Ejemplo n.º 1
0
 /// <summary>
 /// Initializes a new instance of the <see cref="GameLayer"/> class.
 /// </summary>
 public GameLayer()
 {
     this.graphics = new GraphicsDeviceManager(this);
     Content.RootDirectory = "Content";
     this.graphics.PreferredBackBufferWidth = this.WindowWidth;
     this.graphics.PreferredBackBufferHeight = this.WindowHeight;
     this.ActionScreen = new Rectangle(0, 0, this.WindowWidth, this.WindowHeight);
     IsMouseVisible = true;
     this.graphics.IsFullScreen = false;
     this.RedPlayer = new Player();
     this.BluePlayer = new Player();
     this.RedPlayer.Initialize(new Animation(), new Vector2(40 * 9, 40 * 15));
     this.BluePlayer.Initialize(new Animation(), new Vector2(40 * 10, 40 * 15));
     this.MissleBoxOfRedPlayer = new List<Missle>();
     this.MissleBoxOfBluePlayer = new List<Missle>();
 }
Ejemplo n.º 2
0
        // Initialize the player
        public void Initialize(Animation animation, Vector2 position, int inflictDmg, float angle, int speed, Player owner, SoundEffect explosionEffect)
        {
            MissleAnimation = animation;

            // Set the starting position of the player around the middle of the screen and to the back
            MissleAnimation.Position = position;

            // Set the player to be active
            Alive = true;
            MissleAnimation.Angle = angle;

            // Set the player health
            RemoveValue = inflictDmg;

            Speed = speed;
            this.Owner = owner;
            this.MissleEffect = explosionEffect;
        }
Ejemplo n.º 3
0
 /// <summary>
 /// Create custom missle with specific values
 /// </summary>
 /// <param name="MisssleTex">
 /// The misssle tex.
 /// </param>
 /// <param name="spd">
 /// The spd.
 /// </param>
 /// <param name="infDmg">
 /// The inf dmg.
 /// </param>
 /// <param name="ownerOfMissle">
 /// The owner Of Missle.
 /// </param>
 /// <param name="currentMissleBox">
 /// The current Missle Box.
 /// </param>
 /// <param name="missleEffect">
 /// The missle Effect.
 /// </param>
 private void CreateNewMissle(Texture2D MisssleTex, int spd, int infDmg, Player ownerOfMissle, List<Missle> currentMissleBox, SoundEffect missleEffect)
 {
     if (currentMissleBox.Count < this.MissleCount)
     {
         currentMissleBox.Add(new Missle());
         currentMissleBox[currentMissleBox.Count - 1].Initialize(
             new Animation(), ownerOfMissle.PlayerAnimation.Position, infDmg, ownerOfMissle.PlayerAnimation.Angle, spd, ownerOfMissle, missleEffect);
         currentMissleBox[currentMissleBox.Count - 1].MissleAnimation.Initialize(
             MisssleTex, ownerOfMissle.PlayerAnimation.Position, 20, 20, 2, 30, Color.White, 1.0f, true);
     }
     else
     {
         foreach (Missle missle in currentMissleBox.Where(missle => missle.Alive == false))
         {
             missle.Initialize(
                 new Animation(),
                 ownerOfMissle.PlayerAnimation.Position,
                 infDmg,
                 ownerOfMissle.PlayerAnimation.Angle,
                 spd,
                 ownerOfMissle,
                 missleEffect);
             missle.MissleAnimation.Initialize(
                 MisssleTex, ownerOfMissle.PlayerAnimation.Position, 20, 20, 2, 30, Color.White, 1.0f, true);
             return;
         }
     }
 }
Ejemplo n.º 4
0
 /// <summary>
 /// Check collision of Player in blocks and screen
 /// </summary>
 /// <param name="x">
 /// The x.
 /// </param>
 /// <param name="y">
 /// The y.
 /// </param>
 /// <returns>
 /// </returns>
 private bool CheckOnCollision(float x, float y, Player owner)
 {
     Rectangle dest = new Rectangle(x: (int)x - (int)(40 * 1.0f) / 2, y: (int)y - (int)(40 * 1.0f) / 2, width: (int)(40 * 1.0f), height: (int)(40 * 1.0f));
     if (!this.ActionScreen.Intersects(dest))
     {
         return false;
     }
     if (owner == RedPlayer && BluePlayer.PlayerAnimation.destRect.Intersects(dest)) return false;
     if (owner == BluePlayer && RedPlayer.PlayerAnimation.destRect.Intersects(dest)) return false;
     return (from b in this.currentArena.AssetPosition where b.Texture != this.texList[2].Tex select b).All(block => !block.Place.Intersects(dest));
 }