private static List <Mission> GetActiveMissionsAtDestination(GameObjectOverworld obj) { List <Mission> currentMissions = new List <Mission>(); for (int i = 0; i < activeMissions.Count; i++) { if (activeMissions[i].ObjectiveDestination != null) { if ((activeMissions[i].ObjectiveDestination is Planet || activeMissions[i].ObjectiveDestination is Station || activeMissions[i].ObjectiveDestination is SubInteractiveObject || activeMissions[i].ObjectiveDestination is Beacon) && (obj.name.ToLower() == activeMissions[i].ObjectiveDestination.name.ToLower())) { currentMissions.Add(activeMissions[i]); } else if (activeMissions[i].ObjectiveDestination == obj) { currentMissions.Add(activeMissions[i]); } } } return(currentMissions); }
public override void Initialize(GameObjectOverworld obj, Vector2 startingPoint) { base.Initialize(obj, startingPoint); speed = obj.speed * 0.65f; color = new Color(255, 255, 255, 255); }
protected Objective(Game1 game, Mission mission, String description) { this.game = game; this.mission = mission; this.description = description; destination = mission.Destinations[mission.Objectives.Count]; }
public void RemoveGameObject(GameObjectOverworld gameObject) { if (gameObjects.Contains(gameObject)) { garbageGameObjects.Add(gameObject); } }
protected void AddDestination(GameObjectOverworld destination, int times = 1) { for (int i = 0; i < times; i++) { destinations.Add(destination); } }
public void Initialize(Sector sec, GameObjectOverworld startingPoint) { Initialize(); sector = sec; position = startingPoint.position; }
//Checks if Object is out of screen public static bool OutOfScreen(GameObjectOverworld Object, Vector2 systemSize) { return((Object.position.X + Object.sprite.SourceRectangle.Value.Width / 2) < 0 || (Object.position.X - Object.sprite.SourceRectangle.Value.Width / 2) > systemSize.X || (Object.position.Y + Object.sprite.SourceRectangle.Value.Height / 2) < 0 || (Object.position.Y - Object.sprite.SourceRectangle.Value.Height / 2) > systemSize.Y); }
public ParticleManager(Game1 game, GameObjectOverworld ship) { this.game = game; this.ship = ship; particles = new List <Particle>(); deadParticles = new List <Particle>(); }
protected override void SetDestinations() { destinations = new List <GameObjectOverworld>(); GameObjectOverworld highfence = Game.stateManager.overworldState.GetPlanet("Highfence"); AddDestination(highfence, 2); }
public void RemoveOverworldObject(GameObjectOverworld obj) { if (deepSpaceGameObjects.Contains(obj) && !garbageDeepSpaceGameObjects.Contains(obj)) { garbageDeepSpaceGameObjects.Add(obj); obj.FinalGoodbye(); } }
public override void Update(GameTime gameTime, GameObjectOverworld obj) { base.Update(gameTime, obj); color = GetFadingBlueFireColor(gameTime, color) * opacity; yScale = scale + speed * ScaleStretch; parAngle = (float)((Math.PI * 90) / 180) + (float)(MathFunctions.RadiansFromDir(Direction.GetDirectionAsVector())); }
protected override void SetDestinations() { destinations = new List <GameObjectOverworld>(); GameObjectOverworld telmun = Game.stateManager.overworldState.GetPlanet("Mysterious Asteroid"); AddDestination(telmun, 5); }
public HangarCollisionEvent(Game1 game, OverworldShip ship, GameObjectOverworld target) : base(game, ship, target) { messages = new List <string>(); messages.Add("Die rebel scum!"); messages.Add("You are deamed a traitor to the alliance. You will pay for your crimes!"); messages.Add("Resistance is futile, surrender now!"); }
protected override void SetDestinations() { destinations = new List <GameObjectOverworld>(); GameObjectOverworld informationStation = Game.stateManager.overworldState.GetSectorX.GetGameObject("Information Station"); AddDestination(informationStation, 7); }
protected override void SetDestinations() { destinations = new List <GameObjectOverworld>(); GameObjectOverworld lavis = Game.stateManager.overworldState.GetSectorX.GetGameObject("Lavis"); AddDestination(lavis, 3); }
public RebelPirateCollisionEvent(Game1 game, OverworldShip ship, GameObjectOverworld target) : base(game, ship, target) { messages = new List <string>(); messages.Add("The alliance must be destroyed!"); messages.Add("Death to the alliance!"); messages.Add("The Alliance are destroying our homes. You must pay!"); }
public void Initialize(Sector sec, GameObjectOverworld startingPoint, GameObjectOverworld endDestination) { Initialize(); sector = sec; position = startingPoint.position; destinationPlanet = endDestination; destination = destinationPlanet.position; }
protected override void SetDestinations() { destinations = new List <GameObjectOverworld>(); GameObjectOverworld fortrunStaion1 = Game.stateManager.overworldState.GetStation("Fortrun Station"); destinations.Add(fortrunStaion1); destinations.Add(fortrunStaion1); }
protected override void SetDestinations() { destinations = new List <GameObjectOverworld>(); GameObjectOverworld rebelBase = Game.stateManager.overworldState.GetStation("Rebel Base"); AddDestination(rebelShips1[1], 3); AddDestination(allianceShips[1], 5); AddDestination(rebelBase, 3); }
public void AddRebelShip(Vector2 pos, string levelToStart, GameObjectOverworld target) { RebelShip tmpShip = new RebelShip(game, spriteSheet); tmpShip.Initialize(); tmpShip.position = pos; tmpShip.Level = levelToStart; tmpShip.SetTarget(target); overworld.AddOverworldObject(tmpShip); }
protected override void SetDestinations() { destinations = new List <GameObjectOverworld>(); GameObjectOverworld newNorrland = Game.stateManager.overworldState.GetPlanet("New Norrland"); AddDestination(destroyedShip, 2); AddDestination(newNorrland); }
protected override void SetDestinations() { destinations = new List <GameObjectOverworld>(); GameObjectOverworld rebelBase = Game.stateManager.overworldState.GetStation("Rebel Base"); AddDestination(rebelShips[0], 6); AddDestination(freighter, 2); AddDestination(rebelBase, 4); }
public OrbitAction(OverworldShip ship, GameObjectOverworld target) { this.ship = ship; this.target = target; centerX = 243063; centerY = 252133; radius = 600f; orbitSpeed = 600f; speedScale = (0.001f * 2 * (float)Math.PI) / orbitSpeed; }
protected override void SetDestinations() { destinations = new List <GameObjectOverworld>(); GameObjectOverworld soelaraBeacon = Game.stateManager.overworldState.GetBeacon("Soelara Beacon"); GameObjectOverworld highfence = Game.stateManager.overworldState.GetPlanet("Highfence"); GameObjectOverworld fortrunStation1 = Game.stateManager.overworldState.GetStation("Fortrun Station"); AddDestination(soelaraBeacon, 2); AddDestination(highfence, 2); AddDestination(fortrunStation1, 2); }
private bool IsObjectAvailableMainMissionLocation(GameObjectOverworld obj) { foreach (String str in availableMainMissionLocationNames) { if (obj.name.ToLower().Equals(str.ToLower())) { return(true); } } return(false); }
protected override void SetDestinations() { GameObjectOverworld miningAsteroids = Game.stateManager.overworldState.GetMiningOutpost.GetGameObject("Mining Asteroids"); GameObjectOverworld borderStation = Game.stateManager.overworldState.GetBorderXOutpost.GetGameObject("Border Station"); destinations = new List <GameObjectOverworld>(); AddDestination(ally1, 4); AddDestination(miningAsteroids); AddDestination(borderStation, 2); }
public static bool IsFailedMissionDestination(GameObjectOverworld obj) { foreach (Mission mission in missions) { if (mission.MissionState == StateOfMission.Failed && mission.LocationName.ToLower().Equals(obj.name.ToLower())) { return(true); } } return(false); }
// Checks if gameobject is target for main mission objective public static Boolean IsMainMissionDestination(GameObjectOverworld obj) { List <Mission> currentMissions = GetActiveMissionsAtDestination(obj); foreach (Mission mission in currentMissions) { if (mission.IsMainMission) { return(true); } } return(false); }
public void SetRandomEndPlanet() { List <GameObjectOverworld> tempList = new List <GameObjectOverworld>(); tempList.AddRange(sector.GetGameObjects()); destinationPlanet = tempList[(int)Game.random.Next(0, tempList.Count - 1)]; destination = destinationPlanet.position; if (position == destination) { SetRandomEndPlanet(); } }
public virtual void Update(GameTime gameTime, GameObjectOverworld obj) { Direction = obj.Direction; //Note to self: This code needs to be fixed to compensate for diagonal movement float particleMoveDistance = 0.5f * MathFunctions.FPSSyncFactor(gameTime); if (position.X < obj.position.X) { position.X += particleMoveDistance; } else if (position.X > obj.position.X) { position.X -= particleMoveDistance; } if (position.Y < obj.position.Y) { position.Y += particleMoveDistance; } else if (position.Y > obj.position.Y) { position.Y -= particleMoveDistance; } if (scale > 0) { scale -= 0.03f * MathFunctions.FPSSyncFactor(gameTime); } else { scale = 0; } color = GetFadingFireColor(gameTime, color) * opacity; if (lifeSpawn > 0) { lifeSpawn -= 1.0f * MathFunctions.FPSSyncFactor(gameTime); } yScale = scale + speed * ScaleStretch; parAngle = (float)((Math.PI * 90) / 180) + (float)(MathFunctions.RadiansFromDir(Direction.GetDirectionAsVector())); base.Update(gameTime); }