Example #1
0
        /// <summary>
        /// This function initialiazes the bullets so they can be fired.
        /// </summary>
        public void Shoot()
        {
            SceneObject        bullet       = new SceneObject();
            SpriteObject       sprite       = new SpriteObject();
            List <SceneObject> HitBoxPoints = new List <SceneObject>(4);

            //This is where the bullets' sprites are initialized.
            sprite.Load("barrelBlue.png");
            sprite.SetRotate(-90 * (float)(Math.PI / 180f));
            sprite.SetPosition(0, sprite.Width / 2f);

            //This is where the bullets' corners are listed for the purpose of creating an AABB.
            for (int i = 0; i < HitBoxPoints.Capacity; i++)
            {
                HitBoxPoints.Add(new SceneObject());
            }
            HitBoxPoints[0].SetPosition(0, -sprite.Width / 2f);
            HitBoxPoints[1].SetPosition(sprite.Height, -sprite.Width / 2f);
            HitBoxPoints[2].SetPosition(sprite.Height, sprite.Width / 2f);
            HitBoxPoints[3].SetPosition(0, sprite.Width / 2f);

            //This is where the bullets are put togather.
            bullet.AddChild(sprite);
            bullet.SetRotate(turretObject.GlobalTransform.GetRotateZ());
            bullet.SetPosition(turretObject.GlobalTransform.m7, turretObject.GlobalTransform.m8);
            for (int i = 0; i < HitBoxPoints.Count; i++)
            {
                bullet.AddChild(HitBoxPoints[i]);
            }
            bulletObject.Add(bullet);
        }
Example #2
0
        public void Init()
        {
            stopwatch.Start();
            lastTime = stopwatch.ElapsedMilliseconds;

            InitAudioDevice();
            snd_drive  = LoadSound("Resources/Sound/drive.ogg");
            snd_rotate = LoadSound("Resources/Sound/rotate.ogg");
            snd_fire   = LoadSound("Resources/Sound/fire.ogg");
            snd_load   = LoadSound("Resources/Sound/reload.ogg");


            for (int p = 0; p < 9; p++)
            {
                float b = (obsPositions.Length / 2);
                float c = p - b;
                obsPositions[p] = new Vector3((GetScreenWidth() / 2) + (p * 64) - (b * 64), (GetScreenHeight() / 2) + (((float)Math.Pow(c, 3)) + (9 * c)), 0);
            }

            Texture2D body1     = LoadTexture("Resources/tankBody_blue_outline.png");
            Texture2D body1a    = LoadTexture("Resources/tankBody_red_outline.png");
            Texture2D body2     = LoadTexture("Resources/tankBody_darkLarge_outline.png");
            Texture2D body3     = LoadTexture("Resources/tankBody_huge_outline.png");
            Texture2D bodyS     = LoadTexture("Resources/tankBody_dark.png");
            Texture2D barrel1   = LoadTexture("Resources/tankBlue_barrel1_outline.png");
            Texture2D barrel2   = LoadTexture("Resources/tankBlue_barrel2_outline.png");
            Texture2D barrel3   = LoadTexture("Resources/tankBlue_barrel3_outline.png");
            Texture2D s_barrel1 = LoadTexture("Resources/specialBarrel1_outline.png");
            Texture2D s_barrel2 = LoadTexture("Resources/specialBarrel2_outline.png");
            Texture2D s_barrel3 = LoadTexture("Resources/specialBarrel3_outline.png");
            Texture2D s_barrel4 = LoadTexture("Resources/specialBarrel4_outline.png");
            Texture2D s_barrel5 = LoadTexture("Resources/specialBarrel5_outline.png");
            Texture2D s_barrel6 = LoadTexture("Resources/specialBarrel6_outline.png");
            Texture2D s_barrel7 = LoadTexture("Resources/specialBarrel7_outline.png");
            Texture2D rocketL   = LoadTexture("Resources/barrelGrey_side.png");
            Texture2D bullet1   = LoadTexture("Resources/bulletDark1_outline.png");
            Texture2D bullet2   = LoadTexture("Resources/bulletDark2_outline.png");
            Texture2D bullet3   = LoadTexture("Resources/bulletDark3_outline.png");
            Texture2D bulletM   = LoadTexture("Resources/bulletDark1.png");
            Texture2D rocket1   = LoadTexture("Resources/spaceMissiles_003.png");
            Texture2D rocket2   = LoadTexture("Resources/spaceMissiles_006.png");
            Texture2D obs1      = LoadTexture("Resources/barricadeWood.png");
            Texture2D obs2      = LoadTexture("Resources/sandbagBeige.png");

            Body bodyBasic = new Body(body1, 100f, 1f, 100f, 0f);

            bodyBasic.Rename("Cruiser tank");
            Body bodyBasic2 = new Body(body1a, 100f, 1f, 100f, 0f);

            bodyBasic2.Rename("Cruiser tank");
            Body bodyBig = new Body(body2, 75f, 0.8f, 125f, 8f);

            bodyBig.Rename("Infantry tank");
            Body bodyBigger = new Body(body3, 50f, 0.6f, 150f, -32f);

            bodyBigger.Rename("Super-heavy tank");

            //bodies.Add(bodySmall);
            bodies.Add(bodyBasic);
            bodies.Add(bodyBig);
            bodies.Add(bodyBigger);

            bodies2.Add(bodyBasic2);
            bodies2.Add(bodyBig);
            bodies2.Add(bodyBigger);

            Ammo ammoAvg = new Ammo(bullet1, 1f, 600);
            Ammo ammoFst = new Ammo(bullet3, 0.75f, 700);
            Ammo ammoHvy = new Ammo(bullet2, 1.25f, 500);

            Barrel barrelAvg = new Barrel(s_barrel6, bullet1, 1f, 600, 59, 75, -8f, 0);

            barrelAvg.Rename("105mm cannon");
            barrelAvg.Details(snd_load, 45, false, 0.0f);
            Barrel barrelPrc = new Barrel(s_barrel7, bullet3, 0.75f, 700, 58, 60, -8f, 0);

            barrelPrc.Rename("Self-propelled Sabot");
            barrelPrc.Details(snd_load, 45, false, 0.0f);
            Barrel barrelHwz = new Barrel(s_barrel5, bullet2, 1.25f, 500, 59, 90, -8f, 0);

            barrelHwz.Rename("120mm Howitzer");
            barrelHwz.Details(snd_load, 45, false, 0.0f);
            Barrel barrel45g = new Barrel(s_barrel4, bulletM, 0.5f, 900, 28, 30, -16f, -4f); //20mm machine gun

            barrel45g.Rename("45mm gun");
            barrel45g.Details(snd_load, 45, false, 0.0f);
            Barrel barrelMrl = new Barrel(s_barrel1, rocket1, 2f, 850, 28, 120, -16f, 0);

            barrelMrl.Rename("Rocket launcher");
            barrelMrl.Details(snd_load, 45, false, 0.0f);
            Barrel barrelGui = new Barrel(rocketL, rocket1, 2f, 500, 90, 240, -24f, 0);

            barrelGui.Rename("Guided missile");
            barrelGui.Details(snd_load, 45, true, 3.0f);
            Barrel barrelMac = new Barrel(s_barrel4, bulletM, 0.5f, 900, 28, 30, -16f, -4f);

            barrels.Add(barrelAvg);
            barrels.Add(barrelPrc);
            barrels.Add(barrelHwz);
            barrels.Add(barrel45g);
            barrels.Add(barrelGui);

            body   = bodyBasic;
            barrel = barrelAvg;

            expSpr = new Texture2D[5]
            {
                LoadTexture("Resources/explosion1.png"),
                LoadTexture("Resources/explosion2.png"),
                LoadTexture("Resources/explosion3.png"),
                LoadTexture("Resources/explosion4.png"),
                LoadTexture("Resources/explosion5.png"),
            };
            expSprite.Load(expSpr);
            expSprite_.Load(expSpr);

            bulspr.Load("Resources/bulletBlue1_outline.png");
            bulspr.SetRotate(90 * (float)(Math.PI / 180.0f));
            bulspr.SetPosition(90, 0);

            bulspr_.Load("Resources/bulletBlue1_outline.png");
            bulspr_.SetRotate(90 * (float)(Math.PI / 180.0f));
            bulspr_.SetPosition(90, 0);

            explosionFX.AddChild(expSprite);
            explosionFX.ChangeLifetime(10);
            explosionFX_.AddChild(expSprite_);
            explosionFX_.ChangeLifetime(10);

            bullet.explosion  = explosionFX;
            bullet_.explosion = explosionFX_;

            bullet.AddChild(bulspr);
            bullet_.AddChild(bulspr_);

            bullet.myPoints.Add(new Vector3(-16, 16, 0));
            bullet.myPoints.Add(new Vector3(16, 16, 0));
            bullet.myPoints.Add(new Vector3(16, -16, 0));
            bullet.myPoints.Add(new Vector3(-16, -16, 0));
            bullet_.myPoints.Add(new Vector3(-16, 16, 0));
            bullet_.myPoints.Add(new Vector3(16, 16, 0));
            bullet_.myPoints.Add(new Vector3(16, -16, 0));
            bullet_.myPoints.Add(new Vector3(-16, -16, 0));

            p1.Init(bodies, barrels, 1);
            p2.Init(bodies2, barrels, 2);

            //
            for (int p = 0; p < obsPositions.Length; p++)
            {
                float        half  = obsPositions.Length / 2;
                float        third = obsPositions.Length / 3;
                SceneObject  buh   = new SceneObject(obsHealth, false);
                SpriteObject crap  = new SpriteObject(); crap.Load(obs1);
                buh.AddChild(crap);
                //buh.Rotate(pos.z * ((float)(Math.PI / 180.0f)));
                buh.SetPosition(obsPositions[p].x, obsPositions[p].y);
                crap.SetPosition(-crap.Width / 2, -crap.Height / 2);
                buh.myPoints.Add(new Vector3(-obsRad, obsRad, 0));
                buh.myPoints.Add(new Vector3(obsRad, obsRad, 0));
                buh.myPoints.Add(new Vector3(obsRad, -obsRad, 0));
                buh.myPoints.Add(new Vector3(-obsRad, -obsRad, 0));
                obstacles.Add(buh);
                if (p < (int)third - 1 || p > (int)(third * 2) - 1)
                {
                    crap.Load(obs2);
                }
            }
            //
            p1.Place(new Vector2(GetScreenWidth() / 4, GetScreenHeight() / 4 * 3));
            p2.Place(new Vector2(GetScreenWidth() / 4 * 3, GetScreenHeight() / 4));
        }
Example #3
0
        public void Update() //This is constantly Updating.
        {
            currentTime = stopwatch.ElapsedMilliseconds;
            deltaTime   = (currentTime - lastTime) / 1000.0f;

            timer += deltaTime;
            if (timer >= 1)
            {
                fps    = frames;
                frames = 0;
                timer -= 1;
            }
            frames++;

            if (IsKeyDown(KeyboardKey.KEY_A))   //Key A
            {
                tankObject.Rotate(-deltaTime);
            }

            if (IsKeyDown(KeyboardKey.KEY_D))   //Key D
            {
                tankObject.Rotate(deltaTime);
            }

            if (IsKeyDown(KeyboardKey.KEY_W))   //Key W
            {
                Vector3 facing = new Vector3(tankObject.GlobalTransform.m1, tankObject.GlobalTransform.m2, 1) * deltaTime * 100;

                tankObject.Translate(facing.x, facing.y);
            }

            if (IsKeyDown(KeyboardKey.KEY_S))   //Key S
            {
                Vector3 facing = new Vector3(tankObject.GlobalTransform.m1, tankObject.GlobalTransform.m2, 1) * deltaTime * -100;

                tankObject.Translate(facing.x, facing.y);
            }

            if (IsKeyDown(KeyboardKey.KEY_Q))   //Key Q
            {
                turretObject.Rotate(-deltaTime);
            }

            if (IsKeyDown(KeyboardKey.KEY_E))   //Key E
            {
                turretObject.Rotate(deltaTime);
            }

            if (IsKeyPressed(KeyboardKey.KEY_SPACE)) //Key SpaceBar
            {
                SceneObject bulletObject = new SceneObject();

                SpriteObject bulletSprite = new SpriteObject();


                bulletSprites.Add(bulletSprite);
                bulletObject.AddChild(bulletSprite);
                turretObject.AddChild(bulletObject);

                bulletSprite.Load("bulletBlue.png");
                bulletSprite.SetRotate(90 * (float)(Math.PI / 180.0f));

                bulletObject.SetPosition(55f, -6);

                bulletSprite.corners[0].SetPosition(bulletSprite.Width, bulletSprite.Height);
                bulletSprite.corners[1].SetPosition(-bulletSprite.Width + 9, bulletSprite.Height);
                bulletSprite.corners[2].SetPosition(bulletSprite.Width, -bulletSprite.Height + 25);
                bulletSprite.corners[3].SetPosition(-bulletSprite.Width + 10, -bulletSprite.Height + 25);

                tankObject.UpdateTransform();

                bulletObjects.Add(bulletObject);

                turretObject.RemoveChild(bulletObject);
                bulletObject.UpdateTransform();
            }
            tankObject.Update(deltaTime);

            boxObject.Update(deltaTime);

            for (int i = 0; i < bulletObjects.Count; i++)
            {
                Vector3 facing = new Vector3(bulletObjects[i].LocalTransform.m1, bulletObjects[i].LocalTransform.m2, 1) * deltaTime * 250;
                bulletObjects[i].Translate(facing.x, facing.y);
                bulletObjects[i].Update(deltaTime);
            }


            for (int i = 0; i < bulletSprites.Count; i++)
            {
                if (bulletSprites[i].boxCollider.Overlaps(boxSprite.boxCollider))
                {
                    boxSprite.color = Color.YELLOW;

                    break;
                }
                else
                {
                    boxSprite.color = Color.BLUE;
                }
            }

            lastTime = currentTime;
        }