Exemple #1
0
        public override void Load()
        {
            Game        currentGame = Globals.Data["Game"];
            SpriteBatch spriteBatch = Globals.Data["SpriteBatch"];

            currentGame.IsMouseVisible = true;

            // Already done by XNAGAme
            //GraphicsUtils.Load(spriteBatch,
            //    ContentRepository.Repository["Pixel"],
            //    ContentRepository.Repository["Ball"]);

            fire  = ContentRepository.Repository["fire"];
            smoke = ContentRepository.Repository["smoke"];

            PE = new PhysicsEngine(new Region(0, winSize.Width, 0, winSize.Height), 10);
            PE.AddUniversalForce(DefaultForces.LinearDrag);


            //UI stuff...
            _uiEngine = new UIEngine();
            var frame = new UIFrames.BasicFrame();

            frame.MouseClick += new MouseEventHandler(frame_MouseClick);

            _uiEngine.AddAndLoad(frame);


            Console.WriteLine("CONTROLS:");
            Console.WriteLine("[RCLICK] - detailed 310 particle explosion");
            Console.WriteLine("[LCLICK] - dirty 35 particle explosion");
        }
Exemple #2
0
        public override void Reload()
        {
            winSize        = DefaultSettings.Settings["WindowSize"];
            PhysicsManager = new PhysicsEngine(new Region(0, (float)winSize.Width, 0, (float)winSize.Height), 10);

            PhysicsManager.AddUniversalForce(DefaultForces.LinearDrag);
            //PhysicsManager.AddUniversalForce(DefaultForces.Gravity);


            var    world = new List <WorldObject>();
            Random rand  = new Random();


            ActiveMap = new Map(world);  // Create map from world

            // Walls -- invisible
            var w0 = new ROIDS.Sandbox.VertWallBody(new Vector2(0, winSize.Height / 2), winSize.Height);
            var w1 = new ROIDS.Sandbox.VertWallBody(new Vector2(winSize.Width, winSize.Height / 2), winSize.Height);

            var w2 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, 0), winSize.Width);
            var w3 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, winSize.Height), winSize.Width);

            PhysicsManager.MapBodies.Add(w0);
            PhysicsManager.MapBodies.Add(w1);
            PhysicsManager.MapBodies.Add(w2);
            PhysicsManager.MapBodies.Add(w3);

            //
            Console.WriteLine("HIT PERIOD TO DISABLE GRFX");
        }
Exemple #3
0
        public override void Reload()
        {
            var winSize = DefaultSettings.Settings["WindowSize"];

            PhysicsManager = new PhysicsEngine(new Region(0, (float)winSize.Width, 0, (float)winSize.Height), 10);

            PhysicsManager.AddUniversalForce(DefaultForces.LinearDrag);


            var world = new List <WorldObject>();

            ActiveMap = new Map(world);



            /*
             * Setup Map
             */

            int goodRoidNumber = 10;
            int badRoidNumber  = 5;
            int bombRoidNumber = 5;

            int chargesAllowed = 5;
            int sensorsAllowed = 5;


            PlayerProfile = new PlayerProfile(1000,                           // Health
                                              badRoidNumber, goodRoidNumber); // Roids

            Random rand = new Random();

            var player = new Player(
                new Vector2((float)rand.NextDouble() * (winSize.Width - 50), (float)rand.NextDouble() * (winSize.Height - 50)),
                0f);

            player.GotHurt += new PlayerEventHandler(player_GotHurt);
            SpawnObject <Actor>(player);

            for (int i = 0; i < chargesAllowed; i++)
            {
                PlayerProfile.AddCharge(new Charge(50, 15));
            }

            for (int i = 0; i < sensorsAllowed; i++)
            {
                PlayerProfile.AddSensor(new Sensor(60f));
            }

            for (int i = 0; i < goodRoidNumber; i++)
            {
                var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50));
                var rad = 15f + (float)MathUtils.Rand.NextDouble() * Asteroid.MaxRadius;
                var gr  = new GoodRoid(pos, rad, 1000f, .1f, new Vector2((float)MathUtils.Rand.NextDouble() * 300, (float)MathUtils.Rand.NextDouble() * 300));
                gr.Destroyed += new WorldObjectEventHandler(goodRoid_Destroyed);
                SpawnObject <Actor>(gr);
            }

            for (int i = 0; i < badRoidNumber; i++)
            {
                var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50));
                var rad = 15f + (float)MathUtils.Rand.NextDouble() * Asteroid.MaxRadius;
                var br  = new BadRoid(pos, rad, 1000f, .1f, new Vector2((float)MathUtils.Rand.NextDouble() * 300, (float)MathUtils.Rand.NextDouble() * 300));
                br.Destroyed += new WorldObjectEventHandler(badRoid_Destroyed);
                SpawnObject <Actor>(br);
            }
            for (int i = 0; i < bombRoidNumber; i++)
            {
                var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50));
                var rad = 15f + (float)MathUtils.Rand.NextDouble() * Asteroid.MaxRadius;
                var br  = new BombRoid(pos, rad);
                SpawnObject <Actor>(br);
            }



            //
            //
            //


            // Walls -- invisible
            var w0 = new ROIDS.Sandbox.VertWallBody(new Vector2(0, winSize.Height / 2), winSize.Height);
            var w1 = new ROIDS.Sandbox.VertWallBody(new Vector2(winSize.Width, winSize.Height / 2), winSize.Height);

            var w2 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, 0), winSize.Width);
            var w3 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, winSize.Height), winSize.Width);

            PhysicsManager.MapBodies.Add(w0);
            PhysicsManager.MapBodies.Add(w1);
            PhysicsManager.MapBodies.Add(w2);
            PhysicsManager.MapBodies.Add(w3);

            this.Write("Health: {0}\nCharges: {1}\nSensors: {2}\nRoids to Blast: {3}",
                       PlayerProfile.Health,
                       PlayerProfile.ChargesLeft,
                       PlayerProfile.SensorsLeft,
                       PlayerProfile.RoidsToBlast);
        }
Exemple #4
0
        public override void Reload()
        {
            winSize        = DefaultSettings.Settings["WindowSize"];
            PhysicsManager = new PhysicsEngine(new Region(0, (float)winSize.Width, 0, (float)winSize.Height), 10);

            PhysicsManager.AddUniversalForce(DefaultForces.LinearDrag);
            //PhysicsManager.AddUniversalForce(DefaultForces.Gravity);


            var world = new List <WorldObject>();

            ActiveMap = new Map(world);
            Random rand = new Random();

            var player = new Player(
                new Vector2((float)rand.NextDouble() * (winSize.Width - 50), (float)rand.NextDouble() * (winSize.Height - 50)),
                0f);

            SpawnObject <Actor>(player);

            //
            //
            //


            int goodRoidNumber = 10;
            int BadRoidNumber  = 5;

            for (int i = 0; i < goodRoidNumber; i++)
            {
                var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50));
                var rad = 15f + (float)MathUtils.Rand.NextDouble() * 20;
                var gr  = new GoodRoid(pos, rad, 50f, .1f, Vector2.Zero);
                SpawnObject <Actor>(gr);
            }

            for (int i = 0; i < BadRoidNumber; i++)
            {
                var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50));
                var rad = 15f + (float)MathUtils.Rand.NextDouble() * 20;
                var br  = new BadRoid(pos, rad, 50f, .1f, Vector2.Zero);
                SpawnObject <Actor>(br);
            }



            //
            //
            //


            // Walls -- invisible
            var w0 = new ROIDS.Sandbox.VertWallBody(new Vector2(0, winSize.Height / 2), winSize.Height);
            var w1 = new ROIDS.Sandbox.VertWallBody(new Vector2(winSize.Width, winSize.Height / 2), winSize.Height);

            var w2 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, 0), winSize.Width);
            var w3 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, winSize.Height), winSize.Width);

            PhysicsManager.MapBodies.Add(w0);
            PhysicsManager.MapBodies.Add(w1);
            PhysicsManager.MapBodies.Add(w2);
            PhysicsManager.MapBodies.Add(w3);

            //
            Console.WriteLine("CONTROLS:");
            Console.WriteLine("[LCLICK] - launch charge");
            Console.WriteLine("[RCLICK] - launch sensor");
            Console.WriteLine("[SPACE] - detonate all charges");
        }
Exemple #5
0
        void frame_KeyPressDown(Element sender, KeyEventArgs e)
        {
            switch (e.InterestingKeys[0])
            {
            case Keys.F:
                factive = !factive;

                if (factive)
                {
                    foreach (var ball in PE.ActiveBodies)
                    {
                        if (rand.Next(5) == 0)
                        {
                            PE.AddBoundForceField(new BoundForceField(ball, 20, DefaultForces.StrongAttractor));
                            //PE.AddBoundForceField(new BoundForceField(ball, 20, DefaultForces.WeakAttractor));
                        }
                        if (rand.Next(50) == 0)
                        {
                            //PE.AddBoundForceField(new BoundForceField(ball, 100, DefaultForces.StrongAttractor));
                            //PE.AddBoundForceField(new BoundForceField(ball, 20, DefaultForces.WeakAttractor));
                        }
                    }
                }
                else
                {
                    PE.bffields.Clear();
                }
                break;

            case Keys.L:
                var c0 = new CircleBody(30, 300, new Vector2((new System.Random()).Next(0, (int)winSize.Width - 60), winSize.Height));
                c0.Velocity = -1000 * Vector2.UnitY;
                PE.ActiveBodies.Add(c0);
                break;


            case Keys.D:
                dactive = !dactive;
                if (dactive)
                {
                    PE.AddUniversalForce(DefaultForces.LinearDrag);
                }
                else
                {
                    PE.RemoveUniversalForce(DefaultForces.LinearDrag);
                }
                break;

            case Keys.G:
                gactive = !gactive;
                if (gactive)
                {
                    PE.AddUniversalForce(DefaultForces.Gravity);
                }
                else
                {
                    PE.RemoveUniversalForce(DefaultForces.Gravity);
                }
                break;

            default:
                break;
            }

            printStat();
        }
Exemple #6
0
        public override void Reload()
        {
            winSize        = DefaultSettings.Settings["WindowSize"];
            PhysicsManager = new PhysicsEngine(new Region(0, (float)winSize.Width, 0, (float)winSize.Height), 10);

            PhysicsManager.AddUniversalForce(DefaultForces.LinearDrag);
            //PhysicsManager.AddUniversalForce(DefaultForces.Gravity);

            int maxAstroids = 10;


            var    world = new List <WorldObject>();
            Random rand  = new Random();

            var player = new Player(
                new Vector2((float)rand.NextDouble() * (winSize.Width - 50), (float)rand.NextDouble() * (winSize.Height - 50)),
                0f);

            world.Add(player);
            PhysicsManager.ActiveBodies.Add(player);



            int nx  = 30;
            int ny  = 30;
            var rad = 4f;
            var buf = 2f;
            var pos = new Vector2(winSize.Width / 2 - nx * (2f * rad + buf) / 2f, winSize.Height / 2 - ny * (2f * rad + buf) / 2f);

            for (int xi = 0; xi < nx; xi++)
            {
                for (int yi = 0; yi < ny; yi++)
                {
                    var pert = 0.1f * buf * (float)MathUtils.Rand.NextDouble() * MathUtils.RandDirection(); //minor perturbation from perfect grid.
                    var cent = pos + new Vector2((2f * rad + buf) * xi, (2f * rad + buf) * yi) + pert;
                    var obs  = new InertRoid(cent, rad);

                    world.Add(obs);
                    PhysicsManager.ActiveBodies.Add(obs);
                }
            }



            ActiveMap = new Map(world);  // Create map from world

            // Walls -- invisible
            var w0 = new ROIDS.Sandbox.VertWallBody(new Vector2(0, winSize.Height / 2), winSize.Height);
            var w1 = new ROIDS.Sandbox.VertWallBody(new Vector2(winSize.Width, winSize.Height / 2), winSize.Height);

            var w2 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, 0), winSize.Width);
            var w3 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, winSize.Height), winSize.Width);

            PhysicsManager.MapBodies.Add(w0);
            PhysicsManager.MapBodies.Add(w1);
            PhysicsManager.MapBodies.Add(w2);
            PhysicsManager.MapBodies.Add(w3);

            //
            Console.WriteLine("CONTROLS:");
            Console.WriteLine("[LCLICK] - trigger explosion");
            Console.WriteLine("[RCLICK] - infect area");
        }