Example #1
0
            public Color textcolor; //render color (color + opacity)

            public GRPlusScoreObj(float score, GRPlayer player)
            {
                plusscorestring = "+" + (int)score;
                position        = player.position;
                offset          = Vector2.Zero;
                opacity         = 255;
                TTL             = startingTTL;
            }
Example #2
0
        public GRWaveHoming(int wavenum, Rectangle gamearea, Texture2D waveTex, Color cColor, GRPlayer player)
        {
            linedirection = 0;
            this.wavetime = 0;
            this.player   = player;
            this.wavenum  = wavenum;
            this.gamearea = gamearea;
            this.waveTex  = waveTex;
            bullets       = new ArrayList();
            rand          = new Random();

            bulletspawntimer = 0;

            //Create and init bullets
            spawnBullet(cColor);
        }
Example #3
0
        public void Update(GameTime gTime, GRPlayer player)
        {
            for (int index = 0; index < scoreObjs.Count; index++)
            {
                GRPlusScoreObj cScore = (GRPlusScoreObj)scoreObjs[index];

                cScore.offset.Y += (float)gTime.ElapsedGameTime.TotalSeconds * GRPlusScoreObj.offsetacc;
                cScore.position += cScore.offset;

                //fade score out over time (currently lerp)
                cScore.opacity = 1.0f - ((GRPlusScoreObj.startingTTL - cScore.TTL) / GRPlusScoreObj.startingTTL);

                //remove if dead
                cScore.TTL -= (float)gTime.ElapsedGameTime.TotalSeconds;
                if (cScore.TTL <= 0)
                {
                    scoreObjs.RemoveAt(index);
                    index--;
                }
            }
        }
Example #4
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            triTx          = Content.Load <Texture2D>("power35");
            gameareaborder = Content.Load <Texture2D>("border");
            bulletTextures50.Add(Content.Load <Texture2D>("Shapes/square50"));
            bulletTextures50.Add(Content.Load <Texture2D>("Shapes/pent50"));
            bulletTextures50.Add(Content.Load <Texture2D>("Shapes/hex50"));
            bulletTextures50.Add(Content.Load <Texture2D>("Shapes/circle50"));
            bulletTextures25.Add(Content.Load <Texture2D>("Shapes/square25"));
            bulletTextures25.Add(Content.Load <Texture2D>("Shapes/pent25"));
            bulletTextures25.Add(Content.Load <Texture2D>("Shapes/hex25"));
            bulletTextures25.Add(Content.Load <Texture2D>("Shapes/circle25"));

            whitepx        = Content.Load <Texture2D>("whitepx");
            pixelfont24    = Content.Load <SpriteFont>("04b03_24");
            pixelfontlarge = Content.Load <SpriteFont>("04b03_large");
            grazesfx       = Content.Load <SoundEffect>("grazewav");
            explosionsfx   = Content.Load <SoundEffect>("rad");
            slowmosfx      = Content.Load <SoundEffect>("slowmo");
            newwavesfx     = Content.Load <SoundEffect>("newwave");
            grazebgm       = Content.Load <Song>("Space Fighter Loop");

            //set player Tx
            player          = new GRPlayer(gamearea, Content);
            player.position = new Vector2(gamearea.Center.X, gamearea.Center.Y);
            player.setTex(triTx);

            //construct first wave
            setWave();

            MediaPlayer.Volume      = BGM_VOLUME;
            MediaPlayer.IsRepeating = true;
            MediaPlayer.Play(grazebgm);
        }
Example #5
0
 public void addScore(float score, GRPlayer player)
 {
     scoreObjs.Add(new GRPlusScoreObj(score, player));
 }