Example #1
0
        //add an ore drop using a gameobject's positional/velocity properties
        public static void AddOreDrop(GameObject origin)
        {
            Particle temp = new Particle( //generate the ore drop
               ContentHandler.Textures[ORE_KEY],
               origin.WorldCenter,
               origin.Velocity +
               Vector2.Multiply(AsteroidManager.GetVelocity(origin.Rotation + MathHelper.ToRadians(Util.rnd.Next(-90, 90))), 0.5f),
               Color.White,
               ORE_DROP_FTL,
               true,
               origin.Rotation,
               (float)Util.rnd.NextDouble(-0.1f, 0.1f),
               1f, 1f, SpriteEffects.None,
               ContentHandler.Textures[ORE_KEY].GetMeanRadius(8),
               0, 0, 8, 1, 8, 0, false, ORE_FRAME_DELAY);
            temp.Animating = true;

            OreDrops.Add(temp);
        }
Example #2
0
        //splits a destroyed large asteroid into a small one
        static void splitAsteroid(GameObject asteroidToSplit)
        {
            //split asteroid into small, inherting most of the characteristics
            GameObject split = new GameObject(
                ContentHandler.Textures[SMALL_ASTEROID],
                asteroidToSplit.WorldCenter,
                GetVelocity(asteroidToSplit.RotationDegrees + Util.rnd.Next(90, 270)), //get a random new velocity
                asteroidToSplit.TintColor,
                false, //nothing to animate
                asteroidToSplit.Rotation,
                asteroidToSplit.RotationalVelocity,
                asteroidToSplit.Scale,
                asteroidToSplit.Depth,
                false,
                ContentHandler.Textures[SMALL_ASTEROID].GetMeanRadius()); //get rounded radius

            Asteroids.Add(split);
        }
Example #3
0
        public static void DestroyAsteroid(GameObject asteroid, bool effect = true)
        {
            int x = Util.rnd.Next(50); //temp var

            //around 50% chance of splitting if asteroid is a large non-ore asteroid
            if (x > 25 && asteroid.Texture == ContentHandler.Textures[LARGE_ASTEROID])
                splitAsteroid(asteroid);

            if (asteroid.Texture == ContentHandler.Textures[ORE_ASTEROID])
            {
                for (int i = 0; i < Util.rnd.Next(ORE_MIN_DROP, ORE_MAX_DROP); i++)
                    OreManager.AddOreDrop(asteroid); //if it is an ore asteroid, add drop(s) on destroy
            }

            if(effect) //add a particle effect if flag is true
                addExplosion(asteroid.WorldCenter);

            Asteroids.Remove(asteroid); //remove the asteroid from the list
        }
Example #4
0
        //add a specified type asteroid
        public static void AddAsteroid(AsteroidType type, bool offScreen = false)
        {
            GameObject tempAsteroid; //temporary asteroid
            bool isOverlap = false; //overlap flag
            int counter = 0; //generation counter
            Texture2D text; //temporary texture
            switch (type) //assign appropriate texture to asteroid type
            {
                case AsteroidType.Small: text = ContentHandler.Textures[SMALL_ASTEROID];
                    break;
                case AsteroidType.Large: text = ContentHandler.Textures[LARGE_ASTEROID];
                    break;
                case AsteroidType.Ore: text = ContentHandler.Textures[ORE_ASTEROID];
                    break;
                default:
                    throw new InvalidOperationException();
            }

            do //Do-While to ensure that the asteroid gets generated at least once
            {
                float rot = MathHelper.ToRadians((float)Util.rnd.NextDouble(0f, 359f)); //random rotation

                //random rotational velocity; within constants
                float rotVel = MathHelper.ToRadians((float)Util.rnd.NextDouble(MINROTATIONALVELOCITY, MAXROTATIONALVELOCITY));

                float colRadius = text.GetMeanRadius();

                Vector2 vel; //temporary velocity
                Vector2 worldPos; //temporary worldposition

                if (offScreen) //if asteroid needs to be generated offscreen
                {
                    SpawnSide side = Util.RandomEnumValue<SpawnSide>(); //pick a random world border to spawn it from
                    switch (side)
                    {
                        case SpawnSide.Up:
                            vel = GetVelocity(MathHelper.ToRadians((float)Util.rnd.Next(140, 230))); //get a velocity pointing between 140/230 degrees

                            worldPos = new Vector2( //and add a velocity which will knock it into the world borders next tick
                                Util.rnd.Next(Camera.WorldRectangle.X, Camera.WorldRectangle.Width),
                                Camera.WorldRectangle.Y - text.Height);
                            break;
                        case SpawnSide.Left:
                            vel = GetVelocity(MathHelper.ToRadians((float)Util.rnd.Next(50, 130))); //between 50/130 degrees

                            worldPos = new Vector2(
                                Camera.WorldRectangle.X - text.Width,
                                Util.rnd.Next(Camera.WorldRectangle.Y, Camera.WorldRectangle.Height));
                            break;
                        case SpawnSide.Right:
                            vel = GetVelocity(MathHelper.ToRadians((float)Util.rnd.Next(230, 310))); //between 230/310 degrees

                            worldPos = new Vector2(
                                Camera.WorldRectangle.Width + text.Width,
                                Util.rnd.Next(Camera.WorldRectangle.Y, Camera.WorldRectangle.Height));
                            break;
                        case SpawnSide.Down:
                            vel = GetVelocity(
                                MathHelper.ToRadians(Util.rnd.Next(320, 410) % 360)); //between 320/(360 + 50) degrees

                            worldPos = new Vector2(
                                Util.rnd.Next(Camera.WorldRectangle.X, Camera.WorldRectangle.Width),
                                Camera.WorldRectangle.Height + text.Height);
                            break;
                        default:
                            throw new InvalidOperationException();
                    }
                }
                else //if the asteroid does not need to be generated offscreen...
                {
                    vel = GetVelocity(rot); //get a random velocity according to the rotation

                    worldPos = new Vector2( //and simply get a random position in the world to place it...
                        Util.rnd.Next(Camera.WorldRectangle.X, Camera.WorldRectangle.Width),
                        Util.rnd.Next(Camera.WorldRectangle.Y, Camera.WorldRectangle.Height));
                }

                tempAsteroid = new GameObject( //init a temporary asteroid to check for overlaps
                    text, worldPos, vel, Color.White, false, rot, rotVel, 1f, ASTEROID_DRAW_DEPTH, false, text.GetMeanRadius());

                foreach (GameObject asteroid in Asteroids)
                {
                    if (tempAsteroid.BoundingBox.Intersects(asteroid.BoundingBox)
                        || tempAsteroid.BoundingCircle.Intersects(Player.SpawnCircle))
                    {
                        isOverlap = true; //flag if overlapping
                        break; //and break; no need to check all other asteroids
                    }
                }
                counter++; //increase counter

            } while (isOverlap && counter < MAX_TRIES); //if overlapping, loop, if maxtries exceeded, quit

            if (counter >= MAX_TRIES)
            {
                return;
            }
            else
            {
                Asteroids.Add(tempAsteroid); //add the temp asteroid if not at maxtries
            }
        }
Example #5
0
 //simple bounding circle collision detection check
 public bool IsCircleColliding(GameObject obj)
 {
     if (BoundingCircle.Intersects(obj.BoundingCircle))
         return true;
     else
         return false;
 }
Example #6
0
 //tests for both bb and bc collisions with another game object
 public bool IsCircleAndBoxColliding(GameObject obj)
 {
     if (IsBoxColliding(obj) && IsCircleColliding(obj))
         return true;
     return false;
 }
Example #7
0
 //overload of previous which takes a GameObject instead of a rectangle
 public bool IsBoxColliding(GameObject obj)
 {
     if (BoundingBox.Intersects(obj.BoundingBox))
         return true;
     else
         return false;
 }
Example #8
0
 //overload with x/rotation offset
 public static Vector2 GetOffset(GameObject root, float radius, float rotation)
 {
     Vector2 temp = (root.Rotation + MathHelper.ToRadians(rotation)).RotationToVector();
     temp *= radius;
     return root.WorldCenter + temp;
 }
Example #9
0
 //find the specified offset of a rotated root object
 public static Vector2 GetOffset(GameObject root, float radius)
 {
     Vector2 temp = root.rotationToVector();
     temp.X *= radius;
     temp.Y *= radius;
     return root.WorldCenter + temp;
 }
Example #10
0
        //bounce two objects and return a pair
        public static GameObjectPair Bounce(GameObject obj1, GameObject obj2)
        {
            if (obj1.Equals(obj2)) //can't bounce the same object!
                throw new InvalidOperationException("Identical objects");

            Vector2 centerOfMass = (obj1.Velocity + obj2.Velocity) / 2; //calculate the center of mass
            Vector2 normal1 = GetNormal(new GameObjectPair(obj1, obj2));
            Vector2 normal2 = GetNormal(new GameObjectPair(obj2, obj1));

            //Bounce Obj1
            obj1.Velocity -= centerOfMass;
            obj1.Velocity = Vector2.Reflect(obj1.Velocity, normal1);
            obj1.Velocity += centerOfMass;

            //Bounce Obj2
            obj2.Velocity -= centerOfMass;
            obj2.Velocity = Vector2.Reflect(obj2.Velocity, normal2);
            obj2.Velocity += centerOfMass;

            return new GameObjectPair(obj1, obj2);
        }
Example #11
0
 public GameObjectPair(GameObject obj1, GameObject obj2)
 {
     Object1 = obj1;
     Object2 = obj2;
 }
        public static bool IsHit(GameObject obj, out Projectile shotHit, FoF_Ident alignment = FoF_Ident.Neutral)
        {
            foreach (Projectile shot in Projectiles) //loop through each shot to check if hit
            {
                if (shot.Identification != alignment && shot.IsDummyProjectile == false) //check if friendly & not a dummy
                {
                    if (obj.IsCircleColliding(shot)) //check if colliding
                    {
                        HitEffects.Add(new ParticleEmitter( //add a hit effect
                            EFFECT_MAX_PARTICLES,
                            obj.WorldCenter.Center(shot.WorldCenter),
                            ContentHandler.Textures["particle"].ToTextureList(),
                            EFFECT_COLORS.ToList<Color>(),
                            EFFECT_FRAMES_TO_LIVE,
                            true,
                            true,
                            EFFECT_TIME_TO_EMIT,
                            EFFECT_MAX_PARTICLES / DETONATE_TIME_TO_EMIT,
                            EFFECT_EJECTION_SPEED,
                            EFFECT_RANDOMIZATION,
                            shot.RotationDegrees + 180,
                            EFFECT_SPRAY_WIDTH));

                        shotHit = shot; //set the out param
                        shot.Active = false;

                        if (shot.DetonateEffect)
                            addDetonateEffect(shot.WorldCenter);

                        return true; //return true
                    }
                }
            }
            shotHit = null; //set the shot to null
            return false; //and return false
        }
Example #13
0
        public static void Initialize()
        {
            #region Equipment Definitions

            Slot1 = LASER_KEY; //set initial equipment
            Slot2 = TORPEDO_KEY;
            EquipmentDictionary = new Dictionary<string, EquipmentData>(); //initialize the dictionary

            //add torpedoes
            EquipmentDictionary.Add(TORPEDO_KEY, new EquipmentData(
                ContentHandler.Textures[TORPEDO_KEY],
                300,
                0f,
                TORPEDO_KEY,
                COLLISION_SFX,
                2000,
                30,
                20,
                50,
                1,
                0,
                "Torpedo Launcher",
                true, true));

            //add lasers
            EquipmentDictionary.Add(LASER_KEY, new EquipmentData(
                ContentHandler.Textures[LASER_KEY],
                750,
                150,
                LASER_KEY,
                COLLISION_SFX,
                450,
                10,
                6,
                5,
                1,
                0,
                "Pulse Laser"));

            //add shell
            EquipmentDictionary.Add(SHELL_KEY, new EquipmentData(
                ContentHandler.Textures[SHELL_KEY],
                1000,
                300,
                SHELL_KEY,
                COLLISION_SFX,
                175,
                10,
                3,
                50,
                35,
                30,
                "Scatter-Fire",
                false, true));

            //add rapid-fire sliver
            EquipmentDictionary.Add(SLIVER_KEY, new EquipmentData(
                ContentHandler.Textures[SLIVER_KEY],
                450,
                50,
                SLIVER_KEY,
                IMPACT_SFX,
                400,
                1,
                5,
                1,
                2,
                45,
                "Shrapnel Projector"));

            //add missiles
            EquipmentDictionary.Add(MISSILE_KEY, new EquipmentData(
                ContentHandler.Textures[MISSILE_KEY],
                1000,
                0,
                MISSILE_KEY,
                COLLISION_SFX,
                500,
                20,
                10,
                30,
                1,
                40,
                "Rapid-Missile Launcher",
                true,
                true));

            #endregion

            Health = STARTING_HEALTH;
            CurrentOre = STARTING_ORE;

            CollectableOre = LevelManager.Levels[0].CollectableOre;

            ActiveSlot = INITIAL_ACTIVE_SLOT;
            StabilizeRotation = true;

            #region Component Initialization

            //init the ship
            Ship = new GameObject(
                ContentHandler.Textures[SHIP_TEXTURE],
                new Vector2(Camera.WorldRectangle.Width / 2, Camera.WorldRectangle.Height),
                new Vector2(0, -50),
                Color.White,
                false,
                0f,
                0f,
                1f,
                SHIP_DEPTH,
                false,
                ContentHandler.Textures[SHIELD_KEY].GetMeanRadius(), //use the shield texture as a collision boundary
                0, 0, SpriteEffects.None, 8, 1, 8, 2, SHIP_FRAME_DELAY);

            //init the shield overlay
            Shield = new GameObject(
                ContentHandler.Textures[SHIELD_KEY],
                Ship.WorldCenter,
                Ship.Velocity,
                Color.Transparent);

            //init the left-side particle engine trail
            LeftEngineTrail = new ParticleEmitter(
                Int32.MaxValue,
                GameObject.GetOffset(Ship, THRUST_OFFSET, ROTATION_OFFSET),
                ContentHandler.Textures["particle"].ToTextureList(),
                TRAIL_COLORS.ToList<Color>(),
                TRAIL_FTL,
                false,
                true,
                -1,
                TRAIL_PPT,
                TRAIL_EJECTION_SPEED,
                TRAIL_RANDOM_MARGIN,
                0f,
                TRAIL_SPRAYWIDTH);

            //same for right side
            RightEngineTrail = new ParticleEmitter(
                Int32.MaxValue,
                GameObject.GetOffset(Ship, THRUST_OFFSET, -ROTATION_OFFSET),
                ContentHandler.Textures["particle"].ToTextureList(),
                TRAIL_COLORS.ToList<Color>(),
                TRAIL_FTL,
                false,
                true,
                -1,
                TRAIL_PPT,
                TRAIL_EJECTION_SPEED,
                TRAIL_RANDOM_MARGIN,
                0f,
                TRAIL_SPRAYWIDTH);

            //explosion particle textures
            explosionParticles.Add(ContentHandler.Textures["junk1"]);
            explosionParticles.Add(ContentHandler.Textures["junk2"]);
            explosionParticles.Add(ContentHandler.Textures["junk3"]);

            ExplosionEmitter = new ParticleEmitter(
                EXPLOSION_PARTICLES_TO_EMIT,
                Ship.WorldCenter,
                explosionParticles,
                EXPLOSION_COLORS.ToList<Color>(),
                EXPLOSION_FTL,
                false,
                true,
                EXPLOSION_TIME_TO_EMIT,
                EXPLOSION_PARTICLES_TO_EMIT / EXPLOSION_TIME_TO_EMIT,
                EXPLOSION_EJECTION_SPEED,
                EXPLOSION_RANDOMIZATION,
                0f, 180f);

            #endregion

            StoredOre = 100; //TEMP

            SpawnCircle = new Circle(Ship.WorldCenter, MIN_SPAWN_DISTANCE);
        }
Example #14
0
        public NPC(
            string texturekey,
            string damagekey,
            string deathkey,
            AIState initialState,
            Vector2 initialPos,
            Vector2 initialVel,
            Vector2 initialTarget,
            Color tintColor,
            int startingHealth,
            EquipmentData equip,
            int colRadius,
            int activationRadius,
            float trailOffset,
            float weaponOffset,
            float maxSpeed,
            float trackSpeed,
            float maxAccelSpeed,
            float initialRot = 0f,
            float initialRotVel = 0f,
            int totalFrames = 0,
            int rows = 1,
            int columns = 1,
            int startingFrame = 0,
            float frameDelay = 0,
            FoF_Ident ident = FoF_Ident.Enemy,
            bool activated = false)
        {
            Ship = new GameObject(
                ContentHandler.Textures[texturekey],
                initialPos,
                initialVel,
                tintColor,
                false,
                initialRot,
                initialRotVel,
                1f,
                NPC_DEPTH,
                false,
                colRadius,
                0, 0,
                SpriteEffects.None,
                totalFrames,
                rows,
                columns,
                startingFrame,
                frameDelay);

            Shield = new GameObject(
                ContentHandler.Textures[texturekey + NPCManager.SHIELD_TEXTURE],
                Ship.WorldCenter,
                Ship.Velocity,
                Color.Transparent,
                false,
                Ship.Rotation,
                Ship.RotationalVelocity,
                Ship.Scale,
                Ship.Depth);

            CurrentState = initialState;
            LastState = initialState;
            DamageSoundKey = damagekey;
            DeathSoundKey = deathkey;
            Weapon = equip;
            if (equip != null) { firedelay = equip.RefireDelay; }
            ActivationRadius = activationRadius;
            Activated = activated;
            TrailOffset = trailOffset;
            WeaponOffset = weaponOffset;
            MaxSpeed = maxSpeed;
            TrackSpeed = trackSpeed;
            AccelerationSpeed = maxAccelSpeed;
            Target = Vector2.Normalize(initialTarget);

            Identification = ident;
            StartingHealth = startingHealth;
            Health = StartingHealth;

            trail = new ParticleEmitter( //initialize the engine trail particle emitter
                TRAIL_MAX_PARTICLES,
                GameObject.GetOffset(Ship, TrailOffset),
                ContentHandler.Textures[TRAIL_PARTICLE].ToTextureList(),
                TRAIL_COLORS.ToList<Color>(),
                TRAIL_FTL,
                false,
                true,
                -1,
                TRAIL_PPT,
                TRAIL_EJECTION_SPEED,
                TRAIL_RANDOM_MARGIN,
                Ship.RotationDegrees + 180,
                TRAIL_SPRAYWIDTH);

            //initialize the state logic
            switchState(initialState);

            //pick a slightly randomized evasion damage threshold
            dmgThreshold = Util.rnd.Next(
                EVADE_DMG_THRESHOLD_MIN,
                EVADE_DMG_THRESHOLD_MAX);

            reattackTime = Util.rnd.Next(
                REATTACK_TIME_MIN,
                REATTACK_TIME_MAX);

            evadeTime = Util.rnd.Next(
                EVADE_TIME_MIN,
                EVADE_TIME_MAX);

            shotsBeforeCooldown = Util.rnd.Next(
                COOLDOWN_MIN,
                COOLDOWN_MAX);
            shotsCounter = 0;
        }