public ShooterState(Game1 Game, String name) :
            base(Game, name)
        {
            this.Game = Game;
            Class     = "play";

            //Load texture
            spriteSheet = new Sprite(Game.Content.Load <Texture2D>("Vertical-Sprites/ShooterSheet"));

            //Player
            player = new PlayerVerticalShooter(Game, spriteSheet);

            // Create new log file
            LevelLogger.InitializeNewLogfile();

            // Unsure about if this is to be used, seems like a nice idea though! // Jakob
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, "LonelyAsteroidEncounter", "LonelyAsteroidLevel", MissionType.none));

            //////////// USED LEVELS //////////////

            var levelDict = ShooterState.GetMissionPathDict();

            // Subinteractive

            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["sub1"]));

            //Pirate Levels
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp3"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp4"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp5"]));

            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap3"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap4"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap5"]));

            levels.Add(new HangarLevel(Game, spriteSheet, player, levelDict["hangar1"]));
            levels.Add(new HangarLevel(Game, spriteSheet, player, levelDict["hangar2"]));
            levels.Add(new HangarLevel(Game, spriteSheet, player, levelDict["hangar3"]));

            // Side mission levels

            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_flightTraining_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_flightTraining_2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_flightTraining_3"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_3"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_4"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_5"]));

            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_deathByMeteor"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_astroScan"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_astroDodger"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_theRebelOutpost_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_theRebelOutpost_2"]));

            // Main mission levels
            levels.Add(new RebelsInTheMeteors(Game, spriteSheet, player, levelDict["1_1"]));
            levels.Add(new SecondMissionLevel(Game, spriteSheet, player, levelDict["2_1"]));
            levels.Add(new SecondMissionLevel(Game, spriteSheet, player, levelDict["2_2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["3_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["3_2"]));
            levels.Add(new Infiltration1Level(Game, spriteSheet, player, levelDict["4_1"]));
            levels.Add(new Infiltration2Level(Game, spriteSheet, player, levelDict["4_2"]));
            levels.Add(new Retaliation1Level(Game, spriteSheet, player, levelDict["5_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["5_2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["6_1"]));
            levels.Add(new InTheNameOfScienceLevel2(Game, spriteSheet, player, levelDict["6_2"]));
            levels.Add(new Information1Level(Game, spriteSheet, player, levelDict["7_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8o_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8o_2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8r_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8r_2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8a_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8a_2"]));
        }
Exemple #2
0
 public AllianceDrone(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
     Setup();
 }
 public HangarLevel(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player1, String identifier,
                    String filePath, MissionType missionType)
     : base(Game, spriteSheet, player1, identifier, filePath, missionType)
 {
 }
 protected Swarm(Game1 Game, PlayerVerticalShooter player, Sprite spriteSheet, Level level,
                 PointLevelEvent singleEvent, float startTime, float duration) :
     base(Game, player, spriteSheet, level, singleEvent, startTime, duration)
 {
     this.singleEvent = singleEvent;
 }
 public Meteorite15(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
     ObjectName = "Meteroite15";
 }
Exemple #6
0
 public Turret(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
     Setup();
 }
 public RebelHomingMissile(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
     Setup();
 }
 private static void CollidePlayerEnemy(PlayerVerticalShooter player, EnemyShip enemy)
 {
     player.InflictDamage(enemy);
     enemy.InflictDamage(player);
 }
 private static void CollidePlayerBullet(PlayerVerticalShooter player, EnemyBullet bullet)
 {
     player.InflictDamage(bullet);
     bullet.InflictDamage(player);
 }
 public RebelSmallAttackShip(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player, Movement movement) :
     base(Game, spriteSheet, player)
 {
     Setup();
     this.movement = movement;
 }
Exemple #11
0
 public override void Use(PlayerVerticalShooter player, GameTime gameTime)
 {
     base.Use(player, gameTime);
 }
 public RebelSmallAttackShip(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
     Setup();
 }
Exemple #13
0
 protected AlliedShip(Game1 Game, Sprite SpriteSheet, PlayerVerticalShooter player) :
     base(Game, SpriteSheet, player)
 {
 }
Exemple #14
0
 public override Boolean Activate(PlayerVerticalShooter player, GameTime gameTime)
 {
     beamModule.Activate(player.Position, gameTime);
     return(true);
 }
Exemple #15
0
 public RebelMosquito(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
     Setup();
 }
Exemple #16
0
 public override Boolean Activate(PlayerVerticalShooter player, GameTime gameTime)
 {
     beamModule1.Activate(new Vector2(player.PositionX - 4, player.PositionY), gameTime);
     beamModule2.Activate(new Vector2(player.PositionX + 4, player.PositionY), gameTime);
     return(true);
 }
Exemple #17
0
 public SingleHorizontalEnemy(Game1 Game, PlayerVerticalShooter player, Sprite spriteSheet, Level level,
                              EnemyType identifier, int direction, float yPos)
     : base(Game, player, spriteSheet, level, identifier)
 {
     Setup(direction, yPos);
 }
 public RebelsInTheMeteors(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player1, String identifier,
                           String filePath, MissionType missionType)
     : base(Game, spriteSheet, player1, identifier, filePath, missionType)
 {
 }
Exemple #19
0
 public AllianceBigFighterMkI(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
     this.player = player;
     fraction    = Fraction.alliance;
 }
 public RebelsInTheMeteors(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player1, LevelEntry levelEntry)
     : base(Game, spriteSheet, player1, levelEntry)
 {
 }
Exemple #21
0
 //Test-constructor meant for Swarm-superclass
 protected Swarm(Game1 Game, PlayerVerticalShooter player, Sprite spriteSheet, Level level,
                 EnemyType identifier, float startTime, float duration) :
     base(Game, player, spriteSheet, level, identifier, startTime, duration)
 {
 }
Exemple #22
0
 public AllianceSmallLaserShip(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
     Setup();
 }
Exemple #23
0
 public Supplies(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
 }
Exemple #24
0
 public RebelMediumSizedEnemy(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
     Setup();
 }
Exemple #25
0
 public EnemyHomingMissileBullet(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet)
 {
     this.player = player;
 }
 public DanneEnemy(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
     Setup();
 }
 public HangarLevel(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player1, LevelEntry levelEntry)
     : base(Game, spriteSheet, player1, levelEntry)
 {
 }
Exemple #28
0
 protected VerticalShooterShip(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet)
 {
     this.player = player;
     movement    = Movement.Line;
 }
 public ResourceMeteoriteTitaniumBig(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
 }
Exemple #30
0
 public RebelMissileAttack(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
     ObjectName = "RebelMissileAttack";
 }