public List<CycSprite> Collide(CycSprite sprite) { List<CycSprite> collided = new List<CycSprite>(); foreach (CycSprite e in enemies) { if (!e.Alive) { continue; } if (e.Collide(sprite)) { collided.Add(e); } } return collided; }
public void EnemyOffScreen(CycSprite e) { }
public void AddSprite(CycSprite cs) { sprites.Add(cs); cs.View = view; //sprites added after LoadContent is called won't get their content loaded. sucks! }
public override void Update(GameTime gameTime) { if (Game.SongIsEnding) { float r = (float)Game.OutroRatio; for (int i = 0; i < backgrounds.Count; i++) { CycBackground bg = backgrounds[i]; bg.ScrollSpeed = ParallaxSpeeds[i] * (1 - r); } if (earth == null) { earth = new EndingSprite(Game, "earth", new Vector2(-400, 90), 301); earth.Initialize(); earth.LoadContent(); AddSprite(earth); } earth.Velocity = new Vector2(EarthSpeed * (1 - r), earth.Velocity.Y); } CrushBeams.Update(gameTime); List<CollisionGroup> crushCollided = enemyBatch.CollidePool(CrushBeams); foreach (CollisionGroup crushed in crushCollided) { CycEnemy deadEnemy = (CycEnemy)crushed.collider; if (!deadEnemy.Alive) { continue; } bool leftOfCenter = (ship.Position.X >= deadEnemy.Position.X); Combo += deadEnemy.Difficulty; NextGame.DeliverEnemy(leftOfCenter, deadEnemy.Difficulty); deadEnemy.Die(); foreach (BeamBit beam in crushed.collided) { beam.Die(); } } enemyBatch.Update(gameTime); base.Update(gameTime); if (!ship.Dying) { List<CycSprite> shipCollided = enemyBatch.Collide(ship); if (shipCollided.Count() != 0) { KillPlayer(); } List<CycSprite> skimCollided = enemyBatch.Collide(skim); if (skimCollided.Count() != 0) { foreach (CycSprite s in skimCollided) { skimParticles.AddParticles(s.Center); } Skim(skimCollided.Count()); } } else { ship.StartPosition = StartPosition; } skim.ResizeTo(MinSkimRadius + (DefaultSkimRadius-MinSkimRadius) * (1-ship.PowerRatio), SkimResizeDuration); }
public override void LoadContent() { int[] timings = TimingSequence(5, 2); animations["default"] = new Animation(FrameSequence(0, 2), timings, true); animations["death"] = new Animation(FrameSequence(8, 1), TimingSequence(1,1), false); animations["run"] = new Animation(FrameSequence(0, 2), timings, true); animations["run-attacking"] = new Animation(FrameSequence(4, 2), timings, true); animations["jet"] = new Animation(FrameSequence(2, 2), timings, true); animations["jet-attacking"] = new Animation(FrameSequence(6, 2), timings, true); animations["begin-jet"] = new Animation(FrameSequence(2, 2), timings, true); animations["begin-jet-attacking"] = new Animation(FrameSequence(6, 2), timings, true); animations["stop-jet"] = new Animation(FrameSequence(2, 2), timings, true); animations["stop-jet-attacking"] = new Animation(FrameSequence(6, 2), timings, true); animations["jump"] = new Animation(FrameSequence(0, 2), timings, true); animations["jump-attacking"] = new Animation(FrameSequence(4, 2), timings, true); animations["fall"] = new Animation(FrameSequence(0, 2), timings, true); animations["fall-attacking"] = new Animation(FrameSequence(4, 2), timings, true); animations["land"] = new Animation(FrameSequence(0, 2), timings, true); animations["land-attacking"] = new Animation(FrameSequence(4, 2), timings, true); animations["run"] = new Animation(FrameSequence(0, 2), timings, true); animations["run-attacking"] = new Animation(FrameSequence(4, 2), timings, true); animations["stand-still"] = new Animation(FrameSequence(1, 1), TimingSequence(5, 1), false); Play("default"); Wrench = new CycSprite(Game); Wrench.Initialize(); Wrench.AddAnimation("default", new int[] { 0, 1 }, new int[] { 5, 5 }, true); Wrench.AddAnimation("super", new int[] { 2, 3 }, new int[] { 5, 5 }, true); Wrench.Play("default"); Wrench.AssetName = "wrench"; Wrench.Visible = false; Wrench.Alive = false; Wrench.CollisionStyle = CollisionStyle.Circle; Wrench.SpriteWidth = 14; Wrench.ScaleFactor = 2.0f; Wrench.Radius = 14; Wrench.VisualRadius = 14; Wrench.LoadContent(); deathSnd = Game.SoundInstance("rpg-die"); jetHighSnd = Game.SoundInstance("rpg-jet-high"); jetMidSnd = Game.SoundInstance("rpg-jet-mid"); jetLowSnd = Game.SoundInstance("rpg-jet-low"); jumpSnd = Game.SoundInstance("rpg-jump"); landSnd = Game.SoundInstance("rpg-land"); base.LoadContent(); normalTexture = spriteSheet; superTexture = Game.Content.Load<Texture2D>("rockGirlSuper"); }