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(); }
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(); }