Example #1
0
        public EnemySquadron(List<Collidable> collidableListRef, CollidableType type, float boundingRadius, BasicModel enemyModel, List<Enemy> enemyList, List<EnemyFrigate> enemyFrigateList, WeaponSystem2D enemyWeaponSystem, Vector3 basePosition, int defaultLife, int amtShips, int shipsArsenal)
        {
            CollidableReference = collidableListRef;
            EnemyList = enemyList;
            _basePosition = basePosition;
            _enemyModel = enemyModel;
            _enemyWeaponSystem = enemyWeaponSystem;

            _type = type;
            _boundingRadius = boundingRadius;

            _randomVar = new Random();

            _enemyTemplate = new Enemy(EnemyList[0].CollidableType, EnemyList[0].BoundingSphereRadius, EnemyList[0].ShipPosition, EnemyList[0].ShipRotation, EnemyList[0].MinShipSpeed,
                EnemyList[0].MaxShipSpeed, EnemyList[0].TurningSpeed, EnemyList[0].DistanceThresholdFriend, EnemyList[0].DistanceThresholdEnemy, EnemyList[0].Life);

            _defaultLife = defaultLife;

            _amountShips = amtShips;

            ShipsArsenal = shipsArsenal;

            EnemyList.AddRange(enemyFrigateList);

            CollidableReference.AddRange(EnemyList);
        }
Example #2
0
        public FriendSquadron(List<Collidable> collidableList, CollidableType type, float boundingRadius, BasicModel friendModel, List<Friend> friendList, WeaponSystem2D weaponSystem, Vector3 basePosition, int defaultLife, int amtShips, int shipsArsenal)
        {
            CollidableReference = collidableList;
            FriendList = friendList;
            CollidableReference.AddRange(FriendList);
            _basePosition = basePosition;
            _friendModel = friendModel;
            _weaponSystem = weaponSystem;

            _type = type;
            _boundingRadius = boundingRadius;

            _randomVar = new Random();

            //Copies the first friend into a template, so a friend could be easily generated.
            _friendTemplate = new Friend(friendList[0].CollidableType, friendList[0].BoundingSphereRadius, friendList[0].ShipPosition, friendList[0].ShipRotation, friendList[0].MinShipSpeed,
                friendList[0].MaxShipSpeed, friendList[0].Acceleration, friendList[0].TurningSpeed, friendList[0].DistanceThresholdFriend, friendList[0].DistanceThresholdEnemy, friendList[0].Life);

            _defaultLife = defaultLife;

            _amountShips = amtShips;

            _soundDump = new List<Sound>();

            ShipsArsenal = shipsArsenal;
        }
Example #3
0
 public PlayerConfig(BasicModel model, int life, Vector3 cameraPosition, WeaponSystem2D wS, MissleSystem2D mS, int amtMissles, float maxSS, float minSS, float accl, float tS, float maxTS, float minTS)
 {
     ShipModel = model;
     Life = life;
     CameraFollowPosition = cameraPosition;
     WeaponSystem2D = wS;
     MissleSystem2D = mS;
     AmountMissles = amtMissles;
     MaxShipSpeed = maxSS;
     MinShipSpeed = minSS;
     Acceleration = accl;
     TurningSpeed = tS;
     MaxTurningSpeed = maxTS;
     MinTurningSpeed = minTS;
 }
Example #4
0
        public PlayerShip(List<Collidable> collidableRef, CollidableType type, float boundingRadius, Model model, Vector3 shipPosition, GraphicsDevice device, Vector3 cameraFollowPosition, float scale, float minShipSpeed, float maxShipSpeed, float acceleration, float turningSpeed,
            float maxTurningSpeed, float minTurningSpeed, WeaponSystem2D weaponSystem2D, MissleSystem2D missleSystem2D, SpawnerManager spawnerManager, PlayerConfig[] playerConfigurations)
        {
            CollidableReference = collidableRef;

            _shipModel = new BasicModel(model, scale);

            ShipWorld = Matrix.CreateTranslation(shipPosition) * Matrix.CreateScale(scale);
            _dockingPosition = shipPosition;
            ShipPosition = shipPosition;

            _shipRotation = Quaternion.Identity;

            Camera = new Camera(device, cameraFollowPosition);

            _keyboard = new KeyboardInput();

            _minShipSpeed = minShipSpeed;
            _maxShipSpeed = maxShipSpeed;
            _acceleration = acceleration;
            _turningSpeed = turningSpeed;
            _gamePadInput = new GamePadInput();

            _weaponSystem2D = weaponSystem2D;
            _device = device;
            _shipRotation.Normalize();

            //Collidable Properties
            this.CollidableType = type;
            this.BoundingSphereRadius = boundingRadius;

            _maxTurningSpeed = maxTurningSpeed;
            _minTurningSpeed = minTurningSpeed;

            Life = 0;

            _soundDump = new List<Sound>();

            spawnerManager.Selected += (object sender, EventArgs args) =>
                {
                    SpawnerManager SM = sender as SpawnerManager;
                    Spawn(SM._selected);
                };

            _missleSystem2D = missleSystem2D;

            _playerConfigurations = playerConfigurations;
        }
Example #5
0
 /// <summary>
 /// Sets the model, life, speed, etc variables to the chosen ship.
 /// </summary>
 public void Spawn(int _selected)
 {
     _shipModel = new BasicModel(_playerConfigurations[_selected].ShipModel.ActualModel, _playerConfigurations[_selected].ShipModel.Scale);
     _weaponSystem2D = _playerConfigurations[_selected].WeaponSystem2D;
     _missleSystem2D = _playerConfigurations[_selected].MissleSystem2D;
     _missleSystem2D.AmountMissles = _playerConfigurations[_selected].AmountMissles;
     Camera.CameraFollowPosition = _playerConfigurations[_selected].CameraFollowPosition;
     _maxShipSpeed = _playerConfigurations[_selected].MaxShipSpeed;
     _minShipSpeed = _playerConfigurations[_selected].MinShipSpeed;
     _acceleration = _playerConfigurations[_selected].Acceleration;
     _turningSpeed = _playerConfigurations[_selected].TurningSpeed;
     _maxTurningSpeed = _playerConfigurations[_selected].MaxTurningSpeed;
     _minTurningSpeed = _playerConfigurations[_selected].MinTurningSpeed;
     Life = _playerConfigurations[_selected].Life;
     ShipPosition = _dockingPosition;
     _shipRotation = Quaternion.Identity;
 }
Example #6
0
        public void LoadingThread()
        {
            GameEngine.CollidableList.Clear();
            _save.Config.Win = false;
            _save.Config.End = false;
            _device = GraphicsDevice;
            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            Texture2D[] Skywalls = { Game.Content.Load<Texture2D>(@"Game/Levels/Skybox/SkyBox_Back"), Game.Content.Load<Texture2D>(@"Game/Levels/Skybox/SkyBox_Bottom"), Game.Content.Load<Texture2D>(@"Game/Levels/Skybox/SkyBox_Front"),
                                       Game.Content.Load<Texture2D>(@"Game/Levels/Skybox/SkyBox_Left"), Game.Content.Load<Texture2D>(@"Game/Levels/Skybox/SkyBox_Right"), Game.Content.Load<Texture2D>(@"Game/Levels/Skybox/SkyBox_Top") };
            SkyboxTEST = new Skybox(_device, Skywalls, Game.Content.Load<Model>(@"Game/Levels/Skybox/Skybox"));

            Texture2D[] ExplosionArray = {
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen0"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen1"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen2"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen3"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen4"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen5"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen6"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen7"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen8"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen9"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen10"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen11"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen12"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen13")
                                         };

            Texture2D[] ExplosionArray2 = {
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen1"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen2"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen3"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen4"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen5"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen6"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen7"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen8"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen9"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen10"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen11"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen12"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen13"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen14"),
                                             Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen15")
                                         };
            #region Spawn Manager
            List<ShipProfile> shipProfiles = new List<ShipProfile>();
            shipProfiles.Add(new ShipProfile(6, 5, 2, 2));
            shipProfiles.Add(new ShipProfile(4, 5, 3, 3));
            shipProfiles.Add(new ShipProfile(2, 4, 6, 6));
            SpriteFont spawnerFont = Game.Content.Load<SpriteFont>(@"Game/Fonts/SpawnerFont");

            Texture2D[] arrows = { Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ArrowLeft"),
                                  Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ArrowLeftShaded"),
                                  Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ArrowRight"),
                                  Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ArrowRightShaded")
                                 };

            Texture2D[] bars = {
                                 Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/GreenBar"),
                                 Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/RedBar")
                             };

            Texture2D overlay = Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/Overlay");

            Texture2D[] shipImages = {
                                         Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ShipImage"),
                                         Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ShipImage"),
                                         Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ShipImage")
                                     };

            SpawnerManager spawnerManager = new SpawnerManager(_device, shipProfiles, spawnerFont, arrows, bars, overlay, shipImages, 3);
            #endregion

            WeaponSystem2D weaponSystem2D = new WeaponSystem2D(GameEngine.CollidableList, CollidableType.PlayerBullet, 1f, SoundType.Player_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"),
                0.25f, _device, 10, new Vector3(0, 0, 0), 150, 300, 0.001f);
            WeaponSystem2D weaponSystem2D2 = new WeaponSystem2D(GameEngine.CollidableList, CollidableType.PlayerBullet, 1f, SoundType.Player_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"),
                0.25f, _device, 10, new Vector3(0, 0, 0), 100, 300, 0.001f);
            WeaponSystem2D weaponSystem2D3 = new WeaponSystem2D(GameEngine.CollidableList, CollidableType.PlayerBullet, 1f, SoundType.Player_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"),
                0.25f, _device, 10, new Vector3(0, 0, 0), 75, 300, 0.001f);
            MissleSystem2D missleSystem2D = new MissleSystem2D(GameEngine.CollidableList, CollidableType.FriendMissle, 1f, SoundType.PlayerMissle, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"), 1f,
                _device, 10, new Vector3(0, 0, 0), 1400, 100, 0.0001f, 14, 600);

            Model playerModel1 = Game.Content.Load<Model>("Game/Models/Viper/bomber");
            float playermodelscale1 = 0.07f;

            //Player Configurations
            PlayerConfig[] playerConfigurations = new PlayerConfig[3];

            playerConfigurations[0] = new PlayerConfig(new BasicModel(playerModel1, playermodelscale1), 13, new Vector3(0, 0.5f, -7), weaponSystem2D, missleSystem2D, 15, 25, -25, 2, 1.5f, 1.5f, 1f);
            playerConfigurations[1] = new PlayerConfig(new BasicModel(Game.Content.Load<Model>(@"Game/Models/Viper/inceptor"), playermodelscale1), 10, new Vector3(0, 0.5f, -7), weaponSystem2D2, missleSystem2D, 5, 30, -30, 2, 2f, 2f, 1f);
            playerConfigurations[2] = new PlayerConfig(new BasicModel(Game.Content.Load<Model>(@"Game/Models/Viper/ghoul"), playermodelscale1), 5, new Vector3(0, 0.5f, -7), weaponSystem2D3, missleSystem2D, 2, 40, -40, 2f, 2.5f, 2.5f, 1f);

            PlayerShip playerShipTEST = new PlayerShip(GameEngine.CollidableList, CollidableType.FriendlyShip, playerModel1.Meshes.ToList()[0].BoundingSphere.Radius * playermodelscale1, playerModel1, new Vector3(800, 40, -200),
                _device, new Vector3(0, 0.5f, -7), playermodelscale1, -30, 30, 2, 2, 1.5f, 1f, weaponSystem2D, missleSystem2D, spawnerManager, playerConfigurations);

            Planet planet;
            //Setting up the planet for the mission.
            switch (_save.Config.Mission)
            {
                case 0:
                    planet = new Planet(Game.Content.Load<Model>("Game/Models/Planets/Planet2/earth"), new Vector3(2800, 0, 0), Quaternion.Identity, 0.01f, 15f);
                    break;
                case 1:
                    planet = new Planet(Game.Content.Load<Model>("Game/Models/Planets/Planet1/dradis"), new Vector3(-300, -2800, 1300), Quaternion.Identity, 0.01f, 120f);
                    break;
                case 2:
                    planet = new Planet(Game.Content.Load<Model>("Game/Models/Planets/Planet3/mars"), new Vector3(300, 2800, 1300), Quaternion.CreateFromAxisAngle(new Vector3(0,0,1), 2f), 0.01f, 60f);
                    break;
                default:
                    planet = new Planet(Game.Content.Load<Model>("Game/Models/Planets/Planet2/earth"), new Vector3(2800, 0, 0), Quaternion.Identity, 0.01f, 50f);
                    break;
            }

            Starbase playerstarbase;
            Model playerBaseModel;
            float playerBaseScale;
            //Setting up the playerbase for the mission.
            switch (_save.Config.Mission)
            {
                case 0:
                    playerBaseModel = Game.Content.Load<Model>("Game/Models/Starbase/PlayerBase/Station/Battlestation");
                    playerBaseScale = 25f;
                    playerstarbase = new Starbase(CollidableType.FriendBase, playerBaseModel.Meshes.ToList()[0].BoundingSphere.Radius * playerBaseScale, playerBaseModel, new Vector3(0, -300, -1000), Quaternion.Identity, playerBaseScale);
                    break;
                case 1:
                    playerBaseModel = Game.Content.Load<Model>("Game/Models/Starbase/PlayerBase/Station/Battlestation2");
                    playerBaseScale = 50f;
                    playerstarbase = new Starbase(CollidableType.FriendBase, playerBaseModel.Meshes.ToList()[0].BoundingSphere.Radius * playerBaseScale, playerBaseModel, new Vector3(0, -300, -1000), Quaternion.Identity, playerBaseScale);
                    break;
                case 2:
                    playerBaseModel = Game.Content.Load<Model>("Game/Models/Starbase/PlayerBase/Station/Battlestation2");
                    playerBaseScale = 50f;
                    playerstarbase = new Starbase(CollidableType.FriendBase, playerBaseModel.Meshes.ToList()[0].BoundingSphere.Radius * playerBaseScale, playerBaseModel, new Vector3(0, -300, -1000), Quaternion.Identity, playerBaseScale);
                    break;
                default:
                    playerBaseModel = Game.Content.Load<Model>("Game/Models/Starbase/PlayerBase/Station/Battlestation");
                    playerBaseScale = 25f;
                    playerstarbase = new Starbase(CollidableType.FriendBase, playerBaseModel.Meshes.ToList()[0].BoundingSphere.Radius * playerBaseScale, playerBaseModel, new Vector3(0, -300, -1000), Quaternion.Identity, playerBaseScale);

                    break;

            }
            Model enemyBaseModel = Game.Content.Load<Model>("Game/Models/Starbase/EnemyBase/Station/sleeper7");
            float enemyBaseScale = 40f;

            Starbase enemyStarBase = new Starbase(CollidableType.EnemyBase, enemyBaseModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyBaseScale, enemyBaseModel, new Vector3(950, 950, 950), Quaternion.CreateFromAxisAngle(Vector3.Up, 90f), enemyBaseScale);

            Model asteroid1 = Game.Content.Load<Model>(@"Game/Models/Asteroids/smallAsteroid");
            float asteroid1Scale = 1f;

            Model asteroid3 = Game.Content.Load<Model>(@"Game/Models/Asteroids/largeAsteroid");
            float asteroid3Scale = 5f;

            BasicModel[] basicAsteroidModel = { new BasicModel(asteroid1, asteroid1Scale),
                                                  new BasicModel(asteroid3, asteroid3Scale) };
            float[] radiusArray = { asteroid1.Meshes.ToList()[0].BoundingSphere.Radius * asteroid1Scale, asteroid3.Meshes.ToList()[0].BoundingSphere.Radius * asteroid3Scale };

            Model dockModel = Game.Content.Load<Model>(@"Game/Models/Dock/Dock");
            float dockScale = 0.15f;

            Dock dock = new Dock(CollidableType.Dock, dockModel.Meshes.ToList()[0].BoundingSphere.Radius * dockScale, new BasicModel(dockModel, dockScale), new Vector3(800, 40, -200), Quaternion.Identity);

            #region Objective Stuff
            List<Objective> objectiveList = new List<Objective>();

            Model Bstation = Game.Content.Load<Model>(@"Game/Models/Station/BStation");
            float BstationScale = 1f;

            switch (_save.Config.Mission)
            {
                case 0:
                    objectiveList.Add(new ObjectiveDestroyable(CollidableType.Station, Bstation.Meshes.ToList()[0].BoundingSphere.Radius * BstationScale, 0.05f, new BasicModel(Bstation, BstationScale),
                new Vector3(600, 600, 600), Quaternion.Identity, "Protect the Relay Station for 3:00 Minutes", 800, new TimeSpan(0, 3, 0)));
            objectiveList.Add(new ObjectiveEnemy("Eliminate 10 Enemies: ", 10));
            objectiveList.Add(new ObjectiveEnemyFrigate("Eliminate 1 Frigate: ", 1));
                    break;
                case 1:
                    objectiveList.Add(new ObjectiveDestroyable(CollidableType.Station, Bstation.Meshes.ToList()[0].BoundingSphere.Radius * BstationScale, 0.05f, new BasicModel(Bstation, BstationScale),
                new Vector3(600, 600, 600), Quaternion.Identity, "Protect the Relay Station for 5:00 Minutes", 800, new TimeSpan(0, 5, 0)));
                    objectiveList.Add(new ObjectiveDestroyable(CollidableType.Station, Bstation.Meshes.ToList()[0].BoundingSphere.Radius * BstationScale, 0.05f, new BasicModel(Bstation, BstationScale),
                new Vector3(800, 200, 500), Quaternion.CreateFromAxisAngle(new Vector3(0,0,1), 2f), "Protect the Secondary Station for 2:00 Minutes", 300, new TimeSpan(0, 2, 0)));
            objectiveList.Add(new ObjectiveEnemy("Eliminate 20 Enemies: ", 20));
            objectiveList.Add(new ObjectiveEnemyFrigate("Eliminate 2 Frigates: ", 2));
                    break;
                case 2:
                    objectiveList.Add(new ObjectiveDestroyable(CollidableType.Station, Bstation.Meshes.ToList()[0].BoundingSphere.Radius * BstationScale, 0.05f, new BasicModel(Bstation, BstationScale),
                new Vector3(600, 600, 600), Quaternion.Identity, "Protect the Relay Station for 6:00 Minutes", 800, new TimeSpan(0, 5, 0)));
                    objectiveList.Add(new ObjectiveDestroyable(CollidableType.Station, Bstation.Meshes.ToList()[0].BoundingSphere.Radius * BstationScale, 0.05f, new BasicModel(Bstation, BstationScale),
                new Vector3(800, 200, 500), Quaternion.CreateFromAxisAngle(new Vector3(0,0,1), 2f), "Protect the Secondary Station for 4:00 Minutes", 400, new TimeSpan(0, 2, 0)));
            objectiveList.Add(new ObjectiveEnemy("Eliminate 30 Enemies: ", 30));
            objectiveList.Add(new ObjectiveEnemyFrigate("Eliminate 3 Frigates: ", 3));
                    break;
                default:
                    objectiveList.Add(new ObjectiveDestroyable(CollidableType.Station, Bstation.Meshes.ToList()[0].BoundingSphere.Radius * BstationScale, 0.05f, new BasicModel(Bstation, BstationScale),
                new Vector3(600, 600, 600), Quaternion.Identity, "Protect the Relay Station for 3:00 Minutes", 800, new TimeSpan(0, 3, 0)));
            objectiveList.Add(new ObjectiveEnemy("Eliminate 10 Enemies: ", 10));
            objectiveList.Add(new ObjectiveEnemyFrigate("Eliminate 1 Frigate: ", 1));
                    break;
            }

            #endregion

            Sun sun;
            switch (_save.Config.Mission)
            {
                case 0:
                    sun = new Sun(_device, Game.Content.Load<Texture2D>(@"Game/Images/Other/sun"), new Vector3(-300, 1300, 1300), 1000);
                    break;
                case 1:
                    sun = new Sun(_device, Game.Content.Load<Texture2D>(@"Game/Images/Other/sun"), new Vector3(-300, -1300, -1300), 1000);
                    break;
                case 2:
                    sun = new Sun(_device, Game.Content.Load<Texture2D>(@"Game/Images/Other/sun"), new Vector3(300, -1300, 1300), 1000);
                    break;
                default:
                    sun = new Sun(_device, Game.Content.Load<Texture2D>(@"Game/Images/Other/sun"), new Vector3(-300, 1300, 1300), 1000);
                    break;
            }

            Level level = new Level(GameEngine.CollidableList, radiusArray, basicAsteroidModel, planet, playerstarbase, enemyStarBase, SkyboxTEST, dock, sun, playerShipTEST, 40, objectiveList, _device,
                new TimeSpan(0, 10, 0), new Vector3(0, 0, 0), new Vector3(1000, 1000, 1000), _save);

            #region Enemy Stuff
            Model enemyModel = Game.Content.Load<Model>("Game/Models/Raider/fighter1");
            float enemyScale = 1f;
            List<Enemy> enemyList = new List<Enemy>();

            enemyList.Add(new Enemy(CollidableType.EnemyShip, enemyModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyScale, new Vector3(900, 900, 900), Quaternion.CreateFromAxisAngle(Vector3.UnitX, 10), -30, 30, 30, 50, 10, 3));

            WeaponSystem2D enemyWeaponSystem = new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 1f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bulletBlue"), 0.25f, _device, 125, new Vector3(0, 0, 0), 300, 300, 0.001f);

            List<EnemyFrigate> enemyFrigateList = new List<EnemyFrigate>();
            Model enemyFrigateModel = Game.Content.Load<Model>("Game/Models/Frigate/PirateShip");
            float enemyFrigateScale = 3f;
            List<WeaponSystem2D> frigateweaponSystemList = new List<WeaponSystem2D>();

            switch (_save.Config.Mission)
            {
                case 0:
                    frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 2.5f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"),
                        2.5f, _device, 100, new Vector3(0, 0.2f, 0), 300, 300, 0.001f));
                    frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 3f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"),
                        2.5f, _device, 100, new Vector3(5f, 0.2f, 0), 300, 300, 0.001f));

                    enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale,
                        new Vector3(1000, 1000, 1000), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList));
                    break;
                case 1:
                    frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 2.5f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"),
                        2.5f, _device, 100, new Vector3(0, 0.2f, 0), 300, 300, 0.001f));
                    frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 3f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"),
                        2.5f, _device, 100, new Vector3(5f, 0.2f, 0), 300, 300, 0.001f));

                    enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale,
                        new Vector3(1000, 1000, 1000), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList));
                    enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale,
                        new Vector3(1400, 1400, 1400), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList));
                    break;
                case 2:
                    frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 2.5f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"),
                        2.5f, _device, 100, new Vector3(0, 0.2f, 0), 300, 300, 0.001f));
                    frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 3f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"),
                        2.5f, _device, 100, new Vector3(5f, 0.2f, 0), 300, 300, 0.001f));

                    enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale,
                        new Vector3(1000, 1000, 1000), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList));
                    enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale,
                        new Vector3(1400, 1400, 1400), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList));
                    enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale,
                        new Vector3(1400, 900, 1400), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList));
                    break;

                default:
                    frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 2.5f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"),
                        2.5f, _device, 100, new Vector3(0, 0.2f, 0), 300, 300, 0.001f));
                    frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 3f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"),
                        2.5f, _device, 100, new Vector3(5f, 0.2f, 0), 300, 300, 0.001f));

                    enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale,
                        new Vector3(1000, 1000, 1000), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList));
                    break;
            }

            EnemySquadron enemySquadron = new EnemySquadron(GameEngine.CollidableList, CollidableType.EnemyShip, enemyModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyScale, new BasicModel(enemyModel, enemyScale), enemyList, enemyFrigateList, enemyWeaponSystem, new Vector3(950, 950, 950), 10, 40, 300);

            #endregion

            #region Friend Stuff
            Model friendModel = Game.Content.Load<Model>("Game/Models/Viper/inceptor");
            float friendScale = 0.07f;

            List<Friend> friendList = new List<Friend>();

            friendList.Add(new Friend(CollidableType.FriendlyShip, friendModel.Meshes.ToList()[0].BoundingSphere.Radius * friendScale, new Vector3(-300, -300, -1000), Quaternion.Identity, -30, 30, 30, 2, 10, 50, 3));
            //new ParticleEngine(pEngine._device, pEngine._displacement, pEngine._textureArray, pEngine.size, pEngine.size, _particleEngine._delayReset)

            WeaponSystem2D friendWeaponSystem = new WeaponSystem2D(GameEngine.CollidableList, CollidableType.FriendBullet, 1f, SoundType.Friend_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bulletRed"), 0.25f, _device, 125, new Vector3(0, 0, 0), 300, 300, 0.001f);

            FriendSquadron friendSquadron = new FriendSquadron(GameEngine.CollidableList, CollidableType.FriendlyShip, friendModel.Meshes.ToList()[0].BoundingSphere.Radius * friendScale, new BasicModel(friendModel, friendScale), friendList, friendWeaponSystem, new Vector3(0, -300, -1000), 15, 20, 100);

            #endregion

            ExplosionEngine explosionEngine = new ExplosionEngine(_device, ExplosionArray, 20, 5);
            SoundEffect[] soundEffectArray = { Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Player_Engine"),
                                                 Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Player_Hit"),
                                                 Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Player_Shoot"),
                                                 Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Friend_Shoot"),
                                                 Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Enemy_Shoot"),
                                                 Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Explosion"),
                                                 Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Player_Missle")
                                             };

            SoundEffect[] voiceChatterSounds = new SoundEffect[30];
            for (int i = 0; i < 30; i++)
                voiceChatterSounds[i] = Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Chatter/" + (i + 1));

            SoundEffect[] musicSounds = new SoundEffect[6];

            for (int i = 0; i < 6; i++)
                musicSounds[i] = Game.Content.Load<SoundEffect>(@"Game/Audio/Music/" + (i + 1));

            #region Voices

            List<SoundEffect[]> SoundVoiceEffects = new List<SoundEffect[]>();
            SoundEffect[] start = {
                                      Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/srt1"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/srt2"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/srt3")
                                  };
            SoundVoiceEffects.Add(start);

            SoundEffect[] stationHit = {
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/sd1"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/sd2"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/sd3")
                                       };
            SoundVoiceEffects.Add(stationHit);

            SoundEffect[] leaving = {
                                        Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/lb1"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/lb2"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/lb3")
                                    };
            SoundVoiceEffects.Add(leaving);

            SoundEffect[] lose = {
                                     Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/bw1"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/bw2"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/bw3")
                                 };

            SoundVoiceEffects.Add(lose);

            SoundEffect[] win = {
                                    Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/gw1"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/gw2"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/gw3")
                                };

            SoundVoiceEffects.Add(win);

            SoundEffect[] completed = {
                                          Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/boc1"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/boc2"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/boc3")
                                      };
            SoundVoiceEffects.Add(completed);

            SoundEffect[] failed = {
                                       Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/bof1"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/bof2"),
                                           Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/bof3")
                                   };
            SoundVoiceEffects.Add(failed);
            #endregion
            SoundEngine soundEngine = new SoundEngine(soundEffectArray, voiceChatterSounds, musicSounds, SoundVoiceEffects, _save);

            Texture2D[] hudOverlay = {
                                         Game.Content.Load<Texture2D>(@"Game/Images/HUD/Overlay/BottomLeftCorner"),
                                         Game.Content.Load<Texture2D>(@"Game/Images/HUD/Overlay/BottomRightCorner"),
                                         Game.Content.Load<Texture2D>(@"Game/Images/HUD/Overlay/TopLeftCorner"),
                                         Game.Content.Load<Texture2D>(@"Game/Images/HUD/Overlay/TopMiddle"),
                                         Game.Content.Load<Texture2D>(@"Game/Images/HUD/Overlay/TopRightCorner")
                                     };

            GameEngineTEST = new GameEngine(playerShipTEST, level, enemySquadron, friendSquadron, explosionEngine, soundEngine);

            Texture2D[] radarImages = { Game.Content.Load<Texture2D>(@"Game/Images/HUD/friend"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/enemy"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/friendBase"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/enemyBase") };
            ShipOverlay enemyOverlay = new ShipOverlay(Game.Content.Load<Texture2D>(@"Game/Images/HUD/EnemyOverlay"), _device, 3.7f);
            ShipOverlay friendOverlay = new ShipOverlay(Game.Content.Load<Texture2D>(@"Game/Images/HUD/FriendOverlay"), _device, 3f);

            HUDManager = new HUDManager(_device, _spriteBatch, spawnerManager, Game.Content.Load<SpriteFont>(@"Game/Fonts/Segoe"), Game.Content.Load<SpriteFont>(@"Game/Fonts/HUDFont"),
                Game.Content.Load<SpriteFont>(@"Game/Fonts/SHUDFont"), radarImages, friendOverlay, enemyOverlay, hudOverlay, Game.Content.Load<Texture2D>(@"Game/Images/HUD/crosshairs"), _save);
            _gameActive = true;
            FinishedLoadingEvent();
        }