Exemple #1
0
        public static Bullet LookForBullet(Camera cam, Player player, ContentManager Content, bool powerup, GameTime gameTime)
        {
            LastBullet += (int)gameTime.ElapsedGameTime.TotalMilliseconds;
            if (powerup)
            {
                if (LastBullet >= ShootLimit / 2)
                {
                    GamePadState pad = GamePad.GetState(PlayerIndex.One);
                    if (pad.ThumbSticks.Right.X != 0 || pad.ThumbSticks.Right.Y != 0)
                    {
                        Vector2 offset = new Vector2(21, 51);
                        Matrix m = Matrix.CreateRotationZ(cam.Rotation);
                        offset = Vector2.Transform(offset, m);

                        Vector2 Velocity = pad.ThumbSticks.Right;
                        Velocity.Y *= -1;
                        Velocity.Normalize();

                        LastBullet = 0;
                        GameConfig.StartVibrate();
                        SoundManager.PlayRandomShootingSound();
                        return new Bullet(player.Position + offset, player.Position + offset + Velocity, false, Content, true);
                    }
                }
            }
            else
            {
                if (LastBullet >= ShootLimit)
                {
                    GamePadState pad = GamePad.GetState(PlayerIndex.One);
                    if (pad.ThumbSticks.Right.X != 0 || pad.ThumbSticks.Right.Y != 0)
                    {
                        Vector2 offset = new Vector2(21, 51);
                        Matrix m = Matrix.CreateRotationZ(cam.Rotation);
                        offset = Vector2.Transform(offset, m);

                        Vector2 Velocity = pad.ThumbSticks.Right;
                        Velocity.Y *= -1;
                        Velocity.Normalize();

                        LastBullet = 0;
                        GameConfig.StartVibrate();
                        SoundManager.PlayRandomShootingSound();
                        return new Bullet(player.Position + offset, player.Position + offset + Velocity, false, Content, true);
                    }
                }
            }
            return null;
        }
Exemple #2
0
 private void PlayerCollision(Player player)
 {
     for (int i = 0; i < enemyFiredBulletList.Count; i++)
     {
         Rectangle playerBound = new Rectangle((int)player.Position.X - 100, (int)player.Position.Y - 100, 200, 200);
         //Rectangle enemyBound2 = new Rectangle((int)enemyList[i].Position.X + 100, (int)enemyList[i].Position.Y + 100, 200, 200);
         Rectangle bulletBound = new Rectangle((int)enemyFiredBulletList[i].Position.X - 100, (int)enemyFiredBulletList[i].Position.Y - 100, 50, 50);
             //Rectangle bulletBound2 = new Rectangle((int)bulletList[j].Position.X + 100, (int)bulletList[j].Position.Y + 100, 50, 50);
             if (playerBound.Intersects(bulletBound))
             {
                 if (enemyFiredBulletList[i].IsColliding(player))
                 {
                     enemyFiredBulletList.RemoveAt(i);
                     player.Health -= 34;
                     if (player.Health <= 0)
                     {
                         GameConfig.StartVibrate();
                         player.Die();
                     }
                     return;
                 }
             }
         }
 }
Exemple #3
0
        public void Update(Vector2 playerPosition, ContentManager content, List<Enemy> enemyList, GameTime gameTime, Player player)
        {
            Vector2 directionToMoveTowardPlayer = new Vector2();
            Vector2 directionToMoveTowardPlanet = new Vector2();

            if (mode == EnemyMode.random)
            {
                directionToMoveTowardPlayer = (playerPosition - Position);
                directionToMoveTowardPlayer.Normalize();
                Position += directionToMoveTowardPlayer * speedInPixels;
                gameLoopsSinceLastFire++;
            }
            else
            {
                if( mode == EnemyMode.defender)
                {
                    if (defenderEnemyState == DefenderEnemyState.killing)
                    {
                        Vector2 planetPosition = new Vector2();
                        switch (type)
                        {
                            case EnemyType.Baconite:
                                planetPosition = GameConfig.BaconPos;
                                break;

                            case EnemyType.EggMan:
                                planetPosition = GameConfig.EggPos;
                                break;

                            //case EnemyType.Cerealian:
                            //    planetPosition = GameConfig;
                            //    break;

                            case EnemyType.Porrigian:
                                planetPosition = GameConfig.PorridgePos;
                                break;
                        }
                        Rectangle areaToDefend = new Rectangle((int)planetPosition.X - 2500, (int)planetPosition.Y - 2500, 5000, 5000);
                        if (Bounds.Intersects(areaToDefend))
                        {
                            //We're in the defend zone
                            directionToMoveTowardPlayer = (playerPosition - Position);
                            directionToMoveTowardPlayer.Normalize();
                            Position += directionToMoveTowardPlayer * speedInPixels;
                            gameLoopsSinceLastFire++;
                        }
                        else
                        {
                            directionToMoveTowardPlanet = (planetPosition - Position);
                            directionToMoveTowardPlanet.Normalize();
                            Position += directionToMoveTowardPlanet * (speedInPixels * 4);
                            gameLoopsSinceLastFire++;
                        }
                    }

                    if(defenderEnemyState == DefenderEnemyState.patrolling)
                    {
                        Vector2 planetPosition = new Vector2();
                        switch (type)
                        {
                            case EnemyType.Baconite:
                                planetPosition = GameConfig.BaconPos;
                                break;

                            case EnemyType.EggMan:
                                planetPosition = GameConfig.EggPos;
                                break;

                            //case EnemyType.Cerealian:
                            //    planetPosition = GameConfig;
                            //    break;

                            case EnemyType.Porrigian:
                                planetPosition = GameConfig.PorridgePos;
                                break;
                        }

                        if (positionToMoveToOnPatrol == Vector2.Zero || Position == positionToMoveToOnPatrol)
                        {
                            positionToMoveToOnPatrol = new Vector2(planetPosition.X + Game1.getRandom(-100, 100), planetPosition.Y +  Game1.getRandom(-1000, 1000));
                            directionToMoveTowardsPatrol = (positionToMoveToOnPatrol - Position);
                            directionToMoveTowardsPatrol.Normalize();
                            Position += directionToMoveTowardsPatrol * (speedInPixels);

                            angletoPointRightWay = VectorToAngle(directionToMoveTowardsPatrol);
                            Rotation = angletoPointRightWay;
                        }
                        else
                        {
                            Position += directionToMoveTowardsPatrol * (speedInPixels);
                            angletoPointRightWay = VectorToAngle(directionToMoveTowardsPatrol);
                            Rotation = angletoPointRightWay;
                        }

                        if ((playerPosition.X - Position.X) < weaponRange && (playerPosition.Y - Position.Y) < weaponRange)
                        {
                            defenderEnemyState = DefenderEnemyState.killing;
                        }
                    }
                }
            }

            if ((playerPosition.X - Position.X) < weaponRange && (playerPosition.Y - Position.Y) < weaponRange)
            {
                //Within Range,
                //FIRE!
                if (gameLoopsSinceLastFire >= fireRateInGameLoops)
                {
                    enemyFiredBulletList.Add(new Bullet(Position, playerPosition, false, content, false));
                    gameLoopsSinceLastFire = 0;
                }
            }
            for (int i = 0; i < enemyFiredBulletList.Count; i++)
            {
                if (enemyFiredBulletList[i].UpdateBullets(gameTime))
                {
                    enemyFiredBulletList.RemoveAt(i);
                    break;
                }
            }
            Bounds.X = (int)Position.X;
            Bounds.Y = (int)Position.Y;

            foreach (Enemy e in enemyList)
            {
                Vector2 directionTowardsOtherEnemy = (e.Position - Position);
                directionTowardsOtherEnemy.Normalize();

                if (e.ID != ID && Bounds.Intersects(e.Bounds))
                {
                    Position -= directionTowardsOtherEnemy * (speedInPixels);
                }
            }
            angletoPointRightWay = VectorToAngle(directionToMoveTowardPlayer);
            Rotation = angletoPointRightWay;
            gameLoopsSinceLastFire++;
            PlayerCollision(player);
        }
Exemple #4
0
 private void NewGame()
 {
     starList = new List<Stars>();
     bulletList = new List<Bullet>();
     enemyList = new List<Enemy>();
     planetList = new List<Planet>();
     HighscoreManager.Reset();
     powerupList = new List<Powerup>();
     powerupsAvailable = new List<Powerup>();
     starList = getStars(Content);
     particleTex = Content.Load<Texture2D>("particle");
     MakeMap();
     GameConfig.PlayerStartPos = GameConfig.EarthPos - new Vector2(15, 15);
     GameConfig.ParticleTexture = Content.Load<Texture2D>("particle");
     GameConfig.EnemyExplosion = new ParticleProject.ParticleEngine(GameConfig.ParticleTexture, Vector2.Zero, 0);
     GameConfig.EnemyExplosion.Location.X = -1;
     MakePowerups();
     player = new Player(Content);
     player.Lives = 3;
     Enemy.LoadContent(Content);
     EnemySpawner.InitialSpawn(ref enemyList);
     Powerup.SpawnPowerups(Content);
 }