Esempio n. 1
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        public override cSprite copy()
        {
            cSpriteBubble s = new cSpriteBubble();

            s.copy(this);
            return(s);
        }
Esempio n. 2
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        /// <summary>
        /// A factory method to return one of the various kinds of sprites randomly forned.
        /// </summary>
        /// <param name="spritetypeindex">An index for the type of sprite.  To select the type of
        /// sprite, use cGame and select a type that begins with ST_. </param>
        /// <returns></returns>
        public cSprite randomSprite(int spritetypeindex)
        {
            cPolygon      newpoly;
            cSpriteBubble newbubble;
            cPolyPolygon  newpolypoly;
            cSpriteSphere psphere;

            if (spritetypeindex == cGame.ST_ASSORTED)
            {
                spritetypeindex = (int)Framework.randomOb.random((uint)cGame.ST_ASSORTED);
            }
            //Select a random index less than cGame.ST_ASSORTED

            /* This next block should be a switch, but the compiler won't let me use the cGame constants
             * in a switch. */
            if (spritetypeindex == cGame.ST_SIMPLEPOLYGONS)
            {
                newpoly = new cPolygon(Framework.randomOb.random(3, 5));
                newpoly.randomize( //cSprite.MF_RADIUS |
                    cPolygon.MF_COLOR);
                return(newpoly);
            }
            else if (spritetypeindex == cGame.ST_FANCYPOLYGONS)
            {
                newpoly = new cPolygon();
                newpoly.randomize( //cSprite.MF_RADIUS |
                    cPolygon.MF_COLOR | cPolygon.MF_LINEWIDTH | cPolygon.MF_DOTS | cPolygon.MF_VERTCOUNT);
                return(newpoly);
            }
            else if (spritetypeindex == cGame.ST_ASTEROIDPOLYGONS)
            {
                newpoly = new cPolygon();
                newpoly.setRandomAsteroidPolygon(5, 20, Framework.randomOb.randomReal(0.0f, 0.4f));
                newpoly.randomize( //cSprite.MF_RADIUS
                    cPolygon.MF_COLOR);
                return(newpoly);
            }
            else if (spritetypeindex == cGame.ST_BUBBLES)
            {
                newbubble = new cSpriteBubble();
                newbubble.randomize( //cSprite.MF_RADIUS |
                    cPolygon.MF_COLOR | cPolygon.MF_LINEWIDTH);
                return(newbubble);
            }
            else if (spritetypeindex == cGame.ST_SPHERES)
            {
                psphere = new cSpriteSphere();
                psphere.randomize(cPolygon.MF_COLOR);
                Color fill = psphere.FillColor;
                return(psphere);
            }
            else if (spritetypeindex == cGame.ST_POLYPOLYGONS)
            {
                newpolypoly = new cPolyPolygon();
                newpolypoly.randomize( //cSprite.MF_RADIUS |
                    cPolygon.MF_COLOR | cPolygon.MF_LINEWIDTH | cPolygon.MF_DOTS |
                    cPolygon.MF_VERTCOUNT);
                return(newpolypoly);
            }
            else if (spritetypeindex == cGame.ST_TRIPLEPOLYPOLYGONS)
            {
                newpolypoly = new cPolyPolygon();
                newpolypoly.randomize(cPolygon.MF_VERTCOUNT);
                newpolypoly.TipShape = new cPolyPolygon();
                newpolypoly.randomize( //cSprite.MF_RADIUS |
                    cPolygon.MF_COLOR | cPolygon.MF_LINEWIDTH | cPolygon.MF_DOTS | cPolygon.MF_VERTCOUNT);
                return(newpolypoly);
            }

            return(new cSprite()); //Default in the cGame.ST_SPRITETYPENOTUSED case
        }