public Ship(AIController ai, GameEnvironment env) : base() { this.ai = ai; this.maxSpeed = 50.0f; this.maxTurn = 0.025f; shooter = new BulletEmitter(env, BulletEmitter.BulletStrength.Medium, IsFriendly()); env.AddChild(shooter); }
public GymEnvironment(Controller ctrl) : base(ctrl) { SpecialAbility special = new SpecialAbility(); special.LoadTexture(contentManager, "bullet"); special.Position = new Vector2(300.0f, 100.0f); special.DesiredVelocity = new Vector2(0.0f, 0.0f); AddChild(special); // emit = new BulletEmitter(this, BulletEmitter.BulletStrength.Weak, true); // emit = new BulletEmitter(this, BulletEmitter.BulletStrength.Medium, true); emit = new BulletEmitter(this, BulletEmitter.BulletStrength.Strong, true); emit.Position = new Vector2(210.0f, 300.0f); emit.Rotation = (float)3.14 * 3 / 2; AddChild(emit); for (int i = 0; i < 20; i++) { /*AddChild(new TestShip((float)r.NextDouble() * ctrl.Graphics.GraphicsDevice.Viewport.Width, (float)r.NextDouble() * ctrl.Graphics.GraphicsDevice.Viewport.Height, 0, 0, (float)r.NextDouble() * ctrl.Graphics.GraphicsDevice.Viewport.Width, (float)r.NextDouble() * ctrl.Graphics.GraphicsDevice.Viewport.Height, (float)r.NextDouble() * ctrl.Graphics.GraphicsDevice.Viewport.Width, (float)r.NextDouble() * ctrl.Graphics.GraphicsDevice.Viewport.Height, this));*/ Ship s = new Ship(null, this); s.TestShip((float)r.NextDouble() * ctrl.Graphics.GraphicsDevice.Viewport.Width, (float)r.NextDouble() * ctrl.Graphics.GraphicsDevice.Viewport.Height, 0, 0, (float)r.NextDouble() * ctrl.Graphics.GraphicsDevice.Viewport.Width, (float)r.NextDouble() * ctrl.Graphics.GraphicsDevice.Viewport.Height, (float)r.NextDouble() * ctrl.Graphics.GraphicsDevice.Viewport.Width, (float)r.NextDouble() * ctrl.Graphics.GraphicsDevice.Viewport.Height, this); AddChild(s); } Ship s2 = new Ship(null, this); s2.TestShip(150, 150, 0, 0, this); AddChild(s2); //AddChild(new TestShip(150, 150, 0, 0, this)); AddChild(new Crosshair(this)); LoadMap("gym.tmx"); }
protected virtual void initialize() { Environment.Boss = this; this.bm1 = new BulletEmitter(Environment, this, BulletEmitter.BulletStrength.Medium); this.bm2 = new BulletEmitter(Environment, this, BulletEmitter.BulletStrength.Medium); this.bm3 = new BulletEmitter(Environment, this, BulletEmitter.BulletStrength.Medium); AddChild(bm1); AddChild(bm2); AddChild(bm3); Registration = new Vector2(465.0f, 465.0f); CreateCollisionBody(Environment.CollisionWorld, BodyType.Dynamic, CollisionFlags.Default); Zindex = 0.3f; takesDamage = AddCollisionCircle(170.0f, Vector2.Zero); sensor = AddCollisionCircle(Texture.Width * 1.25f, Vector2.Zero); CollisionBody.LinearDamping = 8.0f; CollisionBody.IgnoreGravity = true; Vector2[] temp; if (Environment.SpawnedBossPatrolPoints.Count == 0) { temp = new Vector2[4]; temp[0] = new Vector2(Environment.ScreenVirtualSize.X, Environment.ScreenVirtualSize.Y); temp[1] = new Vector2(0f, Environment.ScreenVirtualSize.Y); temp[2] = new Vector2(0, 0); temp[3] = new Vector2(Environment.ScreenVirtualSize.X, 0); } else { temp = new Vector2[Environment.SpawnedBossPatrolPoints.Count]; for (int i = 0; i < temp.Length; ++i) temp[i] = Environment.SpawnedBossPatrolPoints.ElementAt(i); } this.ai = new BossAI(Environment, this, temp); }
private void Initialize(SpawnPoint sp) { shooter = new BulletEmitter(Environment, this,BulletEmitter.BulletStrength.Strong); AddChild(shooter); RelativeShooterPos = new Vector2(50.0f, 0.0f); ai = m_originalAI = new AIController(sp, Environment); LoadTexture(Environment.contentManager, "squaretopia"); Registration = new Vector2(100.0f, 125.0f); CreateCollisionBody(Environment.CollisionWorld, BodyType.Dynamic, CollisionFlags.Default); AddCollisionCircle(50.0f, Vector2.Zero); CollisionBody.LinearDamping = 8.0f; this.health = this.MaxHealth = (int)(this.MaxHealth * 1.5); passiveShield = 20.0f; shield = new Entity(); shield.Zindex = 0.0f; shield.Registration = new Vector2(125.0f, 115.0f); shield.LoadTexture(Environment.contentManager, "shield"); shield.Position = Position; shield.Alpha = 0.0f; AddChild(shield); }
private void Initialize(SpawnPoint sp) { shooter = new BulletEmitter(Environment, this, BulletEmitter.BulletStrength.Medium); AddChild(shooter); RelativeShooterPos = new Vector2(65.0f, -5.0f); ai = m_originalAI = new AIController(sp, Environment); LoadTexture(Environment.contentManager, "circloid"); Registration = new Vector2(117.0f, 101.0f); CreateCollisionBody(Environment.CollisionWorld, BodyType.Dynamic, CollisionFlags.Default); AddCollisionCircle(60.0f, Vector2.Zero); CollisionBody.LinearDamping = 8.0f; CollisionBody.IgnoreGravity = true; // The circloid will not be affected by its own black hole. this.maxSpeed *= 1.25f; this.health = this.MaxHealth = (int)(this.MaxHealth * 1.25); }