public CompactZone(Texture2D texture, Vector2 position, DrawingHelper.DrawingLevel drawingLevel, Game game, World world, Color color, Library.Zone.Name shape) : base(texture, position, drawingLevel, game, world, color) { _game = game; Tag = TagCategories.COMPACTZONE; _isShot = false; _shape = shape; _tail = null; _detonationTime = 70; _timer = _detonationTime; }
public void CreateZone(Library.Zone.Name zoneshape, Vector2 position, float rotation, Color color) { switch (zoneshape) { case Library.Zone.Name.Circle: CircleZone circleZ = new CircleZone(Library.Zone.Texture[shape], ConvertUnits.ToDisplayUnits(position), rotation, color, Game, _world); _zones.Add(circleZ); SyncedGameCollection.ComponentCollection.Add(circleZ); break; case Library.Zone.Name.Triangle: TriangleZone triangleZ = new TriangleZone(Library.Zone.Texture[shape], ConvertUnits.ToDisplayUnits(position), rotation, color, Game, _world); _zones.Add(triangleZ); SyncedGameCollection.ComponentCollection.Add(triangleZ); break; //case Library.Zone.Name.Square: // SquareZone squareZ = new SquareZone(Library.Zone.Texture[shape], ConvertUnits.ToDisplayUnits(position), rotation, color, Game, _world); // _zones.Add(squareZ); // SyncedGameCollection.ComponentCollection.Add(squareZ); // break; case Library.Zone.Name.Pentagon: PentagonZone pentagonZ = new PentagonZone(Library.Zone.Texture[shape], ConvertUnits.ToDisplayUnits(position), rotation, color, Game, _world); _zones.Add(pentagonZ); SyncedGameCollection.ComponentCollection.Add(pentagonZ); break; case Library.Zone.Name.Hexagon: HexagonZone hexagonZ = new HexagonZone(Library.Zone.Texture[shape], ConvertUnits.ToDisplayUnits(position), rotation, color, Game, _world); _zones.Add(hexagonZ); SyncedGameCollection.ComponentCollection.Add(hexagonZ); break; default: break; } Library.Audio.PlaySoundEffect(Library.Audio.SoundEffects.ZoneExpand); }
public Player(PlayerIndex playerIndex, Library.Character.Name character, Library.Colors.ColorName teamcolor, Game game, World world, Vector2 positionLeft, Vector2 positionRight) : base(game) { // TODO: fix hardcode positions. _playerIndex = playerIndex; Left = new Unit(playerIndex, Library.Character.GameTexture[character], positionLeft, Library.Colors.getColor[Tuple.Create(teamcolor, Library.Colors.ColorVariation.Left)], game, world, teamcolor); // TODO: fix hardcoded values for positions. Right = new Unit(playerIndex, Library.Character.GameTexture[character], positionRight, Library.Colors.getColor[Tuple.Create(teamcolor, Library.Colors.ColorVariation.Right)], game, world, teamcolor); _areTrailsActive = false; _haveSwitched = false; _world = world; _barrier = new Barrier(Library.Particle.barrierParticle, Left, Right, world, game, Library.Colors.getColor[Tuple.Create(teamcolor, Library.Colors.ColorVariation.Other)]); shape = (Library.Zone.Name)character; _teamColor = teamcolor; _compactZones = new List <CompactZone>(); _zones = new List <Zone>(); _zoneCreationCooldown = 10.0f; _canCreateZone = true; SyncedGameCollection.ComponentCollection.Add(Left); SyncedGameCollection.ComponentCollection.Add(Right); SyncedGameCollection.ComponentCollection.Add(_barrier); }