Esempio n. 1
0
        public void HandleMessages(IntPtr hWnd, NativeMethods.WindowMessage msg, IntPtr wParam, IntPtr lParam)
        {
            switch (msg)
            {
            // Handle the keyboard
            case NativeMethods.WindowMessage.KeyDown:
                CursorKeys mappedKeyDown = MapKey(wParam);
                if (mappedKeyDown != (CursorKeys)byte.MaxValue)
                {
                    // Valid key was pressed, mark it as 'down'
                    keys[(int)mappedKeyDown] = true;
                }
                break;

            case NativeMethods.WindowMessage.KeyUp:
                CursorKeys mappedKeyUp = MapKey(wParam);
                if (mappedKeyUp != (CursorKeys)byte.MaxValue)
                {
                    // Valid key was let go, mark it as 'up'
                    keys[(int)mappedKeyUp] = false;
                }
                break;

            case NativeMethods.WindowMessage.RightButtonDown:
                rightButtonDown = true;
                break;

            case NativeMethods.WindowMessage.RightButtonUp:
                rightButtonDown = false;
                break;
            }
        }
Esempio n. 2
0
        public override void Create()
        {
            world = game.world;
            game.time.slowMotion = 2.0;
            view  = game.camera.view;
            space = game.add.tileSprite(0, 0, view.width, view.height, "space");
            space.fixedToCamera = true;

            ship       = game.add.sprite(250, game.height - 270, "ship");
            ship.angle = -68;
            ship.anchor.set(0.5);
            game.physics.enable(ship, Physics.ARCADE);
            game.physics.arcade.gravity.y = 37.1;

            var shipBody = (Physics.Arcade.Body)ship.body;

            //shipBody.angularDrag = 100;
            //shipBody.bounce.setTo(1);
            //shipBody.drag.set(10);
            shipBody.friction.setTo(0);
            shipBody.maxVelocity.set(150);

            //debugText = game.add.text(10, 10, "" , new { font = "34px Arial", fill = "#fff" });
            konumText = game.add.text(10, 10, "", new { font = "18px Arial", fill = "#fff" });
            aciText   = game.add.text(10, 40, "", new { font = "18px Arial", fill = "#fff" });
            hizText   = game.add.text(10, 70, "", new { font = "18px Arial", fill = "#fff" });
            ivmeText  = game.add.text(10, 100, "", new { font = "18px Arial", fill = "#fff" });



            ground = new Phaser.Polygon(new Phaser.Point(0, 300),
                                        new Phaser.Point(0, 290),
                                        new Phaser.Point(100, 250),
                                        new Phaser.Point(150, 150),
                                        new Phaser.Point(300, 200),
                                        new Phaser.Point(400, 285),
                                        new Phaser.Point(550, 285),
                                        new Phaser.Point(699, 220),
                                        new Phaser.Point(699, 300)
                                        );
            var graphics = game.add.graphics(0, 0);

            graphics.beginFill(0xFF33ff);
            graphics.drawPolygon(ground.points);
            graphics.endFill();

            motor = 40;

            keyboard = game.input.keyboard;
            cursors  = keyboard.createCursorKeys();
        }
Esempio n. 3
0
        public override void Create()
        {
            game.physics.startSystem(Physics.P2JS);

            _bullets = game.add.group();

            for (var i = 0; i < 10; i++)
            {
                var bullet = _bullets.create(game.rnd.integerInRange(200, 1700), game.rnd.integerInRange(-200, 400), "tinycar");

                game.physics.p2.enable(bullet, false);
            }

            _cursors = game.input.keyboard.createCursorKeys();
            _ship    = game.add.sprite(32, game.world.height - 150, "car");

            game.physics.p2.enable(_ship);
        }
Esempio n. 4
0
        public override void Create()
        {
            game.physics.startSystem(Physics.ARCADE);

            //  The scrolling starfield background
            _starfield = game.add.tileSprite(0, 0, 800, 600, "starfield");

            //  Our bullet group
            _bullets                 = game.add.group();
            _bullets.enableBody      = true;
            _bullets.physicsBodyType = Physics.ARCADE;
            _bullets.createMultiple(30, "bullet");
            _bullets.setAll("anchor.x", 0.5);
            _bullets.setAll("anchor.y", 1);
            _bullets.setAll("outOfBoundsKill", true);
            _bullets.setAll("checkWorldBounds", true);

            // The enemy"s bullets
            _enemyBullets                 = game.add.group();
            _enemyBullets.enableBody      = true;
            _enemyBullets.physicsBodyType = Physics.ARCADE;
            _enemyBullets.createMultiple(30, "enemyBullet");
            _enemyBullets.setAll("anchor.x", 0.5);
            _enemyBullets.setAll("anchor.y", 1);
            _enemyBullets.setAll("outOfBoundsKill", true);
            _enemyBullets.setAll("checkWorldBounds", true);

            //  The hero!
            _player = game.add.sprite(400, 500, "ship");
            _player.anchor.setTo(0.5, 0.5);
            game.physics.enable(_player, Physics.ARCADE);

            //  The baddies!
            _aliens                 = game.add.group();
            _aliens.enableBody      = true;
            _aliens.physicsBodyType = Physics.ARCADE;

            CreateAliens();

            //  The score
            _scoreString = "Score : ";
            _scoreText   = game.add.text(10, 10, _scoreString + _score, new { font = "34px Arial", fill = "#fff" });

            //  Lives
            _lives = game.add.group();
            game.add.text(game.world.width - 100, 10, "Lives : ", new { font = "34px Arial", fill = "#fff" });

            //  Text
            _stateText = game.add.text(game.world.centerX, game.world.centerY, " ", new { font = "84px Arial", fill = "#fff" });
            _stateText.anchor.setTo(0.5, 0.5);
            _stateText.visible = false;

            for (var i = 0; i < 3; i++)
            {
                var ship = (Sprite)_lives.create(game.world.width - 100 + (30 * i), 60, "ship");

                ship.anchor.setTo(0.5, 0.5);
                ship.angle = 90;
                ship.alpha = 0.4;
            }

            //  An explosion pool
            _explosions = game.add.group();
            _explosions.createMultiple(30, "kaboom");
            _explosions.forEach((Action <Sprite>)SetupInvader, this);

            //  And some controls to play the game with
            _cursors    = game.input.keyboard.createCursorKeys();
            _fireButton = game.input.keyboard.addKey(Keyboard.SPACEBAR);
        }