Example #1
0
 public static Enemy Enemy2()
 {
     Enemy character = new Enemy (GameResources.Characters["Enemy2"], "Black");
     character.Weapon = null;
     character.Team = 11;
     return character;
 }
Example #2
0
        private void AddEnemy()
        {
            Animation enemyAnimation = new Animation();
            enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true);
            Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100));

            Enemy enemy = new Enemy();
            enemy.Initialize(enemyAnimation, position);
            enemies.Add(enemy);
        }
Example #3
0
 public void RemoveEnemy(Enemy e)
 {
     m_enemies.Remove(e);
 }
Example #4
0
 public void AddEnemy(Enemy e)
 {
     m_enemies.Add(e);
 }
Example #5
0
        private void AddEnemy()
        {
            // Randomly generate the position of the enemy
            Vector2 position = new Vector2(random.Next(0, GraphicsDevice.Viewport.Width), -10);

            // Create an enemy
            Enemy enemy = new Enemy();

            // Initialize the enemy
            enemy.Initialize(enemyTexture, position);

            // Add the enemy to the active enemies list
            enemies.Add(enemy);
        }
        private void AddEnemy()
        {
            // Create the animation object
            Animation enemyAnimation = new Animation();

            // Initialize the animation with the correct animation information
            enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true);

            // Randomly generate the position of the enemy
            Vector2 position = new Vector2(ScreenManager.GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, ScreenManager.GraphicsDevice.Viewport.Height - 100));

            // Create an enemy
            Enemy enemy = new Enemy();

            // Initialize the enemy
            enemy.Initialize(enemyAnimation, position);

            // Add the enemy to the active enemies list
            enemies.Add(enemy);
        }
Example #7
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            KeyboardState keys = Keyboard.GetState();

            if(startScreenIsOn == true)
            {
                if (keys.IsKeyDown(Keys.Enter))
                {
                    startScreenIsOn = false;
                    LoadContent();
                }
            }

            if(endScreenIsOn == true)
            {
                if (keys.IsKeyDown(Keys.Escape))
                {
                    Initialize();
                }
            }

            if (startScreenIsOn == false && endScreenIsOn == false)
            {
                // Allows the game to exit
                if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                    this.Exit();

                // Save the previous state of the keyboard and game pad so we can determinesingle key/button presses
                // previousGamePadState = currentGamePadState;
                previousKeyboardState = currentKeyboardState;

                // Read the current state of the keyboard and gamepad and store it
                currentKeyboardState = Keyboard.GetState();
                //currentGamePadState = GamePad.GetState(PlayerIndex.One);

                UpgradeObject upgradeObject2 = new UpgradeObject();
                Enemy enemy2 = new Enemy();
                Projectile projectile2 = new Projectile();

                UpdateUpgradeSprite(gameTime);

                //Update the player
                UpdatePlayer(gameTime);

                // Update the parallaxing background
                bgLayer1.Update();
                //bgLayer2.Update();

                // Update the enemies
                UpdateEnemies(gameTime);

                if (score >= metScore)
                {
                    levelChange();
                }

                UpdateCollision();

                // Update the projectiles
                UpdateProjectiles();

                UpdateUpgradeObjects(gameTime);

                // Update the explosions
                UpdateExplosions(gameTime);

                base.Update(gameTime);
            }
        }
Example #8
0
        private void AddEnemy()
        {
            // Create the animation object
            Animation enemyAnimation = new Animation();

            // Initialize the animation with the correct animation information
            enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30,Color.White, 1f, true);

            // Randomly generate the position of the enemy
            Vector2 position = new Vector2(GraphicsDevice.Viewport.Width +enemyTexture.Width / 2, random.Next(50, GraphicsDevice.Viewport.Height -50)); // 50, and -50 represent the area in which they spawn (higher the number the smaller the area, closer to center)

            // Create an enemy
            Enemy enemy = new Enemy();

            // Initialize the enemy
            enemy.Initialize(enemyAnimation, position);

            // Condition to see if the level changed then make my enemies harder
            /*
            if (level != prevLevel)
            {
                levelUp = true;
            }
            */
            /*
            if (levelUp == true)
            {
                enemy.Damage = enemy.Damage + 20;
                enemy.Health = enemy.Health + 20;
                enemy.enemyMoveSpeed = enemy.enemyMoveSpeed + 2;
                enemy.Value = enemy.Value + 20;
                //UpdatePlayer(blah); // figure out parameter shit because I need to change player class attributes before leaving if statement :)
                AddProjectile(position);

                levelUp = false;
            }
            */
            // Add the enemy to the active enemies list
            enemies.Add(enemy);
        }
Example #9
0
        private void LoadGameLevel(int level)
        {
            XmlDocument xml = new XmlDocument();
            xml.Load("D:\\VS 2010 Projects\\Shooter\\Shooter\\ShooterContent\\Levels\\" + level.ToString() + ".xml");
            XmlNode root = xml.FirstChild;
            XmlNode waveNode;
            XmlNode formationNode;
            XmlNode enemyNode;
            XmlAttributeCollection attributes;

            Level = new Level();				//level contains list of waves
            Wave nextWave;						//wave contains list of formations
            Formation nextFormation;			//formation contains list of enemies
            Enemy nextEnemy;					//enemies will die horrible deaths
            AttackPattern nextAttackPattern;	//attackPattern defines enemy movement between start and end positions
            ShotPattern nextShotPattern;		//defines enemy bullets per shot and how those bullets move
            Texture2D shotImage;				//duh

            float waveDuration = 0;
            float formationTrigger = 0;

            string attackPatternID = "";	//name identifier for AttackPattern
            string shotPatternID = "";		//name identifier for ShotPattern
            string enemyType = "";			//tells which texture will be drawn for enemy
            string enemyShot = "";			//tells which texture will be drawn for enemy shot
            float enemyHealth = 0;			//duh
            float startX = 0;				//Start and End positions the enemy ship will use
            float startY = 0;
            float endX = 0;
            float endY = 0;
            int fireCount = 0;				//number of times the enemy will fire it's shotPattern
            float fireRate = 0;				//how frequently the enemy will fire another shotPattern
            int shotSpeed = 0;				//how fast each shot will move

            List<ShotPattern> shotPatterns;	//list of shotPatterns that will be passed to enemy
            int count = 0;					//counter for adding ShotPatterns

            if (root.HasChildNodes)
            {
                for (int i = 0; i < root.ChildNodes.Count; i++)	//waves
                {
                    waveNode = root.ChildNodes[i];
                    attributes = waveNode.Attributes;
                    waveDuration = Convert.ToSingle(attributes.GetNamedItem("d").Value);
                    nextWave = new Wave(waveDuration);	//Create new wave

                    if (waveNode.HasChildNodes)
                    {
                        for (int j = 0; j < waveNode.ChildNodes.Count; j++)	//formations
                        {
                            formationNode = waveNode.ChildNodes[j];
                            attributes = formationNode.Attributes;
                            formationTrigger = Convert.ToSingle(attributes.GetNamedItem("d").Value);

                            nextFormation = new Formation(formationTrigger);
                            if (formationNode.HasChildNodes)
                            {
                                for (int k = 0; k < formationNode.ChildNodes.Count; k++)	//enemies
                                {
                                    enemyNode = formationNode.ChildNodes[k];
                                    attributes = enemyNode.Attributes;
                                    enemyType = attributes.GetNamedItem("type").Value;
                                    enemyShot = attributes.GetNamedItem("shot").Value;
                                    try
                                    {
                                        enemyHealth = Convert.ToInt32(attributes.GetNamedItem("health").Value);
                                    }
                                    catch (FormatException e)
                                    {
                                        Console.WriteLine("Enemy Health: Input string is not a sequence of digits.");
                                    }
                                    catch (OverflowException e)
                                    {
                                        Console.WriteLine("Enemy Health: The number cannot fit in an Int32.");
                                    }

                                    try
                                    {
                                        startX = Convert.ToInt32(attributes.GetNamedItem("startX").Value);
                                    }
                                    catch (FormatException e)
                                    {
                                        Console.WriteLine("Enemy Starting X: Input string is not a sequence of digits.");
                                    }
                                    catch (OverflowException e)
                                    {
                                        Console.WriteLine("Enemy Starting X: The number cannot fit in an Int32.");
                                    }

                                    try
                                    {
                                        startY = Convert.ToInt32(attributes.GetNamedItem("startY").Value);
                                    }
                                    catch (FormatException e)
                                    {
                                        Console.WriteLine("Enemy Starting Y: Input string is not a sequence of digits.");
                                    }
                                    catch (OverflowException e)
                                    {
                                        Console.WriteLine("Enemy Starting Y: The number cannot fit in an Int32.");
                                    }

                                    try
                                    {
                                        endX = Convert.ToInt32(attributes.GetNamedItem("endX").Value);
                                    }
                                    catch (FormatException e)
                                    {
                                        Console.WriteLine("Enemy Starting X: Input string is not a sequence of digits.");
                                    }
                                    catch (OverflowException e)
                                    {
                                        Console.WriteLine("Enemy Starting X: The number cannot fit in an Int32.");
                                    }

                                    try
                                    {
                                        endY = Convert.ToInt32(attributes.GetNamedItem("endY").Value);
                                    }
                                    catch (FormatException e)
                                    {
                                        Console.WriteLine("Enemy Starting Y: Input string is not a sequence of digits.");
                                    }
                                    catch (OverflowException e)
                                    {
                                        Console.WriteLine("Enemy Starting Y: The number cannot fit in an Int32.");
                                    }

                                    try
                                    {
                                        shotSpeed = Convert.ToInt32(attributes.GetNamedItem("shotSpeed").Value);
                                    }
                                    catch (FormatException e)
                                    {
                                        Console.WriteLine("Enemy Shot Speed: Input string is not a sequence of digits.");
                                    }
                                    catch (OverflowException e)
                                    {
                                        Console.WriteLine("Enemy Shot Speed: The number cannot fit in an Int32.");
                                    }

                                    try
                                    {
                                        fireCount = Convert.ToInt32(attributes.GetNamedItem("fireCount").Value);
                                    }
                                    catch (FormatException e)
                                    {
                                        Console.WriteLine("Enemy Shot Freqency: Input string is not a sequence of digits.");
                                    }
                                    catch (OverflowException e)
                                    {
                                        Console.WriteLine("Enemy Shot Freqency: The number cannot fit in an Int32.");
                                    }

                                    try
                                    {
                                        fireRate = Convert.ToSingle(attributes.GetNamedItem("fireRate").Value);
                                    }
                                    catch (FormatException e)
                                    {
                                        Console.WriteLine("Enemy Shot Freqency: Input string is not a sequence of digits.");
                                    }
                                    catch (OverflowException e)
                                    {
                                        Console.WriteLine("Enemy Shot Freqency: The number cannot fit in a float.");
                                    }

                                    //enemy attack pattern
                                    nextAttackPattern = new AttackPattern();
                                    attackPatternID = attributes.GetNamedItem("ap").Value;
                                    nextAttackPattern.SetID(attackPatternID);
                                    nextAttackPattern.SetEndPosition(endX, endY);
                                    nextAttackPattern.SetStartPosition(startX, startY);

                                    if ((nextAttackPattern = PopulateAttackPattern(nextAttackPattern)) == null)			//Load AttackPattern moveList
                                    {
                                        Console.WriteLine("Failed to load attack pattern " + attackPatternID.ToString());
                                    }

                                    //enemy shot pattern

                                    shotPatternID = attributes.GetNamedItem("sp").Value;
                                    shotPatterns = new List<ShotPattern>();		//only one shotPattern List per enemy, so new outside while loop
                                    count = 0;
                                    while (count < fireCount)
                                    {
                                        nextShotPattern = new ShotPattern(shotPatternID, shotSpeed);		//we potentially want multiple ShotPattern objects per enemy, so new in while loop
                                        shotImage = this.Content.Load<Texture2D>(enemyShot);

                                        //Create the appropriate number of shotPatterns for the enemy

                                        if ((nextShotPattern = PopulateShotPattern(nextShotPattern, shotImage)) == null)			//populate ShotPattern's shotList
                                        {
                                            Console.WriteLine("Failed to load shot pattern " + shotPatternID.ToString());
                                        }
                                        shotPatterns.Add(nextShotPattern);
                                        count++;
                                    }

                                    //ContentManager should only load textures if they aren't already cached
                                    nextEnemy = new Enemy(this.Content.Load<Texture2D>(enemyType), Convert.ToInt32(enemyHealth), nextAttackPattern, shotPatterns, fireCount, fireRate);
                                    LevelEnemies.Add(nextEnemy);
                                    nextFormation.AddEnemy(nextEnemy);
                                }

                                nextWave.AddFormation(nextFormation);
                            }
                            else
                            {
                                Console.WriteLine("Empty formation found");
                            }
                        }

                        Level.AddWave(nextWave);
                    }
                    else
                    {
                        Console.WriteLine("Empty wave found");
                    }
                }
            }
            else
            {
                Console.WriteLine("root node: no children found");
            }
        }
Example #10
0
 public override void intersectEnemy(Enemy e)
 {
     World.remove(e);
     World.add(new DamageEffect(World, e.X, e.Y, 2));
 }
Example #11
0
 // ��������� ������
 private void AddEnemy()
 {
     // ��������� ��'���� �������
     Animation enemyAnimation = new Animation();
     // ����������� ������� ������
     enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true);
     // ��������� ��������� ������� ������
     Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100));
     // ��������� ��'���� �����
     Enemy enemy = new Enemy();
     // ����������� ������
     enemy.Initialize(enemyAnimation, position, enemyHealth, enemyMoveSpeed);
     // ��������� ������ �� ������ ��������, � ����� ������, ������
     enemies.Add(enemy);
 }
Example #12
0
 public virtual void intersectEnemy(Enemy e)
 {
 }
Example #13
0
        private void RdnDropEnemy()
        {
            try
            {
                while (isGameStarted)
                {
                    lock (locker)
                    {
                        Enemy e = new Enemy(player);

                        int x = rnd.Next(GamePanel.Size.Width - e.Sprite.Width);
                        int y = rnd.Next(GamePanel.Size.Height - e.Sprite.Height);

                        e.Sprite.Location = new Point(x, y);
                        e.MissileFiredEvent += new Enemy.MissileFiredDelegate(AddMissile);

                        this.BeginInvoke(new ManageDisplayItem(AddGameObject), e);
                    }
                    Thread.Sleep(spawnDelay);
                }
            }
            catch (Exception e)
            {
                Debug.WriteLine(e);
            }
        }