Exemple #1
0
        public static List<GameObject> getAllObstacle(GameObject observer, Fish[] fishes, int fishAmount, BaseEnemy[] enemies, 
            int enemyAmount, HydroBot bot, List<GameObject> exclude)
        {
            List<GameObject> obstacles = new List<GameObject>();
            if (observer != bot) {
                obstacles.Add(bot);
            }
            for (int i = 0; i < enemyAmount; i++) {
                if (observer != enemies[i]) {
                    obstacles.Add(enemies[i]);
                }
            }
            for (int i = 0; i < fishAmount; i++) {
                if (observer != fishes[i]) {
                    obstacles.Add(fishes[i]);
                }
            }

            for (int i = 0; i < obstacles.Count; i++) {
                for (int j = 0; j < exclude.Count; j++) {
                    if (obstacles[i] == exclude[j]) {
                        obstacles.RemoveAt(i);
                    }
                }
            }

            return obstacles;
        }
Exemple #2
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 public void initialize(Vector3 position, Vector3 headingDirection, float speed, 
     int damage, GameObject target, BaseEnemy shooter)
 {
     base.initialize(position, headingDirection, speed, damage, shooter);
         this.target = target;
         this.unitDirection = target.Position - position;
         this.unitDirection.Normalize();
         stopChasing = false;
         stopChasingTime = GameConstants.StopBulletChasing;
 }
Exemple #3
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        internal void DrawBoundingSphere(Matrix view, Matrix projection,
            GameObject boundingSphereModel)
        {
            Matrix scaleMatrix = Matrix.CreateScale(BoundingSphere.Radius);
            Matrix translateMatrix =
                Matrix.CreateTranslation(BoundingSphere.Center);
            Matrix worldMatrix = scaleMatrix * translateMatrix;

            foreach (ModelMesh mesh in boundingSphereModel.Model.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.World = worldMatrix;
                    effect.View = view;
                    effect.Projection = projection;
                }
                mesh.Draw();
            }
        }
Exemple #4
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        public SurvivalGameScene(Game game, GraphicsDeviceManager graphic, ContentManager content, GraphicsDevice GraphicsDevice, SpriteBatch spriteBatch, Vector2 pausePosition, Rectangle pauseRect, Texture2D actionTexture, CutSceneDialog cutSceneDialog, Radar radar, Texture2D stunnedTexture)
            : base(game)
        {
            graphics = graphic;
            Content = content;
            GraphicDevice = GraphicsDevice;
            this.spriteBatch = spriteBatch;
            this.pausePosition = pausePosition;
            this.pauseRect = pauseRect;
            this.actionTexture = actionTexture;
            this.game = game;
            this.radar = radar;
            this.stunnedIconTexture = stunnedTexture;
            roundTime = TimeSpan.FromSeconds(2592000);
            random = new Random();

            gameCamera = new Camera(GameMode.SurvivalMode);
            boundingSphere = new GameObject();
            hydroBot = new HydroBot(GameConstants.MainGameMaxRangeX, GameConstants.MainGameMaxRangeZ, GameConstants.MainGameFloatHeight, GameMode.SurvivalMode);

            if (File.Exists("SurvivalMode"))
            {
                ObjectsToSerialize objectsToSerialize = new ObjectsToSerialize();
                Serializer serializer = new Serializer();
                string SavedFile = "SurvivalMode";
                objectsToSerialize = serializer.DeSerializeObjects(SavedFile);
                hydroBot = objectsToSerialize.hydrobot;
            }

            //stop spinning the bar
            IngamePresentation.StopSpinning();

            HydroBot.gamePlusLevel = 0;
            HydroBot.gameMode = GameMode.SurvivalMode;
            for (int index = 0; index < GameConstants.numberOfSkills; index++)
            {
                HydroBot.skills[index] = true;
            }

            skillTextures = new Texture2D[GameConstants.numberOfSkills];
            bulletTypeTextures = new Texture2D[GameConstants.numBulletTypes];

            // for the mouse or touch
            cursor = new Cursor(game, spriteBatch);
            //Components.Add(cursor);

            bubbles = new List<Bubble>();
            points = new List<Point>();

            //loading winning, losing textures
            winningTexture = IngamePresentation.winningTexture;
            losingTexture = IngamePresentation.losingTexture;
            scaredIconTexture = IngamePresentation.scaredIconTexture;

            isAncientKilled = false;

            // Instantiate the factory Button
            float buttonScale = 1.0f;
            if (game.Window.ClientBounds.Width <= 900)
            {
                buttonScale = 0.8f; // scale the factory panel icons a bit smaller in small window mode
            }
            factoryButtonPanel = new ButtonPanel(4, buttonScale);

            this.Load();

            gameBoundary = new GameBoundary();
            gameBoundary.LoadGraphicsContent(GraphicDevice);
        }
Exemple #5
0
 // Is it the time to forget about old target?
 protected bool clearMind(GameTime gameTime)
 {
     if (startChasingTime.TotalSeconds == 0 ||
         PoseidonGame.playTime.TotalSeconds - startChasingTime.TotalSeconds > giveupTime.TotalSeconds)
     {
         currentHuntingTarget = null;
         startChasingTime = PoseidonGame.playTime;
         justBeingShot = false;
         return true;
     }
     return false;
 }
Exemple #6
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 public void wearOutHypnotise()
 {
     isHypnotise = false;
     currentHuntingTarget = null;
     justBeingShot = false;
 }
Exemple #7
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 public void setHypnotise()
 {
     isHypnotise = true;
     currentHuntingTarget = null;
     startHypnotiseTime = PoseidonGame.playTime;
     justBeingShot = false;
 }
Exemple #8
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        public void initialize(Vector3 position, Vector3 headingDirection, float speed,
            int damage, GameObject target, BaseEnemy shooter, GameMode gameMode)
        {
            base.initialize(position, headingDirection, speed, damage, shooter);
            this.unitDirection = headingDirection; //target.Position - position;
            this.unitDirection.Normalize();
            this.forwardDir = shooter.ForwardDirection;
            this.gameMode = gameMode;
            if (gameMode == GameMode.MainGame)
            {
                this.particleManager = PlayGameScene.particleManager;
            }
            else if (gameMode == GameMode.ShipWreck)
            {
                this.particleManager = ShipWreckScene.particleManager;
            }
            else if (gameMode == GameMode.SurvivalMode)
            {
                this.particleManager = SurvivalGameScene.particleManager;
            }

            // Use the particle emitter helper to output our trail particles.
            trailEmitter = new ParticleEmitter(particleManager.projectileTrailParticles,
                                               GameConstants.trailParticlesPerSecond, position);
        }
Exemple #9
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        public static void placeTorpedo(GameObject shooter, GameObject target, List<DamageBullet> bullets, BoundingFrustum cameraFrustum, GameMode gameMode)
        {
            Matrix orientationMatrix = Matrix.CreateRotationY(((Submarine)shooter).ForwardDirection);
            Vector3 movement = Vector3.Zero;
            movement.Z = 1;
            Vector3 shootingDirection = Vector3.Transform(movement, orientationMatrix);

            //one topedo on the left and one on the right
            Torpedo newBullet = new Torpedo();
            newBullet.initialize(shooter.Position - PerpendicularVector(shootingDirection) * 20 + shootingDirection * 0, shootingDirection, GameConstants.BulletSpeed, (int)(GameConstants.TorpedoDamage * ((float)HydroBot.gamePlusLevel / 2 + 1)), target, (Submarine)shooter, gameMode);
            newBullet.loadContent(PoseidonGame.contentManager, "Models/BulletModels/torpedo");
            bullets.Add(newBullet);

            Torpedo newBullet1 = new Torpedo();
            newBullet1.initialize(shooter.Position + PerpendicularVector(shootingDirection) * 20 + shootingDirection * 0, shootingDirection, GameConstants.BulletSpeed, (int)(GameConstants.TorpedoDamage * ((float)HydroBot.gamePlusLevel / 2 + 1)), target, (Submarine)shooter, gameMode);
            newBullet1.loadContent(PoseidonGame.contentManager, "Models/BulletModels/torpedo");
            bullets.Add(newBullet1);
            if (shooter.BoundingSphere.Intersects(cameraFrustum))
            {
                PoseidonGame.audio.bossShot.Play();
            }
        }
Exemple #10
0
        public static void placeEnemyBullet(GameObject obj, int damage, List<DamageBullet> bullets, int type, BoundingFrustum cameraFrustum, float offsetFactor)
        {
            HydroBot tmp1;
            SwimmingObject tmp2;
            Matrix orientationMatrix;
            if (obj.GetType().Name.Equals("HydroBot")) {
                tmp1 = (HydroBot)obj;
                orientationMatrix = Matrix.CreateRotationY(tmp1.ForwardDirection);
            }
            else {
                tmp2 = (SwimmingObject)obj;
                orientationMatrix = Matrix.CreateRotationY(tmp2.ForwardDirection);
            }

            DamageBullet newBullet = new DamageBullet();

            Vector3 movement = Vector3.Zero;
            movement.Z = 1;
            Vector3 shootingDirection = Vector3.Transform(movement, orientationMatrix);
            newBullet.initialize(obj.Position + shootingDirection * offsetFactor, shootingDirection, GameConstants.BulletSpeed, damage, (BaseEnemy)obj);
            if (type == 1)
            {
                newBullet.loadContent(PoseidonGame.contentManager, "Models/BulletModels/bossBullet");
                if (obj.BoundingSphere.Intersects(cameraFrustum))
                    PoseidonGame.audio.bossShot.Play();
            }
            else if (type == 0)
            {
                newBullet.loadContent(PoseidonGame.contentManager, "Models/BulletModels/normalbullet");
                if (obj.BoundingSphere.Intersects(cameraFrustum))
                    PoseidonGame.audio.enemyShot.Play();
            }
            bullets.Add(newBullet);
        }
Exemple #11
0
        public static void placeChasingBullet(GameObject shooter, GameObject target, List<DamageBullet> bullets, BoundingFrustum cameraFrustum)
        {
            if (!target.GetType().Name.Equals("HydroBot")) {
                return;
            }

            Matrix orientationMatrix = Matrix.CreateRotationY(((Terminator)shooter).ForwardDirection);
            Vector3 movement = Vector3.Zero;
            movement.Z = 1;
            Vector3 shootingDirection = Vector3.Transform(movement, orientationMatrix);

            ChasingBullet newBullet = new ChasingBullet();
            newBullet.initialize(shooter.Position, shootingDirection, GameConstants.BulletSpeed, (int)(GameConstants.ChasingBulletDamage * ((float)HydroBot.gamePlusLevel/2 + 1)), target, (Terminator)shooter);
            newBullet.loadContent(PoseidonGame.contentManager, "Models/BulletModels/chasingBullet");
            bullets.Add(newBullet);
            if (shooter.BoundingSphere.Intersects(cameraFrustum)) {
                PoseidonGame.audio.chasingBulletSound.Play();
            }
        }