Ejemplo n.º 1
0
        public Projectile(double pX, double pY, double velX, double velY, PhysicsSprite.PlayerType creatorId, PhysicsSprite.GlowType glowType)
        {
            this.posX = pX;
            this.posY = pY;
            this.velX = velX / 100;
            this.velY = velY / 100;
            this.creatorId = creatorId;
            this.glowType = glowType;

            ani = new Animation(Game1.Instance.gameData.animations[getGlowFlyAniIndex(glowType)]);
            ani.start();
        }
Ejemplo n.º 2
0
 private bool playerGlowMatches(PhysicsSprite player, PhysicsSprite.GlowType glow)
 {
     return player.PlayerGlowType == glow;
 }
Ejemplo n.º 3
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 private int getGlowHitAniIndex(PhysicsSprite.GlowType glowType)
 {
     return (glowType == PhysicsSprite.GlowType.Red_Glow) ? ANI_RED_ORB_HIT : ANI_BLUE_ORB_HIT;
 }
Ejemplo n.º 4
0
 private int getGlowFlyAniIndex(PhysicsSprite.GlowType glowType)
 {
     return (glowType == PhysicsSprite.GlowType.Red_Glow) ? ANI_RED_ORB_FLY : ANI_BLUE_ORB_FLY;
 }
Ejemplo n.º 5
0
 private void affectPlayer(PhysicsSprite player)
 {
     //TODO:
 }
Ejemplo n.º 6
0
 private void addScoreToPlayer(PhysicsSprite player)
 {
     //TODO:
 }
Ejemplo n.º 7
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            base.Initialize();
            audioSys.init();
            gameData.init(Content);

            gameData.ScreenWidth = 256;
            gameData.ScreenHeight = 240;

            oldKeyState = Keyboard.GetState();

            if (GamePad.GetCapabilities(PlayerIndex.One).IsConnected)
                oldPadState[0] = GamePad.GetState(PlayerIndex.One);
            if (GamePad.GetCapabilities(PlayerIndex.Two).IsConnected)
                oldPadState[1] = GamePad.GetState(PlayerIndex.Two);

            player1 = new PhysicsSprite(gameData.animations[PhysicsSprite.ANI_P1 + PhysicsSprite.ANI_RUN], gameData.animations[PhysicsSprite.ANI_RED_GLOW + PhysicsSprite.ANI_RUN], PhysicsSprite.PlayerType.Player1);
            player1.Ani.start();
            gameData.sprites.Add(player1);
            player2 = new PhysicsSprite(gameData.animations[PhysicsSprite.ANI_P2 + PhysicsSprite.ANI_RUN], gameData.animations[PhysicsSprite.ANI_RED_GLOW + PhysicsSprite.ANI_RUN], PhysicsSprite.PlayerType.Player2);
            player2.Ani.start();
            gameData.sprites.Add(player2);

            TileSet bgTileSet = gameData.getTileSet("bg");
            ImageLayer bgLayer = new ImageLayer(gameData, bgTileSet);
            gameData.layers.Add(bgLayer);
            bgLayer.setSpeed(-0.25);

            TileSet subwayTileSet = gameData.getTileSet("subway");
            TrainImageLayer subwayLayer = new TrainImageLayer(gameData, subwayTileSet, 10 * 1000, 30 * 1000, -4, -15);
            gameData.layers.Add(subwayLayer);
            subwayLayer.setSpeed(-4);
            subwayLayer.FixedYOffset = 120;
            subwayLayer.FixedXOffset = gameData.ScreenWidth;

            TileSet fenceTileSet = gameData.getTileSet("fence");
            ImageLayer fenceLayer = new ImageLayer(gameData, fenceTileSet);
            gameData.layers.Add(fenceLayer);
            fenceLayer.setSpeed(-0.75);
            fenceLayer.FixedYOffset = gameData.ScreenHeight - fenceTileSet.height;

            mapLayer = new MapLayer(gameData, 16, 16);
            gameData.layers.Add(mapLayer);
            mapLayer.setSpeed(2.25);

            SpriteLayer spriteLayer = new SpriteLayer(gameData);
            gameData.layers.Add(spriteLayer);

            ProjectileLayer projectileLayer = new ProjectileLayer(gameData);
            gameData.layers.Add(projectileLayer);

            TileSet pipeTileSet1 = gameData.getTileSet("pipe1");
            TrainImageLayer pipeLayer1 = new TrainImageLayer(gameData, pipeTileSet1, 2 * 1000, 10 * 1000, -6, -6);
            gameData.layers.Add(pipeLayer1);
            pipeLayer1.setSpeed(-6);
            pipeLayer1.FixedXOffset = gameData.ScreenWidth;

            TileSet pipeTileSet2 = gameData.getTileSet("pipe2");
            TrainImageLayer pipeLayer2 = new TrainImageLayer(gameData, pipeTileSet2, 2 * 1000, 10 * 1000, -6, -6);
            gameData.layers.Add(pipeLayer2);
            pipeLayer2.setSpeed(-6);
            pipeLayer2.FixedXOffset = gameData.ScreenWidth;

            // Create RenderTargets after gameData.layers is populated
            renderTarget = new RenderTarget2D[gameData.layers.Count + 1];
            for (int i = 0; i < gameData.layers.Count + 1; i++) {
                renderTarget[i] = new RenderTarget2D(graphics.GraphicsDevice, 256, 240, false, SurfaceFormat.Color, DepthFormat.Depth16);
            }
            setState(State.STATE_SPLASH);
            font = Content.Load<SpriteFont>("System");
            score = 0;
        }