Exemple #1
0
        void spawnMoney()
        {
            string[] types =
            {
                "gold",
                "silver",
                "silver",
                "silver"
            };

            for (int i = 0; i < 800; i++)
            {
                var x1 = random.Next(4096 - 512) + 38 * 1024 - 256;
                var y1 = random.Next(1024 * 6) + 256;

                var init = new ParticleInit(ParticleCache.Types["beam"], new CPos(x1, y1, 0), random.Next(1024));
                game.World.Add(new Particle(world, init));

                game.World.Add(ActorCache.Create(game.World, types[random.Next(types.Length)], new CPos(x1, y1, 0)));
            }

            for (int i = 0; i < 800; i++)
            {
                var x2 = random.Next(4096 - 512) + 38 * 1024 - 256;
                var y2 = random.Next(1024 * 6) + 1024 * 9 - 256;

                var init = new ParticleInit(ParticleCache.Types["beam"], new CPos(x2, y2, 0), random.Next(1024));
                game.World.Add(new Particle(world, init));

                game.World.Add(ActorCache.Create(game.World, types[random.Next(types.Length)], new CPos(x2, y2, 0)));
            }
        }
Exemple #2
0
        void spawnActor(string type, CPos position)
        {
            for (int i = 0; i < 20; i++)
            {
                var x = random.Next(1024) - 512 + position.X;
                var y = random.Next(1024) - 512 + position.Y;

                var init = new ParticleInit(ParticleCache.Types["beam"], new CPos(x, y, 0), random.Next(1024));
                game.World.Add(new Particle(world, init));
            }

            game.World.Add(ActorCache.Create(game.World, type, position));
        }
Exemple #3
0
        public override void Tick()
        {
            // Collect the keys
            if (!collectablesTriggered)
            {
                var collectables = true;
                foreach (var key in keys)
                {
                    if (!key.Disposed)
                    {
                        collectables = false;
                        break;
                    }
                }

                if (collectables)
                {
                    collectablesTriggered = true;

                    game.World.WallLayer.Remove(new MPos(20 * 2, 6));
                    game.World.WallLayer.Remove(new MPos(20 * 2, 7));
                    game.World.WallLayer.Remove(new MPos(20 * 2, 8));
                    game.World.WallLayer.Remove(new MPos(20 * 2, 9));

                    for (int i = 0; i < 40; i++)
                    {
                        var x = 20 * 1024 - 512;
                        var y = 6 * 1024 - 512 + i * 128;

                        var init = new ParticleInit(ParticleCache.Types["beam"], new CPos(x, y, 0), 0);
                        game.World.Add(new Particle(world, init));
                    }
                }
            }

            // Kill the enemies
            if (!enemiesKilledTriggered)
            {
                var enemiesKilled = true;
                foreach (var target in targets)
                {
                    if (target.IsAlive)
                    {
                        enemiesKilled = false;
                        break;
                    }
                }

                if (enemiesKilled)
                {
                    enemiesKilledTriggered = true;
                }
            }
            else if (triggercountdown-- == 0)
            {
                spawnMoney();
                spawnActor("tut_5", new CPos(1024 * 36, 1024 * 8 - 512, 0));
                spawnActor("tech_pad", new CPos(1024 * 42 + 512, 1024 * 6 - 512, 0));
                spawnActor("actors_pad", new CPos(1024 * 42 + 512, 1024 * 10 - 512, 0));
                spawnActor("tut_6", new CPos(1024 * 45, 1024 * 8 - 512, 0));
                spawnActor("mainmenu_pad", new CPos(1024 * 46 + 512, 1024 * 8 - 512, 0));
            }
        }