Beispiel #1
0
        /// <summary>
        /// Creates a new SpacewarScreen
        /// </summary>
        public EvolvedScreen(Game game)
            : base(game)
        {
            backdrop = new SceneItem(game, new EvolvedBackdrop(game));
            const float factor = 46;
            backdrop.Center = new Vector3(.5f, .5f, 0);
            backdrop.Scale = new Vector3(16f * factor, 9f * factor, 1f);
            backdrop.Position = new Vector3(-.5f, -.5f, 0);
            nextScene.Add(backdrop, drawScene);

            bullets = new Projectiles(game);
            particles = new Particles(game);

            ship1 = new Ship(game, PlayerIndex.One, SpacewarGame.Players[0].ShipClass, SpacewarGame.Players[0].Skin, new Vector3(SpacewarGame.Settings.Ships[0].StartPosition, 0.0f), bullets, particles);
            ship1.Paused = true;
            ship1.Radius = 15f;
            if (SpacewarGame.Players[0].ShipClass == ShipClass.Pencil)
            {
                ship1.ExtendedExtent[0] = new Vector3(0.0f, 25.0f, 0.0f);
                ship1.ExtendedExtent[1] = new Vector3(0.0f, -25.0f, 0.0f);
            }

            ship2 = new Ship(game, PlayerIndex.Two, SpacewarGame.Players[1].ShipClass, SpacewarGame.Players[1].Skin, new Vector3(SpacewarGame.Settings.Ships[1].StartPosition, 0.0f), bullets, particles);
            ship2.Paused = true;
            ship2.Radius = 15f;
            if (SpacewarGame.Players[1].ShipClass == ShipClass.Pencil)
            {
                ship2.ExtendedExtent[0] = new Vector3(0.0f, 25f, 0.0f);
                ship2.ExtendedExtent[1] = new Vector3(0.0f, -25f, 0.0f);
            }

            nextScene.Add(bullets, drawScene);

            asteroids = new Asteroid[SpacewarGame.GameLevel + 2];

            for (int i = 0; i < SpacewarGame.GameLevel + 2; i++)
            {

                asteroids[i] = new Asteroid(game, random.NextDouble() > .5 ? AsteroidType.Large : AsteroidType.Small, asteroidStarts[i]);
                asteroids[i].Scale = new Vector3(SpacewarGame.Settings.AsteroidScale, SpacewarGame.Settings.AsteroidScale, SpacewarGame.Settings.AsteroidScale);
                asteroids[i].Paused = true;
                asteroids[i].Velocity = (float)random.Next(100) * Vector3.Normalize(new Vector3((float)(random.NextDouble() - .5), (float)(random.NextDouble() - .5), 0));

                nextScene.Add(asteroids[i], drawScene);
            }

            nextScene.Add(ship1, drawScene);
            nextScene.Add(ship2, drawScene);
            //Added after other objects so they draw over the top
            nextScene.Add(particles, drawScene);


            //Sun last so its on top
            sun = new Sun(game, new EvolvedSun(game), new Vector3(-.5f, -.5f, 0));
            nextScene.Add(sun, drawScene);

            //Reset health meters.
            SpacewarGame.Players[0].Health = 5;
            SpacewarGame.Players[1].Health = 5;
        }
Beispiel #2
0
        private void ReplaceScene(SceneItem sun, Ship one, Ship two, 
            Asteroid[] astr, Particles part, Projectiles proj)
        {
            scene.Remove(this.sun);
            scene.Remove(ship1);
            scene.Remove(ship2);
            this.sun = sun;
            this.ship1 = one;
            this.ship2 = two;

            scene.Add(ship1);
            scene.Add(ship2);
            scene.Add(sun);

            for (int i = 0; i < astr.Length; i++)
            {
                asteroids[i] = astr[0].Copy();
                if(!asteroids[i].Delete)
                    scene.Add(asteroids[i]);
            }

            this.particles = part;
            scene.Add(particles);

            this.bullets = proj;
            scene.Add(bullets);
        }
Beispiel #3
0
        public Ship(Game game, PlayerIndex player, ShipClass shipNumber, int shipSkin, Vector3 initialPosition, Projectiles bullets, Particles particles)
            : base(game, new EvolvedShape(game, EvolvedShapes.Ship, player, (int)shipNumber, shipSkin, LightingType.InGame), initialPosition)
        {
            this.player    = player;
            this.bullets   = bullets;
            this.particles = particles;
            this.evolved   = true;

            //Evolved needs scaling
            scale     = new Vector3(SpacewarGame.Settings.ShipScale);
            rotation  = new Vector3(MathHelper.ToRadians(90), 0, 0);
            direction = new Vector3((float)(-Math.Sin(Rotation.Z)), (float)(Math.Cos(Rotation.Z)), 0);

            if (game != null)
            {
                IGraphicsDeviceService graphicsService = (IGraphicsDeviceService)game.Services.GetService(typeof(IGraphicsDeviceService));
                batch = new SpriteBatch(graphicsService.GraphicsDevice);
            }

            if (shipNumber == ShipClass.Pencil)
            {
                extendedExtent = new Vector3[2];
            }
        }
Beispiel #4
0
        private void ReplaceScene(SceneItem sun, Ship one, Ship two,
            Particles part, Projectiles proj)
        {
            scene.Remove(this.sun);
            scene.Remove(ship1);
            scene.Remove(ship2);
            this.sun = sun;
            this.ship1 = one;
            this.ship2 = two;

            scene.Add(ship1);
            scene.Add(ship2);
            scene.Add(sun);

            this.particles = part;
            if(particles != null)
                scene.Add(particles);

            this.bullets = proj;
            scene.Add(bullets);
        }
Beispiel #5
0
        public Ship(Game game, PlayerIndex player, Vector3 initialPosition, Projectiles bullets)
            : base(game, new RetroShip(game), initialPosition)
        {
            this.player = player;
            this.bullets = bullets;
            this.evolved = false;

            //Scale the ship to match the screen
            scale = new Vector3(8, 8, 8);
        }
Beispiel #6
0
        public Ship(Game game, PlayerIndex player, ShipClass shipNumber, int shipSkin, Vector3 initialPosition, Projectiles bullets, Particles particles)
            : base(game, new EvolvedShape(game, EvolvedShapes.Ship, player, (int)shipNumber, shipSkin, LightingType.InGame), initialPosition)
        {
            this.player = player;
            this.bullets = bullets;
            this.particles = particles;
            this.evolved = true;

            //Evolved needs scaling
            scale = new Vector3(SpacewarGame.Settings.ShipScale, SpacewarGame.Settings.ShipScale, SpacewarGame.Settings.ShipScale);
            rotation = new Vector3(MathHelper.ToRadians(90), 0, 0);
            direction = new Vector3((float)(-Math.Sin(Rotation.Z)), (float)(Math.Cos(Rotation.Z)), 0);

            if (game != null)
            {
                IGraphicsDeviceService graphicsService = (IGraphicsDeviceService)game.Services.GetService(typeof(IGraphicsDeviceService));
                batch = new SpriteBatch(graphicsService.GraphicsDevice);
            }

            if (shipNumber == ShipClass.Pencil)
                extendedExtent = new Vector3[2];
        }