Exemple #1
0
 public void reloadSmokeTrail()
 {
     p = new ParticleSystemModified(new Vector2(levelManager.getCurrentPlayer().getPlayerPosition().X + (tank.Width / 2), levelManager.getCurrentPlayer().getPlayerPosition().Y), 400, 999, 108);
     p.setMandatory1(tex, new Vector2(6, 6), new Vector2(20, 20), levelManager.getCurrentPlayer().getPlayerColor(), new Color(255, 255, 255, 0));
     p.setMandatory2(-1, 1, 1, 1, 0);
     rectangle = new Rectangle(0, 0, 1400, 800);
     p.setMandatory3(120, rectangle);
     p.setMandatory4(new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0));
     p.randomDelta     = new Vector2(0.02f, 0.02f);
     p.setDisplayAngle = true;
     p.Origin          = 0;
     p.offset          = new Vector2(0, 0);
     // p.moveTowards = 0;
     //  p.offset = new Vector2(8, 8);
     // p.offset = new Vector2(0,0);
     p.displayAngleOffset = rocketAngle;
     //p.originWayList = new WayPointList();
     //p.originWayList.makePathZigZag(new Vector2(100, 500), new Vector2(700, 500), new Vector2(0, 0), 3, 3);
     //p.moveTowards = 4;
     //p.moveTowardsPos = new Vector2(500, 500);
     p.activate();
 }
Exemple #2
0
        public override void LoadContent()
        {
            this.weaponManager = new WeaponManager();

            this.players = new List <Player>();

            this.bulletActive = false;
            this.addMaterial  = false;
            this.rocketFlying = false;

            background = Content.Load <Texture2D>("Textures/Level2/level2");

            this.backgroundOriginal = Content.Load <Texture2D>("Textures/Level2/level2");

            this.bold = Content.Load <SpriteFont>("Fonts/spriteFontBold");

            this.backgroundOriginalColour = new Color[this.backgroundOriginal.Width * this.backgroundOriginal.Height];
            this.backgroundOriginal.GetData(this.backgroundOriginalColour);

            tank = Content.Load <Texture2D>("Textures/tank-custom");

            font = Content.Load <SpriteFont>("Fonts/spritefont1");

            parachute = Content.Load <Texture2D>("Textures/parachute");

            this.missile_thumbnail = Content.Load <Texture2D>("Textures/missile-thumbnail");

            color = new Color[background.Width * background.Height];
            background.GetData(color);

            turret = Content.Load <Texture2D>("Textures/turret");

            this.tex = Content.Load <Texture2D>("Textures/Particle2");

            this.hud = Content.Load <Texture2D>("Textures/hud2");

            bullet      = Content.Load <Texture2D>("Textures/circle2");
            bulletColor = new Color[bullet.Width * bullet.Height];
            bullet.GetData(bulletColor);


            //Reset the modified terrain from the original texture
            this.color = this.backgroundOriginalColour;
            this.background.SetData(this.color);


            //Initialise the players:

            players.Add(new Player(0, tank, new Vector2(135, 0), Color.Green, turret, new Vector2(135 + 37, 21), Color.Green, this.weaponManager));

            players.Add(new Player(1, tank, new Vector2(935, 0), Color.Blue, turret, new Vector2(935 + 37, 21), Color.Blue, this.weaponManager));

            players.Add(new Player(2, tank, new Vector2(550, 0), Color.Purple, turret, new Vector2(550 + 37, 21), Color.Purple, this.weaponManager));

            players[0].setTurretOrigin(2, 5);
            players[1].setTurretOrigin(2, 5);
            players[2].setTurretOrigin(2, 5);

            levelManager = new LevelManager(players, gameStateManager);
            levelManager.setCurrentPlayer(players[0]);
            levelManager.setGameStatus(true);

            rocketPosition = new Vector2(levelManager.getCurrentPlayer().getPlayerPosition().X + tank.Width / 2, levelManager.getCurrentPlayer().getPlayerPosition().Y);

            this.p = new ParticleSystemModified(new Vector2(levelManager.getCurrentPlayer().getPlayerPosition().X + (tank.Width / 2), levelManager.getCurrentPlayer().getPlayerPosition().Y), 400, 999, 108);

            //Start the snow particles
            //  simulateSnow();

            //Initialise sounds
            soundWindBlowing                    = Content.Load <SoundEffect>("Sounds/snow_blowing");
            soundWindowBlowingInstance          = soundWindBlowing.CreateInstance();
            soundWindowBlowingInstance.IsLooped = true;

            soundWindowBlowingInstance.Play();


            this.launch         = Content.Load <SoundEffect>("Sounds/rlaunch");
            this.launchInsatnce = this.launch.CreateInstance();

            this.hit         = Content.Load <SoundEffect>("Sounds/single_explosion");
            this.hitInstance = this.hit.CreateInstance();
        }