Exemple #1
0
        // collision box radius
        /// <summary>
        /// Create a new player ship
        /// </summary>
        public PlayerShip(
            GameManager game,        // game manager
            int player,              // player id
            Model model,             // model for player ship
            EntityList entities,     // entity list for ship model
            float radius)
        {
            if (game == null)
            {
                throw new ArgumentNullException("game");
            }
            if (entities == null)
            {
                throw new ArgumentNullException("entities");
            }

            // save parameters
            gameManager = game;
            shipModel = model;
            shipEntities = entities;
            playerIndex = player;

            // create movement controller
            movement = new PlayerMovement();
            movement.maxVelocity = GameOptions.MovementVelocity;

            // enable collision sound
            collisionSound = true;

            // create engine particle system with infinite life time
            particleBoost = gameManager.AddParticleSystem(
                                                ParticleSystemType.ShipTrail,
                                                transform);
            particleBoost.SetTotalTime(1e10f);
            boostTransform = shipEntities.GetTransform("engine");

            // create the ship collision box
            box = new CollisionBox(-radius, radius);

            // random bobbing offset
            random = new Random(player);
            bobbingTime = (float)random.NextDouble();

            // setup 3rd person camera parameters
            camera3rdPerson = false;
            chaseCamera = new ChaseCamera();
            chaseCamera.DesiredPositionOffset = GameOptions.CameraOffset;
            chaseCamera.LookAtOffset = GameOptions.CameraTargetOffset;
            chaseCamera.Stiffness = GameOptions.CameraStiffness;
            chaseCamera.Damping = GameOptions.CameraDamping;
            chaseCamera.Mass = GameOptions.CameraMass;
        }
Exemple #2
0
        /// <summary>
        /// Unload game files
        /// </summary>
        public void UnloadFiles()
        {
            // unload level
            levelColor = null;
            levelCollision = null;
            levelSpawns = null;
            levelLights = null;

            // unload poasticles
            particleTextures = null;
            // unload animated sprites
            animatedSpriteTextures = null;
            // unload projectiles
            projectileModels = null;
            // unload powerups
            powerupModels = null;

            // unload players
            for (int i = 0; i < GameOptions.MaxPlayers; i++)
            {
                // must displose player so that it releases its effects
                if (players[i] != null)
                    players[i].Dispose();
                players[i] = null;
            }

            // unload hud
            hudCrosshair = null;
            hudEnergy = null;
            hudMissile = null;
            hudScore = null;
            hudBars = null;

            // unload damage texture
            damageTexture = null;

            // unload powerups
            powerup.Clear();
        }
Exemple #3
0
        /// <summary>
        /// Load the game files (level, ships, wepons, etc...)
        /// </summary>
        public void LoadFiles(ContentManager content)
        {
            String level = levelFile + "/" + levelFile;

            // load level model
            levelColor = content.Load<Model>("levels/" + level);

            // load collision model
            Model collisionModel = content.Load<Model>(
                                        "levels/" + level + "_collision");
            levelCollision = new CollisionMesh(collisionModel,
                                        GameOptions.CollisionMeshSubdivisions);
            collisionModel = null;

            // load spawns and lights
            levelSpawns = EntityList.Load("content/levels/" + level + "_spawns.xml");
            levelLights = LightList.Load("content/levels/" + level + "_lights.xml");

            // load particle textures
            if (particleTextures == null)
            {
                int i, j = particleFiles.GetLength(0);
                particleTextures = new Texture2D[j];
                for (i = 0; i < j; i++)
                    particleTextures[i] = content.Load<Texture2D>(
                            "particles/" + particleFiles[i]);
            }

            // load animated sprite textures
            if (animatedSpriteTextures == null)
            {
                int i, j = animatedSpriteFiles.GetLength(0);
                animatedSpriteTextures = new Texture2D[j];
                for (i = 0; i < j; i++)
                    animatedSpriteTextures[i] = content.Load<Texture2D>(
                            "explosions/" + animatedSpriteFiles[i]);
            }

            // load projectile models
            if (projectileModels == null)
            {
                int i, j = projectileFiles.GetLength(0);
                projectileModels = new Model[j];
                for (i = 0; i < j; i++)
                    projectileModels[i] = content.Load<Model>(
                            "projectiles/" + projectileFiles[i]);
            }

            // load powerup models
            if (powerupModels == null)
            {
                int i, j = powerupFiles.GetLength(0);
                powerupModels = new Model[j];
                for (i = 0; i < j; i++)
                    powerupModels[i] = content.Load<Model>(
                            "powerups/" + powerupFiles[i]);
            }

            // cerate players
            for (int i = 0; i < GameOptions.MaxPlayers; i++)
                if (shipFile[i] != null)
                {
                    Model ShipModel = content.Load<Model>(
                            "ships/" + shipFile[i]);

                    EntityList ShipEnities = EntityList.Load(
                            "content/ships/" + shipFile[i] + ".xml");

                    players[i] = new PlayerShip(this, i,
                        ShipModel, ShipEnities, GameOptions.CollisionBoxRadius);
                }
                else
                    players[i] = null;

            // create powerups
            EntityList powerups = EntityList.Load(
                            "content/levels/" + level + "_powerups.xml");

            foreach (Entity entity in powerups.Entities)
            {
                switch (entity.name)
                {
                    case "energy":
                        AddPowerup(PowerupType.Energy, entity.transform);
                        break;
                    case "missile":
                        AddPowerup(PowerupType.Missile, entity.transform);
                        break;
                }
            }

            // load hud textures
            if (gameMode == GameMode.SinglePlayer)
            {
                hudCrosshair = content.Load<Texture2D>(
                                    "screens/hud_sp_crosshair");
                hudEnergy = content.Load<Texture2D>(
                                    "screens/hud_sp_energy");
                hudMissile = content.Load<Texture2D>(
                                    "screens/hud_sp_missile");
                hudScore = content.Load<Texture2D>(
                                    "screens/hud_sp_score");
                hudBars = content.Load<Texture2D>(
                                    "screens/hud_sp_bars");
            }
            else
            {
                hudCrosshair = content.Load<Texture2D>(
                                    "screens/hud_mp_crosshair");
                hudEnergy = content.Load<Texture2D>(
                                    "screens/hud_mp_energy");
                hudMissile = content.Load<Texture2D>(
                                    "screens/hud_mp_missile");
                hudScore = content.Load<Texture2D>(
                                    "screens/hud_mp_score");
                hudBars = content.Load<Texture2D>(
                                    "screens/hud_mp_bars");
            }

            // load damage indicator texture
            damageTexture = content.Load<Texture2D>("screens/damage");
        }
Exemple #4
0
        // level spawn points
        /// <summary>
        /// Updates the player ship for given elapsed time
        /// </summary>
        public void Update(
            float elapsedTime,          // elapsed time on this frame
            CollisionMesh collision,    // level collision mesh
            EntityList entities)
        {
            if (collision == null)
            {
                throw new ArgumentNullException("collision");
            }
            if (entities == null)
            {
                throw new ArgumentNullException("entities");
            }

            // updates damage screen time (zero for no damage indication)
            damageTime = Math.Max(0.0f, damageTime - elapsedTime);

            // if player dead
            if (IsAlive == false)
            {
                // disable engine particle system
                particleBoost.Enabled = false;

                // updates dead time (if zero, player is alive)
                deadTime = Math.Max(0.0f, deadTime - elapsedTime);

                // if player dead time expires, respawn
                if (IsAlive == true)
                {
                    // reset player to a random spawn point
                    Reset(entities.GetTransformRandom(random));

                    // add spawn animated sprite in front of player
                    Vector3 Pos = movement.position + 10 * movement.rotation.Forward;
                    gameManager.AddAnimSprite(AnimSpriteType.Spawn,
                                    Pos, 140, 80, 30, DrawMode.Additive, playerIndex);

                    // play spawn sound
                    gameManager.PlaySound("ship_spawn");

                    // reset energy, shield and boost
                    energy = 1.0f;
                    shield = 1.0f;
                    boost = 1.0f;
                    missileCount = 3;
                }

                return;
            }

            // hold position before movement
            Vector3 lastPostion = movement.position;

            // update movement
            movement.Update(elapsedTime);

            // test for collision with level
            Vector3 collisionPosition;
            if (collision.BoxMove(box, lastPostion, movement.position,
                                1.0f, 0.0f, 3, out collisionPosition))
            {
                // update to valid position after collision
                movement.position = collisionPosition;

                // compute new velocity after collision
                Vector3 newVelocity =
                    (collisionPosition - lastPostion) * (1.0f / elapsedTime);

                // if collision sound enabled
                if (collisionSound)
                {
                    // test collision angle to play collision sound
                    Vector3 WorldVel = movement.WorldVelocity;
                    float dot = Vector3.Dot(
                        Vector3.Normalize(WorldVel), Vector3.Normalize(newVelocity));
                    if (dot < 0.7071f)
                    {
                        // play collision sound
                        gameManager.PlaySound("ship_collide");

                        // set rumble intensity
                        dot = 1 - 0.5f * (dot + 1);
                        gameManager.SetVibration(playerIndex, dot * 0.5f);

                        // disable collision sounds until ship stops colliding
                        collisionSound = false;
                    }
                }

                // set new velocity after collision
                movement.WorldVelocity = newVelocity;
            }
            else
                // clear of collisions, re-enable collision sounds
                collisionSound = true;

            // update player transform
            transform = movement.rotation;
            transform.Translation = movement.position;

            // compute inverse transform
            transformInverse = Matrix.Invert(transform);

            // get normalized player velocity
            float velocityFactor = movement.VelocityFactor;

            // update bobbing
            bobbingTime += elapsedTime;
            float bobbingFactor = 1.0f - velocityFactor;
            float time = GameOptions.ShipBobbingSpeed * bobbingTime %
                (2 * MathHelper.TwoPi);
            float distance = bobbingFactor * GameOptions.ShipBobbingRange;
            bobbing.M41 = distance * (float)Math.Sin(time * 0.5f);
            bobbing.M42 = distance * (float)Math.Sin(time);
            bobbingInverse.M41 = -bobbing.M41;
            bobbingInverse.M42 = -bobbing.M42;

            // compute transform with bobbing
            Matrix bobbingTransform = bobbing * transform;

            // update particle system position
            particleBoost.Enabled = true;
            particleBoost.SetTransform(boostTransform * bobbingTransform);

            // if shield active
            if (shieldUse)
            {
                // update shield position
                animatedSpriteShield.Position = bobbingTransform.Translation +
                    10f * bobbingTransform.Forward;

                // update shiled charge
                shield -= elapsedTime / GameOptions.ShieldUse;

                // if shield charge depleted
                if (shield < 0)
                {
                    // disable shield
                    shieldUse = false;
                    shield = 0;

                    // kill shield animated sprite
                    animatedSpriteShield.SetTotalTime(0);
                    animatedSpriteShield = null;
                }
            }
            else
                // change shield
                shield = Math.Min(1.0f,
                            shield + elapsedTime / GameOptions.ShieldRecharge);

            // if boost active
            if (boostUse)
            {
                // increase ship maximum velocity
                movement.maxVelocity = GameOptions.MovementVelocityBoost;
                // apply impulse force forward
                AddImpulseForce(transform.Forward * GameOptions.BoostForce);

                // set particle system velocity scale
                particleBoost.VelocityScale = Math.Min(1.0f,
                    particleBoost.VelocityScale + 4.0f * elapsedTime);

                // update shield charge
                boost -= elapsedTime / GameOptions.BoostUse;

                // if  boost depleated
                if (boost < 0)
                {
                    // disable boost
                    boostUse = false;
                    boost = 0;
                }
            }
            else
            {
                // slowly returns ship maximum velocity to normal levels
                if (movement.maxVelocity > GameOptions.MovementVelocity)
                    movement.maxVelocity -= GameOptions.BoostSlowdown * elapsedTime;

                // slowly returns particle system velocity scale to normal levels
                particleBoost.VelocityScale = Math.Max(0.1f,
                    particleBoost.VelocityScale - 2.0f * elapsedTime);

                // charge boost
                boost = Math.Min(1.0f,
                            boost + elapsedTime / GameOptions.BoostRecharge);
            }

            // charge blaster
            blaster = Math.Min(1.0f,
                            blaster + elapsedTime / GameOptions.BlasterChargeTime);

            // charge missile
            missile = Math.Min(1.0f,
                            missile + elapsedTime / GameOptions.MissileChargeTime);

            // update chase camera
            chaseCamera.ChasePosition = transform.Translation;
            chaseCamera.ChaseDirection = transform.Forward;
            chaseCamera.Up = transform.Up;
            chaseCamera.Update(elapsedTime, collision);
        }