/// <summary>
		/// Add a new particle to be managed by this instance of the class
		/// </summary>
		/// <param name="Image">Image to display for the particle.</param>
		/// <param name="Top">Top coordinate for the particle's initial position.</param>
		/// <param name="Left">Left coordinate of hte particle's initial position.</param>
		/// <param name="Height">Initial Height in pixes of the particle.</param>
		/// <param name="Width">Initial Width of the particle.</param>
		/// <param name="SpeedX">Speed of the particle along the X axis.</param>
		/// <param name="SpeedY">Speed of the particle along the Y axis.</param>
		/// <param name="Tint">Tint or color overlay for the particle.</param>
		public void AddParticle(Texture2D Image, float Top, float Left, int Height, int Width, float SpeedX, float SpeedY, Color Tint) {
			Particle2D NewBullet = new Particle2D();

			NewBullet.TopLeft.X = (int)Left;
			NewBullet.TopLeft.Y = (int)Top;
			NewBullet.Width = Width;
			NewBullet.Height = Height;

			NewBullet.Image = Image;
			NewBullet.SpeedX = SpeedX;
			NewBullet.SpeedY = SpeedY;
			NewBullet.Tint = Tint;

			cParticleList.Add(NewBullet);
		}
		/// <summary>
		/// Add a new particle to be managed by this instance of the class
		/// </summary>
		/// <param name="NewParticle">Particle object to be managed.</param>
		public void AddParticle(Particle2D NewParticle) {
			cParticleList.Add(NewParticle);
		}
Ejemplo n.º 3
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		private void CreateNewAsteroid(int Size, Vector2 Position) {
			Particle2D AstInfo;
			Vector2 AstSpeed;

			AstInfo = new Particle2D();

			AstInfo.Width = Size;
			AstInfo.Height = Size;

			if ((Position.X == -1) && (Position.Y == -1)) {
				AstInfo.TopLeft.X = AstInfo.Width * -1;
				AstInfo.TopLeft.Y = AstInfo.Height * -1;
			} else {
				AstInfo.TopLeft.X = Position.X;
				AstInfo.TopLeft.Y = Position.Y;
			}

			AstInfo.Image = cTextureDict[Textures.Asteroid];

			AstSpeed = MGMath.CalculateXYMagnitude((float)cRandom.NextDouble() * 6.28318531f, 2);
			AstInfo.SpeedX = AstSpeed.X;
			AstInfo.SpeedY = AstSpeed.Y;
			AstInfo.Tint = new Color(150 + cRandom.Next(0, 105), 150 + cRandom.Next(0, 105), 150 + cRandom.Next(0, 105), 255);

			AstInfo.SpeedRotate = ((float)cRandom.NextDouble() * 0.2f) - 0.1f;

			cAsteroids.AddParticle(AstInfo);
		}
Ejemplo n.º 4
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		private void CreateParticleBurst(Vector2 Position, int Count, int Size, Color Tint, Texture2D Image) {
			Particle2D NewSparkle;
			Vector2 Speed;

			for (int Ctr = 0; Ctr < Count; Ctr++) {
				NewSparkle = new Particle2D();

				NewSparkle.AlphaFade = true;
				NewSparkle.TimeToLive = 100 + (cRandom.NextDouble() * 1000);
				NewSparkle.Height = Size;
				NewSparkle.Width = Size;
				NewSparkle.TopLeft = Position;
				NewSparkle.Image = Image;

				NewSparkle.Rotation = (float)(cRandom.NextDouble() * 6.2f);
				Speed = MGMath.CalculateXYMagnitude(NewSparkle.Rotation, (float)(cRandom.NextDouble() * (70 / Size)));
				NewSparkle.SpeedX = Speed.X;
				NewSparkle.SpeedY = Speed.Y;
				NewSparkle.SpeedRotate = (float)cRandom.NextDouble() * 0.25f;

				NewSparkle.Tint = Tint;

				cSparkles.AddParticle(NewSparkle);
			}
		}
Ejemplo n.º 5
0
		private void CommandSentEventHandler(object Sender, string Command) {
			if (Tools.RegEx.QuickTest(Command, "^(quit|exit)$") == true) {
				Exit();
			} else if (Tools.RegEx.QuickTest(Command, "^ship *stop$") == true) {
				cPlayerShip.cSpeedX = 0;
				cPlayerShip.cSpeedY = 0;
				cDevConsole.AddText("Ship speed set to 0");
			} else if (Tools.RegEx.QuickTest(Command, "^ship *center$") == true) {
				cPlayerShip.Top = (cGraphDevMgr.GraphicsDevice.Viewport.Bounds.Height) / 2 - (cPlayerShip.Height / 2);
				cPlayerShip.Left = (cGraphDevMgr.GraphicsDevice.Viewport.Bounds.Width) / 2 - (cPlayerShip.Width / 2);
				cDevConsole.AddText("Ship position set to [X=" + cPlayerShip.Left + ", Y=" + cPlayerShip.Width + "]");
			} else if (Tools.RegEx.QuickTest(Command, "^ship *state$") == true) {
				cDevConsole.AddText("Ship Position [X=" + cPlayerShip.Top + ", Y=" + cPlayerShip.Left + "]");
				cDevConsole.AddText("     Speed X=" + cPlayerShip.cSpeedX + " Y=" + cPlayerShip.cSpeedY);
				cDevConsole.AddText("     Size Width=" + cPlayerShip.Width + " Height=" + cPlayerShip.Height);
			} else if (Tools.RegEx.QuickTest(Command, "^fire *spread$") == true) {
				cDevConsole.AddText("Firing Spread");
				cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation - 0.628f, 10, Color.White);
				cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation - 0.314f, 10, Color.White);
				cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation, 10, Color.White);
				cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation + 0.314f, 10, Color.White);
				cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation + 0.628f, 10, Color.White);
			} else if (Tools.RegEx.QuickTest(Command, "^fire *multi-?(ple|shot)$") == true) {
				cDevConsole.AddText("Firing Multi-Shot");
				Vector2 BulletOrigin, BulletOffset;
				BulletOrigin = MGMath.CalculateXYMagnitude(-1 * cPlayerShip.cRotation, cPlayerShip.Width / 4);
				BulletOffset = MGMath.CalculateXYMagnitude(-1 * cPlayerShip.cRotation + 1.570796f, cPlayerShip.Width / 5);

				//Adjust it so that it's relative to the top left screen corner
				BulletOrigin.Y += cPlayerShip.Top + (cPlayerShip.Height / 2);
				BulletOrigin.X += cPlayerShip.Left + (cPlayerShip.Height / 2);

				cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y + (BulletOffset.Y * 2) - 10, BulletOrigin.X + (BulletOffset.X * 2) - 10, 20, 20, cPlayerShip.cRotation, 15, Color.White);
				cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y + BulletOffset.Y - 10, BulletOrigin.X + BulletOffset.X - 10, 20, 20, cPlayerShip.cRotation, 15, Color.White);
				cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y - 10, BulletOrigin.X - 10, 20, 20, cPlayerShip.cRotation, 15, Color.White);
				cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y - BulletOffset.Y - 10, BulletOrigin.X - BulletOffset.X - 10, 20, 20, cPlayerShip.cRotation, 15, Color.White);
				cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y - (BulletOffset.Y * 2) - 10, BulletOrigin.X - (BulletOffset.X * 2) - 10, 20, 20, cPlayerShip.cRotation, 15, Color.White);
			} else if (Tools.RegEx.QuickTest(Command, "^new *asteroid$") == true) {
				cDevConsole.AddText("Spawning Asteroid");
				cAsteroids.AddParticle(cTextureDict[Textures.Asteroid], cPlayerShip.Top + (cPlayerShip.Height / 2) - 50, cPlayerShip.Left + (cPlayerShip.Height / 2) - 50, 100, 100, cPlayerShip.cRotation - 0.628f, 2, Color.White);
			} else if (Tools.RegEx.QuickTest(Command, @"^\s*ast(eroid)?\s*count\s*?$") == true) {
				cDevConsole.AddText("Current Asteroid Count: " + cAsteroids.ParticleList.Count);
			} else if (Tools.RegEx.QuickTest(Command, @"^\s*ast(eroid)?\s*clear$") == true) {
				cDevConsole.AddText("Destroying all asteroids");
				cAsteroids.ParticleList.Clear();
			} else if (Tools.RegEx.QuickTest(Command, @"^\s*mouse\s*turn\s*=\s*(on|true|enable|1)\s*$") == true) {
				cDevConsole.AddText("Using mouse position to rotate ship");
				cPlayerShip.MouseRotate = true;
			} else if (Tools.RegEx.QuickTest(Command, @"^\s*mouse\s*turn\s*=\s*(off|false|disable|0)\s*$") == true) {
				cDevConsole.AddText("Using arrow keys to rotate ship");
				cPlayerShip.MouseRotate = false;
			} else if (Tools.RegEx.QuickTest(Command, @"^\s*(spawn|new)\s*hunter\s*$") == true) {
				cDevConsole.AddText("Spawning new hunter UFO");
				Vector2 StartPos = new Vector2(-50, -50);
				CreateNewHunter(100, StartPos);
			} else if (Tools.RegEx.QuickTest(Command, @"^\s*(sparkles|particles)\s*$") == true) {
				Particle2D NewSparkle;
				Vector2 Speed;

				cDevConsole.AddText("Particle burst on player ship");

				for (int Ctr = 0; Ctr < 25; Ctr++) {
					NewSparkle = new Particle2D();

					NewSparkle.AlphaFade = true;
					NewSparkle.TimeToLive = 100 + (cRandom.NextDouble() * 1000);
					NewSparkle.Height = 10;
					NewSparkle.Width = 10;
					NewSparkle.TopLeft.X = cPlayerShip.Left + (cPlayerShip.Width / 2);
					NewSparkle.TopLeft.Y = cPlayerShip.Top + (cPlayerShip.Height / 2);
					NewSparkle.Image = cTextureDict[Textures.Bullet];

					NewSparkle.Rotation = (float)(cRandom.NextDouble() * 6.2f);
					Speed = MGMath.CalculateXYMagnitude(NewSparkle.Rotation, (float)(cRandom.NextDouble() * 5));
					NewSparkle.SpeedX = Speed.X;
					NewSparkle.SpeedY = Speed.Y;

					NewSparkle.Tint = Color.White;

					cSparkles.AddParticle(NewSparkle);
				}
			} else if (Tools.RegEx.QuickTest(Command, @"^\s*(headlight|flashlight|dark)\s*=\s*(1|true|enable)\s*$") == true) {
				cDevConsole.AddText("Headlight mode enabled.");
				cHeadlightMode = true;
			} else if (Tools.RegEx.QuickTest(Command, @"^\s*(headlight|flashlight|dark)\s*=\s*(0|false|disable)\s*$") == true) {
				cDevConsole.AddText("Headlight mode disabled.");
				cHeadlightMode = false;
			} else if (Tools.RegEx.QuickTest(Command, @"^\s*stats\s*=\s*(1|true|enable|on)\s*$") == true) {
				cDevConsole.AddText("Stats enabled.");
				cShowStats = true;
			} else if (Tools.RegEx.QuickTest(Command, @"^\s*stats\s*=\s*(0|false|disable|off)\s*$") == true) {
				cDevConsole.AddText("Stats disabled.");
				cShowStats = false;
			}  else {
				cDevConsole.AddText("Unrecognized command: " + Command);
			}
		}