public Weapon(GraphicsContext g, Collision c, Texture2D t) { graphics = g; collisions = c; s = new Sprite (g, t); s.Center = new Vector2(0.5f, 0.8f); }
public static bool Colliding(Sprite s1, Sprite s2) { if(Vector3.DistanceSquared(s1.Position, s2.Position) < Math.Pow((s1.Height + s2.Height)/2, 2)) { return true; } return false; }
public GameObj(GraphicsContext g, Texture2D t, Vector3 p) { sprite= new Sprite(g,t); pos=p; sprite.Position=pos; vel= Vector3.One; alive = true; }
public Item3(GraphicsContext g, Collision c, Vector3 pos, Item3.Type i) { type = i; s = new Sprite(g, new Texture2D("/Application/Assets/weapon3.png", false)); s.Position = pos; graphics = g; col = c; IsAlive = true; }
public Enemy(GraphicsContext g, Collision c, Texture2D t, Vector3 pos) { graphics = g; collisions = c; s = new Sprite(g,t); s.Center = new Vector2(0.5f, 0.5f); s.Position = pos; s.Width = 40; isAlive = true; }
public Item(GraphicsContext g, Collision c, Vector3 pos, Item.Type i, Vector4 uc) { type = i; s = new Sprite(g, new Texture2D("/Application/Assets/weaponbase.png", false)); s.Position = pos; s.SetColor(uc); graphics = g; col = c; IsAlive = true; }
public Bullet(GraphicsContext g, Collision c, float rot, Vector3 pos) { graphics = g; collisions = c; Texture2D t = new Texture2D("/Application/Assets/bullet.png",false); s = new Sprite (g, t); s.SetColor(new Vector4(1,1,1,1)); isAlive = true; velocity = 10; s.Position = pos; s.Rotation = rot; s.Center = new Vector2(0.5f, 0.5f); }
public Player(GraphicsContext g, Collision c) { graphics = g; collisions = c; Texture2D tex = new Texture2D("/Application/Assets/player.png", false); s = new Sprite(g,tex); isAlive = true; movementSpeed = 5; rotSpeed = .05f; s.Position= new Vector3(25,25,0); duration = 50; size = 40; frames = 8; s.Width = size; s.Center= new Vector2(0.5f, 0.5f); s.Rotation = (float)Math.PI/2f; wlist = new List<Weapon>(); health = 5; }
public static void RenderMenu() { // Clear the screen graphics.SetClearColor (0.6f, 0.1f, 0.1f, 0.0f); graphics.Clear (); elf1 = new Sprite(graphics, elf1Tex); elf1.Position = new Vector3(600, 100, 0); elf2 = new Sprite(graphics, elf2Tex); elf2.Position = new Vector3(50, 100, 0); elf2.Render (); elf1.Render (); menuDisplay.Announcement = "Destructive Santa!"; menuDisplay.Announcement2 = "Press Enter to play the game."; menuDisplay.Announcement3 = "Press Select to See the High Score."; menuDisplay.Announcement4 = "Press Back to quit the game."; menuDisplay.Render(); // Present the screen graphics.SwapBuffers (); }
public static void RenderHighScoreView() { graphics.SetClearColor (0.3f, 0.5f, 0.7f, 0.0f); graphics.Clear (); tree = new Sprite(graphics, treeTex); tree.Position = new Vector3(50, 200, 0); tree.Render (); menuDisplay.Announcement = null; menuDisplay.Announcement2 = holder + ": " + highscore; menuDisplay.Announcement3 = null; menuDisplay.Announcement4 = "Press Enter to restart or Back to quit."; menuDisplay.Render(); // Present the screen graphics.SwapBuffers (); }
public static void NewGame(int sc) { gameOver = false; newLevel = true; score = sc; elf1Tex = new Texture2D("/Application/assets/elf1.png", false); elf2Tex = new Texture2D("/Application/assets/elf2.png", false); treeTex = new Texture2D("/Application/assets/tree.png", false); Texture2D bgTex = new Texture2D ("/Application/assets/snow.png", false); Texture2D catTex = new Texture2D ("/Application/assets/santa.png", false); Texture2D starTex= new Texture2D ("/Application/assets/house.png", false); Texture2D meteorTex= new Texture2D ("/Application/assets/car.png", false); Texture2D saucerTex= new Texture2D ("/Application/assets/police.png", false); Texture2D clawTex= new Texture2D ("/Application/assets/up_present.png", false); Texture2D meowTex = new Texture2D("/Application/assets/left_present.png", false); Texture2D hairballTex = new Texture2D("/Application/assets/right_present.png", false); gameOverTex = new Texture2D("/Application/assets/game_over.png", false); alphabetTex = new Texture2D("/Application/assets/alphabet.png", false); selectorTex = new Texture2D("/Application/assets/selector.png", false); alpha = new Sprite(graphics, alphabetTex); alpha.Position = new Vector3((graphics.Screen.Rectangle.Width / 2 - alpha.Width / 2)+340, graphics.Screen.Rectangle.Height / 2 - alpha.Height / 2, 0); selector = new Sprite(graphics, selectorTex); selector.Position = new Vector3((graphics.Screen.Rectangle.Width / 2 - selector.Width / 2) - 175, graphics.Screen.Rectangle.Height / 2 - selector.Height / 2, 0); go = new Sprite (graphics, gameOverTex); bg = new Sprite (graphics, bgTex); pieces = new List<GameObj> (); waiting = new List<Weapon> (); //weapons waiting to be rendered p = new Player (graphics, catTex, new Vector3 (30, 450, 0)); pieces.Add (p); //add the enemies for( int i=0; i<3;i++){ pieces.Add (new Star (graphics, starTex, new Vector3 (gen.Next(200,900),gen.Next(200,400),0), p)); pieces.Add (new Star (graphics, starTex, new Vector3 (gen.Next(200,900),gen.Next(200,400),0), p)); pieces.Add (new Meteor (graphics, meteorTex, new Vector3(gen.Next(200,900),gen.Next(200,400),0), p)); } pieces.Add (new Saucer (graphics, saucerTex, new Vector3(gen.Next(200,900),gen.Next(200,400),0), p)); //add weapons to the screne cl = new Claw(graphics, clawTex, new Vector3(gen.Next(200,900),gen.Next(200,400),0)); cl.isActive = false; pieces.Add (cl); m = new SonicMeow(graphics, meowTex, new Vector3(gen.Next(200,900),gen.Next(200,400),0), new Vector3(0,0,0)); m.isActive = false; pieces.Add (m); hb = new HairBall(graphics, hairballTex, new Vector3(gen.Next(200,900),gen.Next(200,400),0)); hb.isActive = false; pieces.Add (hb); //to display the score UISystem.Initialize (graphics); Scene scene = new Scene (); scoreLabel = new Label (); //current score scoreLabel.X = 320; scoreLabel.Y = 10; scoreLabel.Width = 300; scoreLabel.Text = "Score: " + score; scene.RootWidget.AddChildLast (scoreLabel); LoadHighScore (); hsLabel = new Label (); //high score hsLabel.X = 620; hsLabel.Y = 10; hsLabel.Width = 300; hsLabel.Text = "High Score: " + highscore; scene.RootWidget.AddChildLast (hsLabel); UISystem.SetScene (scene, null); }