Exemple #1
0
        public static Sprite CreateCat(
            Vector2 location,
            Texture2D texture,
            Vector2 velocity,
            float rotation)
        {
            Sprite sprite = new Sprite("sprite",
                                       location,
                                       texture,
                                       SpriteCreators.spriteSourceRectangles["cat00"],
                                       velocity,
                                       BodyType.Dynamic,
                                       true);

            SpriteCreators.AddFrames(sprite, "cat", 10);

            /*
             * for (int i = 1; i <= 10; i++)
             * {
             *  string key = "cat" + i.ToString().PadLeft(2, '0');
             *  sprite.AddFrame(SpriteCreators.spriteSourceRectangles[key]);
             * }
             */

            sprite.Rotation = rotation;

            return(sprite);
        }
Exemple #2
0
        public static Sprite CreateDog(
            Vector2 location,
            Texture2D texture,
            Vector2 velocity,
            float rotation)
        {
            Sprite sprite = new Sprite("sprite",
                                       location,
                                       texture,
                                       SpriteCreators.spriteSourceRectangles["rover00"],
                                       velocity,
                                       BodyType.Dynamic,
                                       false);

            //FarseerPhysics.Common.Vertices verts = new FarseerPhysics.Common.Vertices();

            Fixture bodyfixture = FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(sprite.BoundingBoxRect.Width), ConvertUnits.ToSimUnits(sprite.BoundingBoxRect.Height), 1, Vector2.Zero, sprite.PhysicsBody);

            bodyfixture.Restitution = 1;
            bodyfixture.Friction    = 1;

            SpriteCreators.AddFrames(sprite, "rover", 12);

            sprite.Rotation = rotation;

            return(sprite);
        }
Exemple #3
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            GameWorld.Initialize(0, 5700, this.Window.ClientBounds.Width, this.Window.ClientBounds.Height, new Vector2(0, 9.8f));
            GameWorld.ViewPortXOffset = 0;

            SpriteCreators.Load("Content\\spritesheet.txt");

            // Create the texture manager
            textureManager = new TextureManager(Content);

            // Now load the sprite creator factory helper
            factory = GameObjectFactory.Instance;
            factory.Initialize(textureManager);

            cannonManager = new CannonManager();
            cannonGroups  = new List <CannonGroups>();

            client = new ClientNetworking();
            client.Connect();
            client.ActionHandler["shoot"]  = new EventHandler(this.HandleNetworkShoot);
            client.ActionHandler["create"] = new EventHandler(this.HandleNetworkCreate);

            // Add a few sprite creators
            factory.AddCreator((int)GameObjectTypes.CAT, SpriteCreators.CreateCat);
            factory.AddCreator((int)GameObjectTypes.DOG, SpriteCreators.CreateDog);
            factory.AddCreator((int)GameObjectTypes.BOOM, SpriteCreators.CreateBoom);
            factory.AddCreator((int)GameObjectTypes.WOOD1, SpriteCreators.CreateWood1);
            factory.AddCreator((int)GameObjectTypes.WOOD2, SpriteCreators.CreateWood2);
            factory.AddCreator((int)GameObjectTypes.WOOD3, SpriteCreators.CreateWood3);
            factory.AddCreator((int)GameObjectTypes.WOOD4, SpriteCreators.CreateWood4);
            factory.AddCreator((int)GameObjectTypes.PLATFORM_LEFT, SpriteCreators.CreatePlatformLeft);
            factory.AddCreator((int)GameObjectTypes.PLATFORM_MIDDLE, SpriteCreators.CreatePlatformMiddle);
            factory.AddCreator((int)GameObjectTypes.PLATFORM_RIGHT, SpriteCreators.CreatePlatformRight);
            factory.AddCreator((int)GameObjectTypes.CANNON, SpriteCreators.CreateCannon);
            factory.AddCreator((int)GameObjectTypes.CANNONWHEEL, SpriteCreators.CreateCannonWheel);
            factory.AddCreator((int)GameObjectTypes.POWERMETERBAR, SpriteCreators.CreatePowerMeterBar);
            factory.AddCreator((int)GameObjectTypes.POWERMETERTAB, SpriteCreators.CreatePowerMeterTab);

            mapEditor = new MapEditor(Window, client, cannonManager, cannonGroups);

            base.Initialize();
        }
        public static Sprite CreatePlane(Vector2 location,
                                         Texture2D texture,
                                         Vector2 velocity,
                                         float rotation)
        {
            Sprite sprite = new Sprite("sprite",
                                       location,
                                       texture,
                                       SpriteCreators.spriteSourceRectangles["plane00"],
                                       velocity,
                                       BodyType.Static,
                                       false);

            //sprite.FrameTime = 0.06f;

            SpriteCreators.AddFrames(sprite, "plane", 3);
            sprite.Rotation = rotation;

            return(sprite);
        }
        public static Sprite CreateSun(Vector2 location,
                                       Texture2D texture,
                                       Vector2 velocity,
                                       float rotation)
        {
            Sprite sprite = new Sprite("sprite",
                                       location,
                                       texture,
                                       SpriteCreators.spriteSourceRectangles["sun00"],
                                       velocity,
                                       BodyType.Static,
                                       true);

            sprite.PhysicsBody.CollidesWith = Category.None;
            sprite.FrameTime = 0.06f;

            SpriteCreators.AddFrames(sprite, "sun", 4);
            sprite.Rotation = rotation;

            return(sprite);
        }
        public static Sprite CreateDog(
            Vector2 location,
            Texture2D texture,
            Vector2 velocity,
            float rotation)
        {
            Sprite sprite = new Sprite("sprite",
                                       location,
                                       texture,
                                       SpriteCreators.spriteSourceRectangles["rover00"],
                                       velocity,
                                       BodyType.Dynamic,
                                       false);


            //FarseerPhysics.Common.Vertices verts = new FarseerPhysics.Common.Vertices();

            SpriteCreators.AddFrames(sprite, "rover", 12);

            sprite.Rotation = rotation;

            //option 1 with two fixtures
            //rects
            //45, 16, 153, 114
            //0, 60, 45, 70
            //sprite.PhysicsBodyFixture = FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(153), ConvertUnits.ToSimUnits(114), 1, ConvertUnits.ToSimUnits(new Vector2(45, 16)), sprite.PhysicsBody);
            //sprite.PhysicsBodyFixture = FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(45), ConvertUnits.ToSimUnits(70), 1, ConvertUnits.ToSimUnits(new Vector2(0, 60)), sprite.PhysicsBody);
            //option 2 with one fixture
            //rects
            //16, 12, 175, 125
            sprite.PhysicsBodyFixture          = FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(175), ConvertUnits.ToSimUnits(100), 10, ConvertUnits.ToSimUnits(new Vector2(16, 12)), sprite.PhysicsBody);
            sprite.PhysicsBodyFixture.Friction = 15f;

            sprite.PhysicsBodyFixture.OnCollision += new OnCollisionEventHandler(sprite.HandleCollision);

            sprite.PhysicsBody.Mass = 30f;

            return(sprite);
        }
        public static Sprite CreateCat(
            Vector2 location,
            Texture2D texture,
            Vector2 velocity,
            float rotation)
        {
            Sprite sprite = new Sprite("sprite",
                                       location,
                                       texture,
                                       SpriteCreators.spriteSourceRectangles["cat00"],
                                       velocity,
                                       BodyType.Dynamic,
                                       false);

            SpriteCreators.AddFrames(sprite, "cat", 10);

            sprite.Frame = rand.Next(0, 10);

            /*
             * for (int i = 1; i <= 10; i++)
             * {
             *  string key = "cat" + i.ToString().PadLeft(2, '0');
             *  sprite.AddFrame(SpriteCreators.spriteSourceRectangles[key]);
             * }
             */

            sprite.Rotation = rotation;

            //rects
            //9, 19, 95, 111

            sprite.PhysicsBodyFixture              = FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(95), ConvertUnits.ToSimUnits(100), 1, ConvertUnits.ToSimUnits(new Vector2(9, 10)), sprite.PhysicsBody);
            sprite.PhysicsBodyFixture.OnCollision += new OnCollisionEventHandler(sprite.HandleCollision);

            return(sprite);
        }
Exemple #8
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            GameWorld.Initialize(0, 12234 - (1080 * 2), this.Window.ClientBounds.Width, this.Window.ClientBounds.Height, new Vector2(0, 9.8f));
            GameWorld.ViewPortXOffset = 0;

            SpriteCreators.Load("Content\\spritesheet.txt");

            MapLoaded = false;

            // Create the texture manager
            textureManager = new TextureManager(Content);

            //Create the audio manager
            AudioManager.Instance.Initialize(Content);


            // Now load the sprite creator factory helper
            factory = GameObjectFactory.Instance;
            factory.Initialize(textureManager);

            cannonManager = new CannonManager();
            cannonGroups  = new List <CannonGroups>();


            client = new ClientNetworking();
            client.Connect();
            client.ActionHandler["shoot"]       = new EventHandler(this.HandleNetworkShoot);
            client.ActionHandler["create"]      = new EventHandler(this.HandleNetworkCreate);
            client.ActionHandler["plane"]       = new EventHandler(this.HandleNetworkPlane);
            client.ActionHandler["createother"] = new EventHandler(this.HandleNetworkCreateOtherStuff);
            client.ActionHandler["reset"]       = new EventHandler(this.HandleReset);
            client.ActionHandler["endgame"]     = new EventHandler(this.HandleEndGame);
            client.ActionHandler["sendpoints"]  = new EventHandler(this.HandleSendPoints);

            // Add a few sprite creators
            factory.AddCreator((int)GameObjectTypes.CAT, SpriteCreators.CreateCat);
            factory.AddCreator((int)GameObjectTypes.DOG, SpriteCreators.CreateDog);
            factory.AddCreator((int)GameObjectTypes.SUN, SpriteCreators.CreateSun);
            factory.AddCreator((int)GameObjectTypes.BOOM, SpriteCreators.CreateBoom);
            factory.AddCreator((int)GameObjectTypes.PUFF, SpriteCreators.CreatePuff);
            factory.AddCreator((int)GameObjectTypes.DINO, SpriteCreators.CreateDino);
            factory.AddCreator((int)GameObjectTypes.CLOUD1, SpriteCreators.CreateCloud1);
            factory.AddCreator((int)GameObjectTypes.CLOUD2, SpriteCreators.CreateCloud2);
            factory.AddCreator((int)GameObjectTypes.CLOUD3, SpriteCreators.CreateCloud3);
            factory.AddCreator((int)GameObjectTypes.CLOUD4, SpriteCreators.CreateCloud4);
            factory.AddCreator((int)GameObjectTypes.CLOUD5, SpriteCreators.CreateCloud5);
            factory.AddCreator((int)GameObjectTypes.CLOUD6, SpriteCreators.CreateCloud6);
            factory.AddCreator((int)GameObjectTypes.WOOD1, SpriteCreators.CreateWood1);
            factory.AddCreator((int)GameObjectTypes.WOOD2, SpriteCreators.CreateWood2);
            factory.AddCreator((int)GameObjectTypes.WOOD3, SpriteCreators.CreateWood3);
            factory.AddCreator((int)GameObjectTypes.WOOD4, SpriteCreators.CreateWood4);
            factory.AddCreator((int)GameObjectTypes.PLATFORM_LEFT, SpriteCreators.CreatePlatformLeft);
            factory.AddCreator((int)GameObjectTypes.PLATFORM_MIDDLE, SpriteCreators.CreatePlatformMiddle);
            factory.AddCreator((int)GameObjectTypes.PLATFORM_RIGHT, SpriteCreators.CreatePlatformRight);
            factory.AddCreator((int)GameObjectTypes.CANNON, SpriteCreators.CreateCannon);
            factory.AddCreator((int)GameObjectTypes.CANNONWHEEL, SpriteCreators.CreateCannonWheel);
            factory.AddCreator((int)GameObjectTypes.POWERMETERBAR, SpriteCreators.CreatePowerMeterBar);
            factory.AddCreator((int)GameObjectTypes.POWERMETERTAB, SpriteCreators.CreatePowerMeterTab);
            factory.AddCreator((int)GameObjectTypes.EXPLOSION1, SpriteCreators.CreateExplosion1);
            factory.AddCreator((int)GameObjectTypes.EXPLOSION1, SpriteCreators.CreateExplosion2);
            factory.AddCreator((int)GameObjectTypes.PLANE, SpriteCreators.CreatePlane);
            factory.AddCreator((int)GameObjectTypes.CATSPLODE, SpriteCreators.CreateCatsplode);
            factory.AddCreator((int)GameObjectTypes.DUSTSPLODE, SpriteCreators.CreateDustsplode);
            factory.AddCreator((int)GameObjectTypes.YOULOSE, SpriteCreators.CreateYouLose);
            factory.AddCreator((int)GameObjectTypes.YOUWIN, SpriteCreators.CreateYouWin);
            factory.AddCreator((int)GameObjectTypes.SCOREPLUS50, SpriteCreators.CreatePlus50);
            factory.AddCreator((int)GameObjectTypes.SCOREPLUS100, SpriteCreators.CreatePlus100);
            factory.AddCreator((int)GameObjectTypes.SCOREPLUS250, SpriteCreators.CreatePlus250);

            //factory.AddCreator((int)GameObjectTypes.EAHSCSLOGO, SpriteCreators.CreateEAHSCSLogo);

            mapEditor = new MapEditor(Window, client, cannonManager, cannonGroups, ScreenConfiguration);

            base.Initialize();
        }
Exemple #9
0
 public static Sprite CreateWood4(Vector2 location, Texture2D texture, Vector2 velocity, float rotation)
 {
     return(SpriteCreators.CreateWood(4, location, texture, velocity, rotation));
 }