/// <summary>
 /// Constructs a new projectile.
 /// </summary>
 /// <param name="world">The world that this projectile belongs to.</param>
 /// <param name="owner">The ship that fired this projectile, if any.</param>
 /// <param name="direction">The initial direction for this projectile.</param>
 public Projectile(World world, Ship owner, Vector2 direction)
     : base(world)
 {
     this.owner = owner;
     this.position = owner.Position;
     this.velocity = direction;
 }
Example #2
0
 /// <summary>
 /// Constructs a new power-up.
 /// </summary>
 /// <param name="world">The world that this power-up belongs to.</param>
 public PowerUp(World world)
     : base(world)
 {
     this.mass = 500f;
     this.polygon = VectorPolygon.CreateCircle(Vector2.Zero, 16f, 16);
     this.innerPolygon = VectorPolygon.CreateCircle(Vector2.Zero, 10f, 16);
 }
Example #3
0
 /// <summary>
 /// Constructs a new actor.
 /// </summary>
 /// <param name="world">The world that this actor belongs to.</param>
 public Actor(World world)
 {
     if (world == null)
     {
         throw new ArgumentNullException("world");
     }
     this.world = world;
 }
 /// <summary>
 /// Constructs a new laser projectile.
 /// </summary>
 /// <param name="world">The world that this projectile belongs to.</param>
 /// <param name="owner">The ship that fired this projectile, if any.</param>
 /// <param name="direction">The initial direction for this projectile.</param>
 public LaserProjectile(World world, Ship owner, Vector2 direction)
     : base(world, owner, direction)
 {
     this.radius = 0.5f;
     this.speed = 640f;
     this.duration = 5f;
     this.damageAmount = 20f;
     this.damageOwner = false;
     this.mass = 0.5f;
     this.explodes = false;
     this.explosionColors = new Color[]
         { Color.White, Color.Gray, Color.Gray, Color.Silver, Color.Yellow };
 }
 /// <summary>
 /// Constructs a new rocket projectile.
 /// </summary>
 /// <param name="world">The world that this projectile belongs to.</param>
 /// <param name="owner">The ship that fired this projectile, if any.</param>
 /// <param name="direction">The initial direction for this projectile.</param>
 public RocketProjectile(World world, Ship owner, Vector2 direction)
     : base(world, owner, direction)
 {
     this.radius = 8f;
     this.life = 80f;
     this.mass = 3f;
     this.speed = 520f;
     this.duration = 4f;
     this.damageAmount = 100f;
     this.damageOwner = false;
     this.damageRadius = 128f;
     this.explodes = true;
     this.explosionColors = new Color[]
         { Color.Orange, Color.Gray, Color.Gray, Color.Silver };
     this.polygon = VectorPolygon.CreateRocket();
     this.color = Color.Orange;
 }
 /// <summary>
 /// Constructs a new mine projectile.
 /// </summary>
 /// <param name="world">The world that this projectile belongs to.</param>
 /// <param name="owner">The ship that fired this projectile, if any.</param>
 /// <param name="direction">The initial direction for this projectile.</param>
 public MineProjectile(World world, Ship owner, Vector2 direction)
     : base(world, owner, direction)
 {
     this.radius = 16f;
     this.life = 15f;
     this.speed = 64f;
     this.duration = 15f;
     this.mass = 5f;
     this.damageAmount = 200f;
     this.damageOwner = true;
     this.damageRadius = 80f;
     this.explodes = true;
     this.explosionColors = new Color[]
         { Color.Red, Color.Maroon, Color.White, Color.Silver };
     this.polygon = VectorPolygon.CreateMine();
     this.color = Color.Red;
 }
Example #7
0
 /// <summary>
 /// Construct a new asteroid.
 /// </summary>
 /// <param name="world">The world that this asteroid belongs to.</param>
 /// <param name="radius">The size of the asteroid.</param>
 public Asteroid(World world, float radius)
     : base(world)
 {
     // all asteroids are gray
     this.color = Color.Gray;
     // create the polygon
     this.polygon = VectorPolygon.CreateAsteroid(radius);
     // the asteroid polygon might not be as big as the original radius,
     // so find out how big it really is
     for (int i = 0; i < this.polygon.Points.Length; i++)
     {
         float length = this.polygon.Points[i].Length();
         if (length > this.radius)
         {
             this.radius = length;
         }
     }
     // calculate the mass
     this.mass = radius * massRadiusRatio;
 }
Example #8
0
        /// <summary>
        /// Construct a new ship, for the given player.
        /// </summary>
        /// <param name="world">The world that this ship belongs to.</param>
        /// <param name="playerIndex">
        /// The Gamepad player index that controls this ship.
        /// </param>
        public Ship(World world, PlayerIndex playerIndex)
            : base(world)
        {
            this.playerIndex = playerIndex;

            this.radius = 20f;
            this.mass = 32f;
            this.color = shipColorsByPlayerIndex[(int)this.playerIndex];
            this.polygon = VectorPolygon.CreatePlayer();
            this.shieldPolygon = VectorPolygon.CreateCircle(Vector2.Zero, 20f, 16);
        }
        /// <summary>
        /// Initialize the game, after the ScreenManager is set, but not every time
        /// the graphics are reloaded.
        /// </summary>
        public void Initialize()
        {
            // create and add the bloom effect
            bloomComponent = new BloomComponent(ScreenManager.Game);
            ScreenManager.Game.Components.Add(bloomComponent);
            // do not automatically draw the bloom component
            bloomComponent.Visible = false;

            // create the world
            world = new World(new Vector2(ScreenManager.GraphicsDevice.Viewport.Width,
                ScreenManager.GraphicsDevice.Viewport.Height));

            // retrieve the audio manager
            audio = (AudioManager)ScreenManager.Game.Services.GetService(
                typeof(AudioManager));
            world.AudioManager = audio;

            // start up the music
            audio.PlayMusic("gameMusic");

            // start up the game
            world.StartNewGame();
            gameOver = false;
        }
 /// <summary>
 /// Construct a new world actor.
 /// </summary>
 /// <param name="world">The world that this world-actor belongs to.</param>
 public WorldActor(World world)
     : base(world)
 {
     radius = 0f;
     mass = 100f;
 }
 /// <summary>
 /// Constructs a new rocket-launcher power-up.
 /// </summary>
 /// <param name="world">The world that this power-up belongs to.</param>
 public RocketPowerUp(World world)
     : base(world)
 {
     this.color = Color.Orange;
 }
Example #12
0
 /// <summary>
 /// Constructs a new power-up.
 /// </summary>
 /// <param name="world">The world that this power-up belongs to.</param>
 public PowerUp(World world) : base(world)
 {
     this.mass         = 500f;
     this.polygon      = VectorPolygon.CreateCircle(Vector2.Zero, 16f, 16);
     this.innerPolygon = VectorPolygon.CreateCircle(Vector2.Zero, 10f, 16);
 }