levelBounds.Height);
            //construct waves
            for (int i = 0; i < data.TrickleWaveData.Length; i++)
            {
                _waves[i] = new Wave(data.TrickleWaveData[i], true, _levelBounds);
            }
            for (int i = 0; i < data.BurstWaveData.Length; i++)
            {
                _waves[i + data.TrickleWaveData.Length] = new Wave(data.BurstWaveData[i], false, _levelBounds);
            }
            //Test code to set weapons 1-6 to created weapons
            im.setPrimaryWeapon(new ProjectileWeapon("Rocket", _player));
            im.setSecondaryWeapon(new ThrowableWeapon("Cryonade", _player));
            im.setPrimaryGadget(new Gadget("Teleporter", this));
            im.setSlot(1, new ThrowableWeapon("Cryonade", _player));

            //Set Weapon holders in level
            _primaryWeapon = im.getPrimaryWeapon();
            _secondaryWeapon = im.getSecondaryWeapon();

            _unicorns = new Unicorn[data.Unicorns.Length];
            for (int j = 0; j < data.Unicorns.Length; j++)
            {
                _unicorns[j] = new Unicorn(data.Unicorns[j]);
            }

            _foodCarts = data.FoodCarts;

            _primaryGadget = im.getPrimaryGadget();
            _inventoryManager = im;

            userInterface = new GUI(_player, _blackHole);
        }
Beispiel #4
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        /// <summary>
        /// Update wave, updating behavior of all enemies.
        /// Check collisions against player and self, but not other waves
        /// Check weapon collisions against player
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="player"></param>
        /// <param name="blackHole"></param>
        /// <param name="weapon1"></param>
        /// <param name="weapon2"></param>
        public void Update(GameTime gameTime, Spaceman player, 
            BlackHole blackHole, Weapon weapon1, Weapon weapon2, InventoryManager inventory, Unicorn[] unicorns)
        {
            if (_startTimer >= TimeSpan.Zero)        //not started yet
            {
                _startTimer -= gameTime.ElapsedGameTime;
                if (_startTimer < TimeSpan.Zero)
                {
                    Active = true;      //activate if start timer complete
                    setPosition(blackHole.Position, _levelBounds.Width, _levelBounds.Height);        //set first spawn position
                }
            }

            if (_portalEffect != null)
                _portalEffect.Update(gameTime);

            if (!Active)
                return;     //don't update if not active

            //play particle effect if existant
            if (_portalEffect != null)
            {
                //spawn particles if still spawning enemies
                if (_spawnedSoFar < _numEnemies && SpawnEnable)
                {
                    _portalEffect.Spawn(_spawnLocation, 90.0f + _portalAngle, gameTime.ElapsedGameTime, Vector2.Zero);
                    _portalEffect.Spawn(_spawnLocation, -90.0f + _portalAngle, gameTime.ElapsedGameTime, Vector2.Zero);
                }
                _portalAngle += (float)gameTime.ElapsedGameTime.TotalSeconds * PORTAL_ROTATION_RATE;
                if (_activationDelay >= TimeSpan.Zero)      //gradually increase particle intensity
                {
                    _portalEffect.IntensityFactor = 1.0f - (float)_activationDelay.TotalSeconds / ACTIVATION_DELAY_SECONDS;
                }
            }

            //only start spawning if activation delay is elapsed.
            //Otherwise, just start particleeffect and don't spawn enemies yet
            if (_activationDelay > TimeSpan.Zero)
            {
                _activationDelay -= gameTime.ElapsedGameTime;
                return;
            }

            //run spawning logic
            spawn(gameTime, _spawnLocation, blackHole.Position);

            //update all enemies in wave
            bool allDestroyed = true;   //check if all enemies destroyed
            for (int i = _enemies.Length - 1; i >= 0; i--)
            {
                if (!_enemies[i].Updates)
                    continue;   //don't update units that shouldn't be updated

                allDestroyed = false;       //found one that isn't destroyed

                for (int j = i - 1; j >= 0; j--)
                {
                    //check collision against other enemies in same wave
                    _enemies[i].CheckAndApplyUnitCollision(_enemies[j]);
                }

                for (int j = 0 ; j < unicorns.Length ; j++)
                {
                    //check collision against unicorns
                    unicorns[j].CheckAndApplyCollision(_enemies[i], gameTime);
                }
                _enemies[i].CheckAndApplyUnitCollision(player);
                _enemies[i].CheckAndApplyWeaponCollision(player, gameTime.ElapsedGameTime);

                _enemies[i].Update(gameTime, player.Position, Vector2.Zero, _levelBounds);
                blackHole.ApplyToUnit(_enemies[i], gameTime);
                weapon1.CheckAndApplyCollision(_enemies[i], gameTime.ElapsedGameTime);
                weapon2.CheckAndApplyCollision(_enemies[i], gameTime.ElapsedGameTime);
                inventory.CheckCollisions(gameTime, _enemies[i]);
            }
            //stay active unless it is not a trickle wave and all enemies are destroyed
            Active = Active && (_isTrickleWave || !allDestroyed);
        }
        /// <summary>
        /// Update wave, updating behavior of all enemies.
        /// Check collisions against player and self, but not other waves
        /// Check weapon collisions against player
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="player"></param>
        /// <param name="blackHole"></param>
        /// <param name="weapon1"></param>
        /// <param name="weapon2"></param>
        public virtual void Update(GameTime gameTime, Spaceman player,
            BlackHole blackHole, Weapon weapon1, Weapon weapon2, InventoryManager inventory, Unicorn[] unicorns)
        {
            if (!Active) { return; }

            //update all enemies in wave
            bool allDestroyed = true;   //check if all enemies destroyed
            for (int i = _bodies.Length - 1; i >= 0; i--)
            {
                if (_bodies[i].UnitLifeState != PhysicalBody.LifeState.Destroyed)
                {
                    allDestroyed = false;       //found one that isn't destroyed
                }

                if (!_bodies[i].Updates)
                    continue;   //don't update units that shouldn't be updated

                for (int j = i - 1; j >= 0; j--)
                {
                    //check collision against other enemies in same wave
                    _bodies[i].CheckAndApplyUnitCollision(_bodies[j]);
                    if (_bodies[i] is Obstacle)
                    {
                        (_bodies[i] as Obstacle).CheckAndApplyEffect(_bodies[j], gameTime.ElapsedGameTime);
                    }
                }

                for (int j = 0; j < unicorns.Length; j++)
                {
                    //check collision against unicorns
                    unicorns[j].CheckAndApplyCollision(_bodies[i], gameTime);
                }

                _bodies[i].CheckAndApplyUnitCollision(player);

                if (_bodies[i] is Enemy)
                {
                    (_bodies[i] as Enemy).CheckAndApplyWeaponCollision(player, gameTime.ElapsedGameTime);
                    (_bodies[i] as Enemy).Update(gameTime, player.Position, blackHole, _levelBounds);
                }
                else
                {
                    (_bodies[i] as Obstacle).Update(gameTime, _levelBounds);
                    (_bodies[i] as Obstacle).CheckAndApplyEffect(player, gameTime.ElapsedGameTime);
                }

                blackHole.ApplyToUnit(_bodies[i], gameTime);
                if (weapon1 != null)
                {
                    weapon1.CheckAndApplyCollision(_bodies[i], gameTime.ElapsedGameTime);
                }
                if (weapon2 != null)
                {
                    weapon2.CheckAndApplyCollision(_bodies[i], gameTime.ElapsedGameTime);
                }
                inventory.CheckCollisions(gameTime, _bodies[i]);
            }

            trySpawnObstacle(gameTime.ElapsedGameTime, blackHole.Position);

            _allDestroyed = allDestroyed;
        }
        public override void Update(GameTime gameTime, Spaceman player, BlackHole blackHole, Weapon weapon1, Weapon weapon2, InventoryManager inventory, Unicorn[] unicorns)
        {
            if (_startTimer > TimeSpan.Zero)
            {   //not started yet
                _startTimer -= gameTime.ElapsedGameTime;
                return;
            }
            if (_endTimer <= TimeSpan.Zero)
            {
                SpawnEnable = false;
            }
            else
            {
                _endTimer -= gameTime.ElapsedGameTime;
            }

            if (trySpawnEnemy(gameTime.ElapsedGameTime, blackHole.Position))
            {   //reposition if enemy spawned successfully
                setPosition(blackHole.Position, false);
            }

            //cycle through enemy slots
            _enemySpawnIndex = (_enemySpawnIndex + 1) % _numEnemies;

            //update enemies
            base.Update(gameTime, player, blackHole, weapon1, weapon2, inventory, unicorns);
        }
        /// <summary>
        /// Try to eat a passing unicorn
        /// </summary>
        /// <param name="unicorn">unicorn</param>
        public void TryEatUnicorn(Unicorn uni, GameTime gameTime)
        {
            if (_state != BlackHoleState.Pulling && _state != BlackHoleState.Overdrive)
                return;

            if (uni.EatByBlackHole(Position, gameTime))
            {   //try to eat unit
                _capacityUsed += Unicorn.UNICORN_MASS;
                _particleEffect.IntensityFactor = 1.0f + _capacityUsed / _totalCapacity;
                Gravity.MagnitudeFactor = (1.0f + _capacityUsed / _totalCapacity);
                if (_capacityUsed > _totalCapacity)
                {
                    goOverdrive();
                }
            }
        }
        Wave[] _waves; //collection of all trickle waves and active burst wave

        #endregion Fields

        #region Constructors

        public Level(ContentManager content, int levelNumber, InventoryManager im)
            : base(content, false, "Level")
        {
            LevelData data = DataManager.GetData<LevelData>(String.Format(c_levelNameFormat, levelNumber));
            _levelBounds = new Rectangle(0, 0, data.Width, data.Height);
            _player = new Spaceman(new Vector2(data.PlayerX, data.PlayerY));
            _blackHole = new BlackHole(data.BlackHole);
            //store active burst wave as last tricklewave
            _waves = new Wave[data.TrickleWaves.Length + data.BurstWaves.Length];
            _camera = new Camera2D(_player.Position, _levelBounds.Width, _levelBounds.Height);
            //construct waves
            for (int i = 0; i < data.TrickleWaves.Length; i++)
            {
                _waves[i] = new TrickleWave(data.TrickleWaves[i], _levelBounds);
            }
            for (int i = 0; i < data.BurstWaves.Length; i++)
            {
                BurstWave prevWave = (i == 0) ? null : (BurstWave)_waves[i + data.TrickleWaves.Length - 1];
                _waves[i + data.TrickleWaves.Length] = new BurstWave(data.BurstWaves[i], _levelBounds, prevWave);
            }
            //Test code to set weapons 1-6 to created weapons
            im.setPrimaryGadget(new Gadget("Teleporter", this));
            im.setSecondaryGadget(new Gadget("Stopwatch", this));
            im.setSlot(1, new ThrowableWeapon("Cryonade", _player));

            if (data.Unicorns == null)
            {
                _unicorns = new Unicorn[0];
            }
            else
            {
                _unicorns = new Unicorn[data.Unicorns.Length];
                for (int j = 0; j < data.Unicorns.Length; j++)
                {
                    _unicorns[j] = new Unicorn(data.Unicorns[j]);
                }
            }

            _primaryGadget = im.getPrimaryGadget();
            _secondaryGadget = im.getSecondaryGadget();
            _inventoryManager = im;

            userInterface = new Hud(_player, _blackHole, _waves);

            _cursorTextureCenter = new Vector2(s_CursorTexture.Width / 2 , s_CursorTexture.Height / 2);
            selectRandomWeapons();
        }