Esempio n. 1
0
        static void spawnSun(Squared.Tiled.Object obj)
        {
            GameObject2d spawner = GameObject2d.Initialize();

            //TEMP
            Texture2D bulletSprite = content.Load <Texture2D>("bullet_1");

            spawner.sprite               = new AnimatedSprite(content.Load <Texture2D>("sunSprite"), 3, 1000, 1000, true, 0);
            spawner.sprite.Scale        *= 1;
            spawner.sprite.collisionBox *= 0.85f;
            spawner.sprite.LayerDepth    = 0.4f;
            spawner.addBehavior(new grazeEnemy());
            BulletSpawner b = new BulletSpawner();

            spawner.sprite.Position = new Vector2(obj.X, obj.Y);

            b.bulletSpeed  = 2;
            b.bulletAmount = 3;

            b.bulletfrequency = 0.05f; // ms

            b.spin = 0.3f;
            b.Wave = 0.2f;

            b.bulletSprite = bulletSprite;
            b.scale        = Vector2.One * 0.4f;
            spawner.addBehavior(b);


            // Bar
            Vector2 barscale = Vector2.One * 0.29f;
            Vector2 barPos   = new Vector2(300, 45);

            ProgressBar bar = ProgressBar.Initialize() as ProgressBar;

            bar.sprite            = new Sprite(content.Load <Texture2D>("bar"));
            bar.sprite.Position   = barPos;
            bar.sprite.Scale      = barscale;
            bar.sprite.LayerDepth = 0.01f;
            bar.sprite.enableCam  = false;

            bar.innerSprite           = new Sprite(content.Load <Texture2D>("inner"));
            bar.innerSprite.Position  = barPos;
            bar.innerSprite.Color     = Color.DarkRed;
            bar.innerSprite.Scale     = barscale;
            bar.innerSprite.enableCam = false;
            bar.value = 100;

            // more boss stuff?
            BossController boss = new BossController();

            boss.healthbar = bar;

            spawner.addBehavior(boss);
            var h = new enemyHealth();

            h.max = 20000;
            spawner.addBehavior(h);
        }
Esempio n. 2
0
        protected override void LoadContent()
        {
            // The testing for tilemaps
            map = Map.Load(Path.Combine(Content.RootDirectory, "TESTMAP.tmx"), Content);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            backgrounds = new SpriteBatch(GraphicsDevice);

            // Setting up render target
            PresentationParameters pp = graphics.GraphicsDevice.PresentationParameters;

            renderTarget = new RenderTarget2D(graphics.GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, true, SurfaceFormat.Color, DepthFormat.Depth24);

            // Load extra
            font       = Content.Load <SpriteFont>("font");
            zoom       = Content.Load <Effect>("zoom");
            background = Content.Load <Texture2D>("space");  //"p_u_r_p_b_o_y_s");
            doggo      = Content.Load <Texture2D>("DOGGIE"); //"p_u_r_p_b_o_y_s");


            // Load sprites n stuff
            playerSpriteSheet = Content.Load <Texture2D>("explorer");
            hitBoxSpriteSheet = Content.Load <Texture2D>("hitbox");
            bulletSprite2     = Content.Load <Texture2D>("bullet_2");
            bulletSprite      = Content.Load <Texture2D>("bullet_1");
            Texture2D mosueSprite = Content.Load <Texture2D>("mouse");


            PlayerObject.CreatePlayer(JobInfo.Jobs[0], 0);//new Vector2(300, 700), playerSpriteSheet, hitBoxSpriteSheet, bulletSprite2, mosueSprite);  // Oof
            PlayerObject.players.First().sprite.Position = new Vector2(1000, 1000);

            GameObject2d spawner = GameObject2d.Initialize();

            spawner.sprite            = new Sprite(bulletSprite);
            spawner.sprite.Scale     *= 2;
            spawner.sprite.LayerDepth = 0.4f;
            spawner.addBehavior(new grazeEnemy());
            BulletSpawner b = new BulletSpawner();

            spawner.sprite.Position = new Vector2(300, 200);

            b.bulletSpeed  = 2;
            b.bulletAmount = 3;

            b.bulletfrequency = 0.05f; // ms

            b.spin = 0.3f;
            b.Wave = 0.2f;

            b.bulletSprite = bulletSprite;
            b.scale        = Vector2.One * 0.4f;
            spawner.addBehavior(b);


            // Bar
            Vector2 barscale = Vector2.One * 0.29f;
            Vector2 barPos   = new Vector2(300, 45);

            ProgressBar bar = ProgressBar.Initialize() as ProgressBar;

            bar.sprite            = new Sprite(Content.Load <Texture2D>("bar"));
            bar.sprite.Position   = barPos;
            bar.sprite.Scale      = barscale;
            bar.sprite.LayerDepth = 0.01f;
            bar.sprite.enableCam  = false;

            bar.innerSprite           = new Sprite(Content.Load <Texture2D>("inner"));
            bar.innerSprite.Position  = barPos;
            bar.innerSprite.Color     = Color.DarkRed;
            bar.innerSprite.Scale     = barscale;
            bar.innerSprite.enableCam = false;
            bar.value = 100;

            // more boss stuff?
            BossController boss = new BossController();

            boss.healthbar = bar;

            spawner.addBehavior(boss);
            spawner.addBehavior(new enemyHealth());

            //init
            foreach (GameObject2d gameObject in GameObject2d.activeGameObjects)
            {
                gameObject.Start();
            }
        }