public AnimatedSprite(Texture2D texture, int rows, int columns, int time) { mTextureMap = new TextureMap(texture, rows, columns); animationTime = time / mTextureMap.totalFrames; count = 0; mDone = false; }
public GameScreen(ref SpriteBatch sb, ref Player p, TextureMap eMap, TextureMap lMap, TextureMap bMap, params string[] bgNames) { max_time = 100; enemyTimer = 0; bg2pos = new Vector2(0.0f, -800.0f); SB = sb; PlayerShip = p; pressedPause = false; Backgrounds = new List<TextureMap>(); DrawableEntities = new List<GameEntity>(); foreach (string bg in bgNames) { Backgrounds.Add(new TextureMap(Constants.content.Load<Texture2D>(bg), 1, 1)); } enemyMap = eMap; laserMap = lMap; bossMap = bMap; r = new Random(); veltemp = Vector2.Zero; for (int i = 0; i < 5; ++i) { veltemp.Y = r.Next(1, 5); Constants.mEnemyManager.addEnemy(new Enemy( new Vector2(r.Next(100, Constants.graphics.PreferredBackBufferWidth - 100), 0.0f), veltemp, enemyMap, laserMap, Enemy.ENEMY_TYPE.SIDEWINDER)); } }
public Button(TextureMap tex, Vector2 pos, OnClickEvent evt) { Position = pos; OnClick = evt; Texture = tex; width = tex.width; height = tex.height; }
public Projectile(Vector2 position, TextureMap map, Vector2 vel, PROJECTILE_MASK mask) : base(position, map, ENTITY_TYPE.PROJECTILE) { Mask = mask; mInitPosition = position; mVelocity = vel; mLife = 150; }
public Projectile(Vector2 position, TextureMap map, int life, PROJECTILE_MASK mask) : base(position, map, ENTITY_TYPE.PROJECTILE) { Mask = mask; mInitPosition = position; mVelocity = Constants.DEFAULT_PROJECTILE_VELOCITY; mLife = life; }
public Enemy(Vector2 position, Vector2 velocity, TextureMap map, TextureMap tMap, ENEMY_TYPE t) : base(position, map, ENTITY_TYPE.AI) { Type = t; Gun = new List<Turret>(); Gun.Add(new Turret((tMap))); rand = new Random(); mVelocity = velocity; }
public Enemy(Vector2 position, TextureMap map, TextureMap tMap, ENEMY_TYPE t) : base(position, map, ENTITY_TYPE.AI) { Type = t; Gun = new List<Turret>(); Gun.Add(new Turret((tMap))); rand = new Random(); mVelocity = Constants.DEFAULT_ENEMY_VELOCITY; }
public GameEntity(Vector2 position, Vector2 velocity, TextureMap map, ENTITY_TYPE type, int health = Constants.MAX_PLAYER_HEALTH) { mPosition = position; mVelocity = velocity; mMidPoint = new Vector2(mPosition.X + map.width / 2, mPosition.Y + map.height / 2); mTexture = map; mHealth = health; mType = type; mAlive = true; }
public GameEntity(Vector2 position, TextureMap map, ENTITY_TYPE type) { mPosition = position; mVelocity = Vector2.Zero; mMidPoint = new Vector2(mPosition.X + map.width / 2, mPosition.Y + map.height / 2); mTexture = map; mHealth = 50; mType = type; mAlive = true; }
public Boss(Vector2 position, Vector2 velocity, TextureMap map, TextureMap tMap) : base(position, velocity, map, tMap, ENEMY_TYPE.BOSS) { Health = Constants.BOSS_STARTING_HEALTH; turretPosList = new List<Vector2>(); sideways_movement = false; Vector2 posTemp = MidPoint; turretPosList.Add(posTemp); posTemp = new Vector2(MidPoint.X - mTexture.width / 5, MidPoint.Y); turretPosList.Add(posTemp); posTemp = new Vector2(MidPoint.X + mTexture.width / 5, MidPoint.Y); turretPosList.Add(posTemp); posTemp = new Vector2(MidPoint.X - mTexture.width / 3f, MidPoint.Y + mTexture.height / 14.5f); turretPosList.Add(posTemp); posTemp = new Vector2(MidPoint.X + mTexture.width / 3f, MidPoint.Y + mTexture.height / 14.5f); turretPosList.Add(posTemp); for (int i = 0; i < 4; ++i) { Gun.Add(new Turret(tMap)); } }
public Turret(TextureMap tMap) { TMap = tMap; }
public abstract void addBackground(TextureMap t);
public override void addBackground(TextureMap t) { Backgrounds.Add(t); }
/// <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); background = Content.Load<Texture2D>("background1"); background2 = Content.Load<Texture2D>("background2"); Constants.init(ref graphics, ref spriteBatch, Content); plrMap = new TextureMap(Content.Load<Texture2D>("playership1"), 1, 1); laserMap = new TextureMap(Content.Load<Texture2D>("laser1"), 1, 1); enemyMap = new TextureMap(Content.Load<Texture2D>("enemy1"), 1, 1); bossMap = new TextureMap(Content.Load<Texture2D>("boss1"), 1, 1); Constants.player = new Player(Constants.DEFAULT_POSITION, plrMap, laserMap); explosion = new AnimatedSprite(Content.Load<Texture2D>("explosion1"), 1, 10, 55); Constants.mAnimationManager.addAnimation(new Animation(explosion, new Vector2(200.0f, 200.0f))); bg2pos = new Vector2(0.0f, -800.0f); Constants.mMainGameScreen = new GameScreen(ref spriteBatch, ref Constants.player, enemyMap, laserMap, bossMap, "background1", "background2"); Constants.mSplashScreen = new SplashScreen("splashscreen1", ref spriteBatch, "Press Space To Begin"); Constants.mEndScreenLose = new SplashScreen("splashscreen3", ref spriteBatch, "Press Escape To Exit"); Constants.mEndScreenWin = new SplashScreen("splashscreen2", ref spriteBatch, "Press Escape To Exit"); Vector2 menuPos = new Vector2((graphics.PreferredBackBufferWidth / 2)-32.0f, (graphics.PreferredBackBufferHeight * 0.33f)); List<Button> btns = new List<Button>(); btns.Add(new Button(new TextureMap(Content.Load<Texture2D>("ButtonStart"), 1, 1), new Vector2(menuPos.X, menuPos.Y), this.startGame)); btns.Add(new Button(new TextureMap(Content.Load<Texture2D>("ButtonQuit"), 1, 1), new Vector2(menuPos.X, menuPos.Y + 36), this.Exit)); Constants.mMenuScreen = new MenuScreen(ref spriteBatch, btns); Constants.mScreenStack.push(Constants.mSplashScreen); mSoundMgr = new SoundManager(); // TODO: use this.Content to load your game content here }
public Player(Vector2 position, TextureMap map, TextureMap tMap) : base(position, map, ENTITY_TYPE.PLAYER) { Gun = new Turret(tMap); }
public override void addBackground(TextureMap t) { }