Exemple #1
0
        /// <summary>
        /// Checks the map projectiles. Remove the cubes in map which was shooted
        /// </summary>
        /// <param name="tank">Tank.</param>
        public void CheckMapProjectiles( Tank tank)
        {
            //this nested loop maybe decrease the efficiency

            for (int i=map1.Cubes.Count-1; i>=0; i--) {
                for (int j=tank.Projectiles.Count-1; j>=0; j--) {
                    if (map1.Cubes [i].CollisionRectangle.Intersects (tank.Projectiles[j].CollisionRectangle)) {

                        //wall cubes gone
                        if (map1.Cubes [i].GetType () == typeof(WallCube)) {
                            map1.Cubes.RemoveAt (i);
                            tank.Projectiles [j].Active = false; //when projectile do not active tank update will remove it automatically

                        }
                        //iron still there
                        if (map1.Cubes [i].GetType () == typeof(IronCube)) {
                            tank.Projectiles [j].Active = false;
                        }

                        //check whether the home is conquered
                        if (map1.Cubes [i].GetType () == typeof(EagleCube)) {
                            map1.Cubes.RemoveAt (i);

                            // add a ruin area

                            tank.Projectiles [j].Active = false;
                        }

                    }
                }
            }
        }
Exemple #2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //load back
            backSprite = Content.Load<Texture2D> ("back");

            //font load
            font = Content.Load<SpriteFont> ("Arial");
            score = 0;
            scoresString = "Scores: ";
            //load map
            map1 = new Map (Content);
            //Creat new objects;
            player1 = new Tank (Content, "Tanks4", GameConstants.PLAYER1_X, winHeight,GameConstants.PLAYER1,map1);
            //create explosion
            spriteExp = Content.Load<Texture2D> ("explosion");

            //tanks.Add (new AI(Content,"MediumTanks4",GameConstants.LEFT_BOARDER,0,map1));
            mediumTanks.Add(new MediumTank(Content,"MediumTanks4",GameConstants.LEFT_BOARDER,0,map1));
            mediumTanks.Add(new MediumTank(Content,"MediumTanks4",GameConstants.CENTER_V,0,map1));
            armoredCars.Add(new ArmoredCar(Content,"MediumTanks4",GameConstants.RIGHT_BOARDER,0,map1));

            //add all in tanks
            tanks.AddRange (mediumTanks);
            tanks.AddRange (armoredCars);
        }