Ejemplo n.º 1
0
        private void CreateEntities()
        {
            // TODO: This should be passed in from the lobby, most likely just have the Player object contain the color
            // These would _normally_ be CVars, but this will be okay for now because it will give us an excuse to move
            // these to the lobby menu.
            Color[] colors = new Color[]
            {
                Color.White,
                Color.Blue,
                Color.Orange,
                Color.Magenta
            };

            for (int p = 0; p < Players.Length; p++)
            {
                SpawnPlayer(Players[p],
                            ComputePlayerShipSpawnPosition(p, Players.Length),
                            colors[p]);
            }

            EdgeEntity.Create(SharedState.Engine, new Vector2(0, CVars.Get <float>("play_field_height") / 2), new Vector2(CVars.Get <float>("play_field_width"), 5), new Vector2(0, -1));
            EdgeEntity.Create(SharedState.Engine, new Vector2(-CVars.Get <float>("play_field_width") / 2, 0), new Vector2(5, CVars.Get <float>("play_field_height")), new Vector2(1, 0));
            EdgeEntity.Create(SharedState.Engine, new Vector2(0, -CVars.Get <float>("play_field_height") / 2), new Vector2(CVars.Get <float>("play_field_width"), 5), new Vector2(0, 1));
            EdgeEntity.Create(SharedState.Engine, new Vector2(CVars.Get <float>("play_field_width") / 2, 0), new Vector2(5, CVars.Get <float>("play_field_height")), new Vector2(-1, 0));
        }
Ejemplo n.º 2
0
        void CreateEntities()
        {
            Entity playerShipEntity = PlayerShipEntity.Create(Engine,
                                                              Content.Load <Texture2D>(Constants.Resources.TEXTURE_PLAYER_SHIP),
                                                              new Vector2(0, 0));
            Entity playerShieldEntity = PlayerShieldEntity.Create(Engine,
                                                                  Content.Load <Texture2D>(Constants.Resources.TEXTURE_PLAYER_SHIELD), playerShipEntity);

            playerShipEntity.GetComponent <PlayerShipComponent>().shipShield = playerShieldEntity;
            playerShieldEntity.AddComponent(new PlayerComponent(Player));

            Entity topEdge    = EdgeEntity.Create(Engine, new Vector2(0, Constants.Global.WINDOW_HEIGHT / 2), new Vector2(Constants.Global.WINDOW_WIDTH, 1), new Vector2(0, -1));
            Entity leftEdge   = EdgeEntity.Create(Engine, new Vector2(-Constants.Global.WINDOW_WIDTH / 2, 0), new Vector2(1, Constants.Global.WINDOW_HEIGHT), new Vector2(1, 0));
            Entity bottomEdge = EdgeEntity.Create(Engine, new Vector2(0, -Constants.Global.WINDOW_HEIGHT / 2), new Vector2(Constants.Global.WINDOW_WIDTH, 1), new Vector2(0, 1));
            Entity rightEdge  = EdgeEntity.Create(Engine, new Vector2(Constants.Global.WINDOW_WIDTH / 2, 0), new Vector2(1, Constants.Global.WINDOW_HEIGHT), new Vector2(-1, 0));
        }
Ejemplo n.º 3
0
        public AIInputMethod()
        {
            engine     = new Engine();
            ballSystem = new BallMovementSystem(engine);

            ball          = engine.CreateEntity();
            ballTransform = new TransformComponent();
            ballComponent = new BallComponent(0);
            ball.AddComponent(ballTransform);
            ball.AddComponent(ballComponent);

            // Edges
            EdgeEntity.Create(engine, null, new Vector2(0, Constants.Pong.PLAYFIELD_HEIGHT / 2),
                              new Vector2(0, -1));
            EdgeEntity.Create(engine, null, new Vector2(0, -Constants.Pong.PLAYFIELD_HEIGHT / 2),
                              new Vector2(0, 1));
        }
Ejemplo n.º 4
0
        void CreateEntities()
        {
            EdgeEntity.Create(_engine, Content.Load <Texture2D>(Constants.Resources.TEXTURE_PONG_EDGE),
                              new Vector2(0, Constants.Pong.PLAYFIELD_HEIGHT / 2),
                              new Vector2(0, -1)); // Top edge points down
            EdgeEntity.Create(_engine, Content.Load <Texture2D>(Constants.Resources.TEXTURE_PONG_EDGE),
                              new Vector2(0, -Constants.Pong.PLAYFIELD_HEIGHT / 2),
                              new Vector2(0, 1)); // Bottom edge points up

            // Field background
            FieldBackgroundEntity.Create(_engine, Content.Load <Texture2D>(Constants.Resources.TEXTURE_PONG_FIELD_BACKGROUND));

            // Player 1 goal
            GoalEntity.Create(_engine, _player1, Content.Load <Texture2D>(Constants.Resources.TEXTURE_PONG_GOAL),
                              new Vector2(-Constants.Pong.PLAYFIELD_WIDTH / 2 + Constants.Pong.GOAL_WIDTH / 2, 0));
            // Player 2 goal
            GoalEntity.Create(_engine, _player2, Content.Load <Texture2D>(Constants.Resources.TEXTURE_PONG_GOAL),
                              new Vector2(Constants.Pong.PLAYFIELD_WIDTH / 2 - Constants.Pong.GOAL_WIDTH / 2, 0));

            Entity paddle1 = PaddleEntity.Create(_engine,
                                                 Content.Load <Texture2D>(Constants.Resources.TEXTURE_PONG_PADDLE),
                                                 new Vector2(-Constants.Pong.PADDLE_STARTING_X,
                                                             Constants.Pong.PADDLE_STARTING_Y),
                                                 new Vector2(1, 0)); // Left paddle normal points right
            Entity paddle2 = PaddleEntity.Create(_engine,
                                                 Content.Load <Texture2D>(Constants.Resources.TEXTURE_PONG_PADDLE),
                                                 new Vector2(Constants.Pong.PADDLE_STARTING_X,
                                                             Constants.Pong.PADDLE_STARTING_Y),
                                                 new Vector2(-1, 0)); // Right paddle normal points left

            paddle1.AddComponent(new PlayerComponent(_player1));
            paddle2.AddComponent(new PlayerComponent(_player2));

            if (Player1 is AIPlayer)
            {
                paddle1.AddComponent(new AIComponent(Player1 as AIPlayer));
            }
            if (Player2 is AIPlayer)
            {
                paddle2.AddComponent(new AIComponent(Player2 as AIPlayer));
            }

            // Lives
            LivesEntity.Create(_engine,
                               Content.Load <BitmapFont>(Constants.Resources.FONT_PONG_LIVES),
                               new Vector2(Constants.Pong.LIVES_LEFT_POSITION_X, Constants.Pong.LIVES_POSITION_Y),
                               _player1,
                               Constants.Pong.LIVES_COUNT);
            BallEntity.CreateWithoutBehavior(_engine,
                                             Content.Load <Texture2D>(Constants.Resources.TEXTURE_PONG_BALL),
                                             new Vector2(Constants.Pong.LIVES_ICON_LEFT_POSITION_X,
                                                         Constants.Pong.LIVES_POSITION_Y),
                                             2);
            LivesEntity.Create(_engine,
                               Content.Load <BitmapFont>(Constants.Resources.FONT_PONG_LIVES),
                               new Vector2(Constants.Pong.LIVES_RIGHT_POSITION_X, Constants.Pong.LIVES_POSITION_Y),
                               _player2,
                               Constants.Pong.LIVES_COUNT);
            BallEntity.CreateWithoutBehavior(_engine,
                                             Content.Load <Texture2D>(Constants.Resources.TEXTURE_PONG_BALL),
                                             new Vector2(Constants.Pong.LIVES_ICON_RIGHT_POSITION_X,
                                                         Constants.Pong.LIVES_POSITION_Y),
                                             2);
        }