Example #1
0
 public void UpdatePlayerCollision(PlayerCharacter playerCharacter)
 {
     foreach (Bullet bullet in _enemyBullets)
     {
         if (bullet.GetBoundingBox().IntersectsWith(playerCharacter.GetBoundingBox()))
         {
             bullet.Dead = true;
             playerCharacter.OnCollision(bullet);
         }
     }
 }
Example #2
0
        public Enemy(TextureManager textureManager, EffectsManager effectsManager, BulletManager bulletManager, PlayerCharacter playerCharacter)
        {
            _playerCharacter = playerCharacter;
            _bulletManager = bulletManager;
            _bulletTexture = textureManager.Get("bullet");
            MaxTimeToShoot = 12;
            MinTimeToShoot = 1;
            RestartShootCountDown();

            _effectsManager = effectsManager;
            Health = 50; // default health value.
            _sprite.Texture = textureManager.Get("enemy_ship");
            _sprite.SetScale(_scale, _scale);
            _sprite.SetRotation(Math.PI); // make it face the player
            _sprite.SetPosition(200, 0); // put it somewhere easy to see
        }
        public EnemyManager(TextureManager textureManager, EffectsManager effectsManager, BulletManager bulletManager, PlayerCharacter playerCharacter, int leftBound)
        {
            _playerCharacter = playerCharacter;
            _bulletManager = bulletManager;
            _textureManager = textureManager;
            _effectsManager = effectsManager;
            _leftBound = leftBound;

            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 30));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 29.5));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 29));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 28.5));

            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 30));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 29.5));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 29));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 28.5));

            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 25));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 24.5));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 24));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 23.5));

            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 20));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 19.5));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 19));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 18.5));

            _upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 16));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 15.8));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 15.6));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 15.4));

            _upComingEnemies.Add(new EnemyDef("up_l", 10));
            _upComingEnemies.Add(new EnemyDef("down_l", 9));
            _upComingEnemies.Add(new EnemyDef("up_l", 8));
            _upComingEnemies.Add(new EnemyDef("down_l", 7));
            _upComingEnemies.Add(new EnemyDef("up_l", 6));

            // Sort enemies so the greater launch time appears first.
            _upComingEnemies.Sort(delegate(EnemyDef firstEnemy, EnemyDef secondEnemy)
            {
                return firstEnemy.LaunchTime.CompareTo(secondEnemy.LaunchTime);

            });
        }
Example #4
0
        public Level(Input input, TextureManager textureManager, PersistentGameData gameData)
        {
            _input = input;
            _gameData = gameData;
            _textureManager = textureManager;
            _effectsManager = new EffectsManager(_textureManager);
            _playerCharacter = new PlayerCharacter(_textureManager, _bulletManager);
            _enemyManager = new EnemyManager(_textureManager, _effectsManager, _bulletManager, -1300);
            //_enemyList.Add(new Enemy(_textureManager, _effectsManager));

            _background = new ScrollingBackground(textureManager.Get("background"));
            _background.SetScale(2, 2);
            _background.Speed = 0.15f;

            _backgroundLayer = new ScrollingBackground(textureManager.Get("background_layer_1"));
            _backgroundLayer.Speed = 0.1f;
            _backgroundLayer.SetScale(2.0, 2.0);
        }
Example #5
0
        public Level(Input input, TextureManager textureManager, PersistantGameData gameData)
        {
            _input = input;
            _gameData = gameData;
            _textureManager = textureManager;
            _effectsManager = new EffectsManager(_textureManager);
            _playerCharacter = new PlayerCharacter(_textureManager, _bulletManager);

            // -1300 is bad for two reasons
            // 1. It's a magic number in the middle of the code
            // 2. It's based on the size of the form but doesn't directly reference the size of the form
            // this means duplication and two places to edit the code if the form size changes.
            // The form size and the enemy manager play area size should both get their value
            // from one central place.
            _enemyManager = new EnemyManager(_textureManager, _effectsManager, _bulletManager, _playerCharacter, -1300);

            _background = new ScrollingBackground(textureManager.Get("background"));
            _background.SetScale(2, 2);
            _background.Speed = 0.15f;

            _backgroundLayer = new ScrollingBackground(textureManager.Get("background_layer_1"));
            _backgroundLayer.Speed = 0.1f;
            _backgroundLayer.SetScale(2.0, 2.0);
        }
Example #6
0
 internal void OnCollision(PlayerCharacter player)
 {
     // Handle collision with player.
 }
Example #7
0
        public EnemyManager(TextureManager textureManager, EffectsManager effectsManager, BulletManager bulletManager, PlayerCharacter playerCharacter, RectangleF playArea, List <EnemyDef> upComingEnemies, int leftBound)
        {
            _textureManager  = textureManager;
            _effectsManager  = effectsManager;
            _bulletManager   = bulletManager;
            _playerCharacter = playerCharacter;
            _leftBound       = leftBound;
            _bounds          = playArea;

            _upComingEnemies = upComingEnemies;

            _upComingEnemies.Sort(delegate(EnemyDef firstEnemy, EnemyDef secondEnemy)
            {
                return(firstEnemy.LaunchTime.CompareTo(secondEnemy.LaunchTime));
            });

            //Enemy enemy = new Enemy(_textureManager, _effectsManager);
            //_enemies.Add(enemy);
        }