Exemple #1
0
 public Fighter(ActGame game, Rectangle ValidRect, Bullet template, RegisterBulletFunc RegisterBullet)
 {
     this.ValidRect = ValidRect;
     this.game = game;
     this.template = template;
     this.RegisterBullet = RegisterBullet;
 }
        // Methods
        public PlayingState(ActGame Host, Configuration.IOConfig.KeyboardConfig.PlayerKeyConfig LeftControlConfig, Configuration.IOConfig.KeyboardConfig.PlayerKeyConfig RightControlConfig, LinkedList<TrackSelection>[] Selections)
            : base(Host)
        {
            FighterSpriteSheets = new SpriteSheet[noPlayers];
                FighterSpriteSheets[atk] = Host.fighterSpriteSheet;
                FighterSpriteSheets[def] = Host.fighterSpriteSheet;

                InitialPositions = new Vector2[noPlayers];
                InitialPositions[atk] = new Vector2(400, 400);
                InitialPositions[def] = new Vector2(400, 200);

                ValidRects = new Rectangle[noPlayers];
                ValidRects[atk] = new Rectangle(250, 250, 300, 150);
                ValidRects[def] = new Rectangle(250, 50, 300, 150);

                bullet = new Bullet();
                bullet.Sprite = Host.bulletSpriteSheet.FrameSprite(0);

                Fighters = new Fighter[noPlayers];
                for (int i = 0; i < noPlayers; ++i) {
                    Fighters[i] = new Fighter(Host, ValidRects[i], bullet, RegisterBullet);
                    Fighters[i].Sprite = FighterSpriteSheets[i].FrameSprite(0);
                }

                Keyconfigs = new Configuration.IOConfig.KeyboardConfig.PlayerKeyConfig[noPlayers];
                Keyconfigs[atk] = LeftControlConfig;
                Keyconfigs[def] = RightControlConfig;

                SetActivePlayer(PlayerIndex.One);

                Ps = new ParticleSystem();

                Re = new RhythmEngine(Host.Config);
                Re.SelectionList = Selections;

                Re.LeftPlayer.VisibleRange = 2000;
                Re.RightPlayer.VisibleRange = 2000;

                Re.LeftPlayer.ShowDebug = false;
                Re.RightPlayer.ShowDebug = true;

                Rr = new RhythmRenderer(Re);
                Rr.Font = Host.sysFont;

                Rr.LeftDrawRect = new Rectangle(8, 8, 192, 350);
                Rr.RightDrawRect = new Rectangle(600, 8, 192, 350);

                LeftController = Host.LeftController;
                RightController = Host.RightController;

                // TODO: Debug AI
                //LeftController = new AiController(Host.Config.IO.Keyboard.Left.Rhythm.KeyCount, Fighters[atk], Re.players[atk]);
                RightController = new AiController(Host.Config.IO.Keyboard.Right.Rhythm.KeyCount, Fighters[def], Re.players[def]);

                Re.Lock();
                Re.Play();

                Particle particle = new Particle(Host.particle1SpriteSheet);

                GraphicsObject[] FighterGraphicObjs = new GraphicsObject[noPlayers];
                for (int i = 0; i < noPlayers; ++i) {
                    FighterGraphicObjs[i] = new GraphicsObject(Fighters[i]);
                }

                foreach (GraphicsObject obj in FighterGraphicObjs) {
                    obj.CreateEmitter(new Vector2(0, 5), 0.15f, -MathHelper.PiOver2, MathHelper.PiOver4, 100, 250, 150, particle, true);
                    obj.CreateEmitter(new Vector2(-5, 2), 0.15f, -0.6f * MathHelper.PiOver2, MathHelper.PiOver4 / 2.0f, 50, 250, 150, particle, true);
                    obj.CreateEmitter(new Vector2(5, 2), 0.15f, -1.4f * MathHelper.PiOver2, MathHelper.PiOver4 / 2.0f, 50, 250, 150, particle, true);

                    Ps.RegisterGraphicsObject(obj);
                }
        }
 internal void RegisterBullet(Bullet bullet)
 {
     BulletList.AddLast(bullet);
 }
Exemple #4
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
            handleInput();
            switch (CurrentState) {
                case Fighter.State.Attack:
                    freq = baseFreq * (1 + Power);
                    if (freq > 0) {
                        period = 1000 / freq;

                        float timeLeft = (float)gameTime.ElapsedGameTime.TotalMilliseconds + timeSinceFired;
                        for (; timeLeft > period; timeLeft -= period) {
                            Bullet temp = new Bullet();
                            temp = template.clone();
                            temp.angle = this.angle;
                            temp.Damage = BulletDamage;
                            temp.position = Vector2.Transform(new Vector2(0, -40), this.AbsoluteTransform);
                            RegisterBullet(temp);
                        }
                        timeSinceFired = timeLeft;
                    }
                    break;
                case Fighter.State.Defend:
                    ShieldStrength = (1 + Power) / 2;
                    health -= ShieldStrength * Damage;
                    Damage = 0;
                    break;
                case Fighter.State.None:
                case Fighter.State.PhaseShift:
                    break;
            }
            checkScreenBounds();
        }