Example #1
0
        /// <summary>
        /// Creates a new SpacewarScreen
        /// </summary>
        public EvolvedScreen(Game game)
            : base(game)
        {
            backdrop = new SceneItem(game, new EvolvedBackdrop(game));
            const float factor = 46;
            backdrop.Center = new Vector3(.5f, .5f, 0);
            backdrop.Scale = new Vector3(16f * factor, 9f * factor, 1f);
            backdrop.Position = new Vector3(-.5f, -.5f, 0);
            nextScene.Add(backdrop, drawScene);

            bullets = new Projectiles(game);
            particles = new Particles(game);

            ship1 = new Ship(game, PlayerIndex.One, SpacewarGame.Players[0].ShipClass, SpacewarGame.Players[0].Skin, new Vector3(SpacewarGame.Settings.Ships[0].StartPosition, 0.0f), bullets, particles);
            ship1.Paused = true;
            ship1.Radius = 15f;
            if (SpacewarGame.Players[0].ShipClass == ShipClass.Pencil)
            {
                ship1.ExtendedExtent[0] = new Vector3(0.0f, 25.0f, 0.0f);
                ship1.ExtendedExtent[1] = new Vector3(0.0f, -25.0f, 0.0f);
            }

            ship2 = new Ship(game, PlayerIndex.Two, SpacewarGame.Players[1].ShipClass, SpacewarGame.Players[1].Skin, new Vector3(SpacewarGame.Settings.Ships[1].StartPosition, 0.0f), bullets, particles);
            ship2.Paused = true;
            ship2.Radius = 15f;
            if (SpacewarGame.Players[1].ShipClass == ShipClass.Pencil)
            {
                ship2.ExtendedExtent[0] = new Vector3(0.0f, 25f, 0.0f);
                ship2.ExtendedExtent[1] = new Vector3(0.0f, -25f, 0.0f);
            }

            nextScene.Add(bullets, drawScene);

            asteroids = new Asteroid[SpacewarGame.GameLevel + 2];

            for (int i = 0; i < SpacewarGame.GameLevel + 2; i++)
            {

                asteroids[i] = new Asteroid(game, random.NextDouble() > .5 ? AsteroidType.Large : AsteroidType.Small, asteroidStarts[i]);
                asteroids[i].Scale = new Vector3(SpacewarGame.Settings.AsteroidScale, SpacewarGame.Settings.AsteroidScale, SpacewarGame.Settings.AsteroidScale);
                asteroids[i].Paused = true;
                asteroids[i].Velocity = (float)random.Next(100) * Vector3.Normalize(new Vector3((float)(random.NextDouble() - .5), (float)(random.NextDouble() - .5), 0));

                nextScene.Add(asteroids[i], drawScene);
            }

            nextScene.Add(ship1, drawScene);
            nextScene.Add(ship2, drawScene);
            //Added after other objects so they draw over the top
            nextScene.Add(particles, drawScene);


            //Sun last so its on top
            sun = new Sun(game, new EvolvedSun(game), new Vector3(-.5f, -.5f, 0));
            nextScene.Add(sun, drawScene);

            //Reset health meters.
            SpacewarGame.Players[0].Health = 5;
            SpacewarGame.Players[1].Health = 5;
        }
Example #2
0
        /// <summary>
        /// Creates a new SpacewarScreen
        /// </summary>
        public RetroScreen(Game game)
            : base(game)
        {
            //Retro
            backdrop = new SceneItem(game, new RetroStarfield(game));
            scene.Add(backdrop);

            bullets = new RetroProjectiles(game);
            ship1 = new Ship(game, PlayerIndex.One, new Vector3(-250, 0, 0), bullets);
            ship1.Radius = 10f;
            scene.Add(ship1);

            ship2 = new Ship(game, PlayerIndex.Two, new Vector3(250, 0, 0), bullets);
            ship2.Radius = 10f;
            scene.Add(ship2);

            sun = new Sun(game, new RetroSun(game), new Vector3(SpacewarGame.Settings.SunPosition, 0.0f));
            scene.Add(sun);

            scene.Add(bullets);

            paused = false;
        }
Example #3
0
        private void ReplaceScene(SceneItem sun, Ship one, Ship two, 
            Asteroid[] astr, Particles part, Projectiles proj)
        {
            scene.Remove(this.sun);
            scene.Remove(ship1);
            scene.Remove(ship2);
            this.sun = sun;
            this.ship1 = one;
            this.ship2 = two;

            scene.Add(ship1);
            scene.Add(ship2);
            scene.Add(sun);

            for (int i = 0; i < astr.Length; i++)
            {
                asteroids[i] = astr[0].Copy();
                if(!asteroids[i].Delete)
                    scene.Add(asteroids[i]);
            }

            this.particles = part;
            scene.Add(particles);

            this.bullets = proj;
            scene.Add(bullets);
        }
Example #4
0
        private void ReplaceScene(SceneItem sun, Ship one, Ship two,
            Particles part, Projectiles proj)
        {
            scene.Remove(this.sun);
            scene.Remove(ship1);
            scene.Remove(ship2);
            this.sun = sun;
            this.ship1 = one;
            this.ship2 = two;

            scene.Add(ship1);
            scene.Add(ship2);
            scene.Add(sun);

            this.particles = part;
            if(particles != null)
                scene.Add(particles);

            this.bullets = proj;
            scene.Add(bullets);
        }
Example #5
0
        public new Ship Copy()
        {
            Ship retn = new Ship(this.GameInstance, this.player, ShipClass.Pencil, 0, this.position, this.bullets, this.particles);
            retn.thrustFrame = this.thrustFrame;
            retn.showThrust = this.showThrust;
            retn.scale = this.scale;
            retn.evolved = this.evolved;
            retn.rotation = new Vector3(this.rotation.X, this.rotation.Y, this.rotation.Z);

            retn.inHyperspace = this.inHyperspace;
            retn.inRecovery = this.inRecovery;
            retn.exitHyperspaceTime = this.exitHyperspaceTime;
            retn.exitRecoveryTime = this.exitRecoveryTime;
            retn.playedReturn = this.playedReturn;
            retn.invulnerable = this.invulnerable;
            retn.direction = new Vector3(this.direction.X, this.direction.Y, this.direction.Z);

            retn.shape = this.shape;

            return retn;
        }