Exemple #1
0
        public Fly(Game1 game, float startAngle, Terrain terrain)
            : base(game)
        {
            this.game = game;
            this.terrain = terrain;

            this.position = new Vector2();
            Random r = new Random();
            scale = 0.5f;
            //position.X = r.Next(game.screenWidth);
            position.Y = game.screenHeight * 0.5f;
            positionAngle = startAngle;
            texture = game.Content.Load<Texture2D>(@"ObjectsAnimations/Fly/fl_0");
            origin.X = texture.Width * 2 * scale;
            origin.Y = terrain.position.Y - 100;
            boxCollider = new Rectangle(0, 0, (int)(texture.Bounds.Width * scale), (int)(texture.Bounds.Height * scale));
            Initialize();
        }
Exemple #2
0
        public Terrain generateRandomTerrain(float angle, Random rand)
        {
            Terrain lastTerrain = this.terrains[terrains.Count - 1];

            bool fly = false;
            int flyChance = rand.Next(0, 4);
            if (flyChance == 0)
            {
                fly = true;
            }

            double terrainHeight = lowestH;
            int terNum = rand.Next(0, 4);

            if (terNum == 1)
            {
                terrainHeight = secondH;
            }
            if (terNum == 2 && lastTerrain.tHeight != lowestH)
            {
                terrainHeight = thirdH;
            }
            if (terNum == 3 && lastTerrain.tHeight != lowestH && lastTerrain.tHeight != secondH)
            {
                terrainHeight = topH;
            }

            Terrain[] allTerrains = new Terrain[7];
            allTerrains[0] = new PlainTerrain(game, angle, terrainHeight, fly);
            allTerrains[1] = new AscentTerrain(game, angle, terrainHeight, fly);
            allTerrains[2] = new LavaPitTerrain(game, angle, terrainHeight, fly);
            allTerrains[3] = new LavaPitWideTerrain(game, angle, terrainHeight, fly);
            allTerrains[4] = new LoweredTerrain(game, angle, terrainHeight, fly);
            allTerrains[5] = new DescentTerrain(game, angle, terrainHeight, fly);

            // volcanos get too high..
            double volcanoHeight = lastTerrain.tHeight == topH || lastTerrain.tHeight == thirdH ? secondH : lastTerrain.tHeight;
            //Console.WriteLine("volcano height " + volcanoHeight);
            allTerrains[6] = new VolcanoTerrain(game, angle, volcanoHeight, fly);

            Terrain nextTerrain = allTerrains[rand.Next(0, 7)];
            if (lastTerrain is AscentTerrain)
            {
                if (lastTerrain.tHeight == lowestH)
                {
                    nextTerrain.tHeight = lowestH;
                }
                if (lastTerrain.tHeight == secondH)
                {
                    nextTerrain.tHeight = secondH;
                }
                if (lastTerrain.tHeight == thirdH)
                {
                    nextTerrain.tHeight = thirdH;
                }
                if (nextTerrain is AscentTerrain)
                {
                    nextTerrain = generateRandomTerrain(angle, rand);
                }
            }

            if (lastTerrain is DescentTerrain)
            {
                if (lastTerrain.tHeight == lowestH)
                {
                    nextTerrain.tHeight = lowestH;
                }
                if (lastTerrain.tHeight == secondH)
                {
                    nextTerrain.tHeight = secondH;
                }
                if (lastTerrain.tHeight == thirdH)
                {
                    nextTerrain.tHeight = thirdH;
                }
                if (nextTerrain is DescentTerrain)
                {
                    nextTerrain = generateRandomTerrain(angle, rand);
                }
            }

            return nextTerrain;
        }