public void StartGame() { //Instantiate(sf); isPause = false; Debug.Log("Start gameManager"); //if (currentShape != null) //{ // currentShape.Resume(); //} foreach (Shape child in mList) { if (child != null) { child.Resume(); } } if (currentSF == null) { currentSF = Instantiate(sf); } else { currentSF.Resume(); } //isPause = false; }
private static SpaceFighter GetShip() { SpaceFighter character = new SpaceFighter(); character.SceneGraph = SceneGraph; character.AI = new PlayerController(); return(character); }
public void ReStart() { isOver = false; Destroy(currentSF.gameObject); currentSF = null; foreach (Shape s in mList) { Destroy(s.gameObject); //s = null; } mList = new List <Shape>(); //control.playState.popup = false; }
protected override void LoadContent() { ContentManager Content = GameRef.Content; ShipTexture = Content.Load <Texture2D>(@"Sprites\block_64"); LaserTexture = Content.Load <Texture2D>(@"Sprites\laser"); Asteriod64 = Content.Load <Texture2D>(@"Sprites\asteriod_64"); Asteriod32 = Content.Load <Texture2D>(@"Sprites\asteriod_32"); StarTexture = Content.Load <Texture2D>(@"Sprites\Star_256"); PlanetBlueTexture = Content.Load <Texture2D>(@"Sprites\Planet_Blue_128"); PlanetPurpleTexture = Content.Load <Texture2D>(@"Sprites\Planet_Purple_128"); CreatureTexture = Content.Load <Texture2D>(@"Sprites\Creature_32"); LaserTurretTexture = Content.Load <Texture2D>(@"Sprites\Weapon_16"); SpaceTexture = Content.Load <Texture2D>(@"Backgrounds\Nebula_1920X1200"); fontArial = Content.Load <SpriteFont>(@"Fonts\Arial"); LaserFireTexture = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); LaserFireTexture.SetData(new[] { Color.Yellow }); FpsCounter.Font = fontArial; RNG = new Random(3); //TODO: Randomize seed SolarSystem solarSystem = new SolarSystem(); solarSystem.Generate(RNG, 1000000); Camera2D camera = new Camera2D(ScreenRectangle); SceneGraph = new SceneGraph(camera, null); SceneGraph.Sky = SpaceTexture; foreach (GameObject obj in solarSystem.Stars) { SceneGraph.Add(obj); } foreach (GameObject obj in solarSystem.Planets) { SceneGraph.Add(obj); } foreach (GameObject obj in solarSystem.Asteroids) { SceneGraph.Add(obj); } Ship = GetShip(); Ship.Position = Vector2.Zero; SceneGraph.Add(Ship); camera.CameraMode = CameraMode.Follow; camera.FollowTarget = Ship; SpaceCreature creature = new SpaceCreature(); creature.Position = new Vector2(600f, 600f); creature.AI = new SimpleFollowAI(); creature.Target = Ship; SceneGraph.Add(creature); //SpaceCreature creature2 = new SpaceCreature(); //creature2.Position = new Vector2(400f, 300f); //creature2.AI = new SimpleFollowAI(); //creature2.Target = Ship; //SceneGraph.Add(creature2); base.LoadContent(); }
private static SpaceFighter GetShip() { SpaceFighter character = new SpaceFighter(); character.SceneGraph = SceneGraph; character.AI = new PlayerController(); return character; }
protected override void LoadContent() { ContentManager Content = GameRef.Content; ShipTexture = Content.Load<Texture2D>(@"Sprites\block_64"); LaserTexture = Content.Load<Texture2D>(@"Sprites\laser"); Asteriod64 = Content.Load<Texture2D>(@"Sprites\asteriod_64"); Asteriod32 = Content.Load<Texture2D>(@"Sprites\asteriod_32"); StarTexture = Content.Load<Texture2D>(@"Sprites\Star_256"); PlanetBlueTexture = Content.Load<Texture2D>(@"Sprites\Planet_Blue_128"); PlanetPurpleTexture = Content.Load<Texture2D>(@"Sprites\Planet_Purple_128"); CreatureTexture = Content.Load<Texture2D>(@"Sprites\Creature_32"); LaserTurretTexture = Content.Load<Texture2D>(@"Sprites\Weapon_16"); SpaceTexture = Content.Load<Texture2D>(@"Backgrounds\Nebula_1920X1200"); fontArial = Content.Load<SpriteFont>(@"Fonts\Arial"); LaserFireTexture = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); LaserFireTexture.SetData(new[] { Color.Yellow }); FpsCounter.Font = fontArial; RNG = new Random(3); //TODO: Randomize seed SolarSystem solarSystem = new SolarSystem(); solarSystem.Generate(RNG, 1000000); Camera2D camera = new Camera2D(ScreenRectangle); SceneGraph = new SceneGraph(camera, null); SceneGraph.Sky = SpaceTexture; foreach (GameObject obj in solarSystem.Stars) { SceneGraph.Add(obj); } foreach (GameObject obj in solarSystem.Planets) { SceneGraph.Add(obj); } foreach (GameObject obj in solarSystem.Asteroids) { SceneGraph.Add(obj); } Ship = GetShip(); Ship.Position = Vector2.Zero; SceneGraph.Add(Ship); camera.CameraMode = CameraMode.Follow; camera.FollowTarget = Ship; SpaceCreature creature = new SpaceCreature(); creature.Position = new Vector2(600f, 600f); creature.AI = new SimpleFollowAI(); creature.Target = Ship; SceneGraph.Add(creature); //SpaceCreature creature2 = new SpaceCreature(); //creature2.Position = new Vector2(400f, 300f); //creature2.AI = new SimpleFollowAI(); //creature2.Target = Ship; //SceneGraph.Add(creature2); base.LoadContent(); }