Esempio n. 1
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        public ProjectileSystem(SpriteSheetCollection spriteSheets, GameSettings settings, ContentManager content)
        {
            m_projectiles = new List<Projectile>();

            // load the projectile sprites and create an animation from them
            if(spriteSheets != null) {
                m_projectileSprites = spriteSheets.getSpriteSheet("Projectiles");
            }

            if(m_projectileSprites != null) {
                m_projectileAnimations = new SpriteAnimation[4];

                for(int i=0;i<4;i++) {
                    m_projectileAnimations[i] = new SpriteAnimation(0.18f, SpriteAnimationType.Loop);
                    m_projectileAnimations[i].addSprite(m_projectileSprites.getSprite(i * 2));
                    m_projectileAnimations[i].addSprite(m_projectileSprites.getSprite(i * 2 + 1));
                }
            }

            // load the laser sound
            if(content != null) {
                m_laserSound = content.Load<SoundEffect>("Laser");
            }

            m_settings = settings;
        }
Esempio n. 2
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        public ScoreSystem(SpaceShipSystem spaceShipSystem, ContentManager content, GameSettings settings)
        {
            if(spaceShipSystem == null) { return; }

            m_players = spaceShipSystem;
            m_settings = settings;

            if(spaceShipSystem == null) { return; }

            // initialize the player scores
            m_score = new long[m_players.maxSpaceShips];
            for(int i=0;i<m_score.Length;i++) {
                m_score[i] = 0;
            }

            // initialize the score colours
            m_colourRed = new Color(255, 0, 0);
            m_colourBlue = new Color(0, 0, 255);
            m_colourGreen = new Color(0, 255, 0);
            m_colourYellow = new Color(255, 255, 0);

            if(content == null) { return; }

            // load the score font
            m_scoreFont = content.Load<SpriteFont>("ScoreFont");
        }
Esempio n. 3
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        public SpaceShip(PlayerIndex playerNumber, Vector2 position, float rotation, SpriteSheet spriteSheet, ProjectileSystem projectileSystem, GameSettings settings, ContentManager content)
        {
            // instantiate the player's number with a player index
            m_playerNumber = playerNumber;
                 if(m_playerNumber == PlayerIndex.One)   { m_colour = SpaceShipColour.Red; }
            else if(m_playerNumber == PlayerIndex.Two)   { m_colour = SpaceShipColour.Blue; }
            else if(m_playerNumber == PlayerIndex.Three) { m_colour = SpaceShipColour.Green; }
            else if(m_playerNumber == PlayerIndex.Four)  { m_colour = SpaceShipColour.Yellow; }

            // instantiate the player's input device type
            m_inputDevice = settings.getInputDevice(playerNumber);
                 if(m_inputDevice == InputDevice.Controller1) { m_controllerNumber = PlayerIndex.One; }
            else if(m_inputDevice == InputDevice.Controller2) { m_controllerNumber = PlayerIndex.Two; }
            else if(m_inputDevice == InputDevice.Controller3) { m_controllerNumber = PlayerIndex.Three; }
            else if(m_inputDevice == InputDevice.Controller4) { m_controllerNumber = PlayerIndex.Four; }
            else											  { m_controllerNumber = PlayerIndex.One; }

            // instantiate local variables
            this.position = position;
            this.rotation = rotation;
            m_scale = new Vector2(1, 1);

            m_maximumVelocity = 5.8f;
            m_acceleration = 0.048f;
            m_rotationSpeed = 3.1f;

            m_settings = settings;
            m_spriteSheet = spriteSheet;
            m_projectileSystem = projectileSystem;

            if(m_spriteSheet == null) { return; }

            // initialize sprite / sprite animation arrays
            m_idleSprite = new Sprite[3];
            m_movingAnimation = new SpriteAnimation[3];

            // set the space ship sprite sheet offset based on the space ship colour
            int spriteOffset = 0;
                 if(m_colour == SpaceShipColour.Red)    { spriteOffset = 0; }
            else if(m_colour == SpaceShipColour.Blue)   { spriteOffset = 18; }
            else if(m_colour == SpaceShipColour.Green)  { spriteOffset = 3; }
            else if(m_colour == SpaceShipColour.Yellow) { spriteOffset = 21; }

            // load the idle sprites for each colour
            for(int i=0;i<3;i++) {
                m_idleSprite[i] = m_spriteSheet.getSprite(i + spriteOffset);
            }
            // create and store the movement animations for each colour
            for(int i=0;i<3;i++) {
                m_movingAnimation[i] = new SpriteAnimation(0.16f, SpriteAnimationType.Loop);
                m_movingAnimation[i].addSprite(m_spriteSheet.getSprite(i + spriteOffset + 6));
                m_movingAnimation[i].addSprite(m_spriteSheet.getSprite(i + spriteOffset + 12));
            }

            m_offset = new Vector2(m_idleSprite[1].xOffset * 0.9f, m_idleSprite[1].yOffset * 0.9f);
            m_size = new Vector2(m_offset.X * 2.0f, m_offset.Y * 2.0f);

            updateInitialValues();
        }
Esempio n. 4
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        public AsteroidSystem(SpriteSheetCollection spriteSheets, SpaceShipSystem spaceShipSystem, GameSettings settings)
        {
            m_asteroids = new List<Asteroid>();
            if(spriteSheets != null) {
                m_asteroidSprites = spriteSheets.getSpriteSheet("Asteroids");
            }
            m_spaceShipSystem = spaceShipSystem;
            m_settings = settings;

            m_maxSmallAsteroids = 12;
            m_maxBigAsteroids = 10;
        }
Esempio n. 5
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        public Projectile(Vector2 position, float rotation, SpriteAnimation projectileAnimation, SpaceShip projectileSource, GameSettings settings)
        {
            m_projectile = projectileAnimation;
            this.position = position;
            this.rotation = rotation;
            m_projectileSource = projectileSource;
            m_settings = settings;

            // set the acceleration and velocity of the projectile
            m_acceleration = 9.0f;
            m_velocity.X = (float) (m_acceleration * Math.Cos(MathHelper.ToRadians(m_rotation - 90)));
            m_velocity.Y = (float) (m_acceleration * Math.Sin(MathHelper.ToRadians(m_rotation - 90)));

            m_offset = new Vector2(2.0f, 2.0f);
            m_size = new Vector2(4.0f, 4.0f);
        }
Esempio n. 6
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        public SpaceShipSystem(int numberOfSpaceShips, SpriteSheetCollection spriteSheets, ProjectileSystem projectileSystem, GameSettings settings, ContentManager content)
        {
            this.numberOfSpaceShips = numberOfSpaceShips;
            if(spriteSheets != null) {
                m_spaceShipSprites = spriteSheets.getSpriteSheet("SpaceShip");
            }
            m_projectileSystem = projectileSystem;
            m_settings = settings;

            // initialize all space ships
            if(m_settings == null || content == null || m_spaceShipSprites == null) { return; }
            m_spaceShips = new SpaceShip[m_maxSpaceShips];
            m_spaceShips[0] = new SpaceShip(PlayerIndex.One, new Vector2(settings.screenWidth * 0.2f, settings.screenHeight * 0.2f), 135, m_spaceShipSprites, projectileSystem, settings, content);
            m_spaceShips[1] = new SpaceShip(PlayerIndex.Two, new Vector2(settings.screenWidth * 0.8f, settings.screenHeight * 0.8f), -45, m_spaceShipSprites, projectileSystem, settings, content);
            m_spaceShips[2] = new SpaceShip(PlayerIndex.Three, new Vector2(settings.screenWidth * 0.2f, settings.screenHeight * 0.8f), 45, m_spaceShipSprites, projectileSystem, settings, content);
            m_spaceShips[3] = new SpaceShip(PlayerIndex.Four, new Vector2(settings.screenWidth * 0.8f, settings.screenHeight * 0.2f), -135, m_spaceShipSprites, projectileSystem, settings, content);
        }
Esempio n. 7
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        public Asteroid(Sprite sprite, bool isBigAsteroid, GameSettings settings)
        {
            m_sprite = sprite;
            m_bigAsteroid = isBigAsteroid;
            m_activeCollisions = new List<Asteroid>();
            m_settings = settings;

            Random rand = new Random();

            if(settings == null) { return; }

            m_position = new Vector2(rand.Next(0, settings.screenWidth), rand.Next(0, settings.screenHeight));

            m_scale = new Vector2(1.0f, 1.0f);

            switch(rand.Next(0, 2)) {
                case 0:
                    m_rotationDirection = RotationDirection.Clockwise;
                    break;
                case 1:
                    m_rotationDirection = RotationDirection.CounterClockwise;
                    break;
            }

            float minRotationStep = 0.3153f;
            float maxRotationStep = 0.4584f;
            m_rotationSpeed = (float) (rand.NextDouble() * (maxRotationStep - minRotationStep)) + minRotationStep;
            m_rotation = (float) rand.NextDouble() * 359.0f;

            m_acceleration = 0;
            float minVelocity = (float) (rand.NextDouble() * 0.3f) + 0.08f;
            float maxVelocity = (float) (rand.NextDouble() * 2.5f) + 0.8f;
            float xVelocity = (float) ( (((rand.Next(0, 2) % 2) == 0) ? 1 : -1) * (rand.NextDouble() * (maxVelocity - minVelocity) + minVelocity) );
            float yVelocity = (float) ( (((rand.Next(0, 2) % 2) == 0) ? 1 : -1) * (rand.NextDouble() * (maxVelocity - minVelocity) + minVelocity) );
            m_velocity = new Vector2(xVelocity, yVelocity);

            if(m_sprite == null) { return; }
            m_offset = new Vector2(m_sprite.xOffset * 0.9f, m_sprite.yOffset * 0.9f);
            m_size = new Vector2(m_offset.X * 2.0f, m_offset.Y * 2.0f);
        }
Esempio n. 8
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 public Asteroids()
 {
     settings = new GameSettings();
     graphics = new GraphicsDeviceManager(this);
     content = new ContentManager(Services, "Content");
 }
Esempio n. 9
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        // create the game menu at a specific location
        public Menu(int x, int y, Asteroids game, SpaceShipSystem spaceShipSystem, GameSettings settings, ContentManager content)
        {
            if(content == null) { return; }

            // initialize menu colours
            m_titleColour = new Color(255, 0, 0);
            m_unselectedColour = new Color(160, 160, 160);
            m_selectedColour = new Color(255, 255, 255);
            m_arrowColour = new Color(0, 255, 0);

            // initialize menu fonts
            m_titleFont = content.Load<SpriteFont>("TitleFont");
            m_menuFont = content.Load<SpriteFont>("MenuFont");

            // initialize menu sounds
            m_scrollSound = content.Load<SoundEffect>("menu_scroll");
            m_selectSound = content.Load<SoundEffect>("menu_select");
            m_backSound = content.Load<SoundEffect>("menu_back");

            // initialize main menu
            m_mainItems = new List<MenuItem>();
            m_mainItems.Add(new MenuItem("New Game", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_mainItems.Add(new MenuItem("Resume Game", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_mainItems.Add(new MenuItem("Options", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_mainItems.Add(new MenuItem("Controls", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_mainItems.Add(new MenuItem("Help", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_mainItems.Add(new MenuItem("Quit", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));

            // initialize new game sub-menu
            m_newGameItems = new List<MenuItem>();
            m_newGameItems.Add(new MenuItem("1 Player", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_newGameItems.Add(new MenuItem("2 Player", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_newGameItems.Add(new MenuItem("3 Player", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_newGameItems.Add(new MenuItem("4 Player", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_newGameItems.Add(new MenuItem("Back", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));

            // intitialize options sub-menu
            m_optionsItems = new List<MenuItem>();
            m_optionsItems.Add(new MenuItem("Music", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_optionsItems[0].addOption("On");
            m_optionsItems[0].addOption("Off");
            m_optionsItems.Add(new MenuItem("Back", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));

            // initialize controls sub-menu
            m_controlsItems = new List<MenuItem>();
            m_controlsItems.Add(new MenuItem("Player 1 ", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_controlsItems.Add(new MenuItem("Player 2", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_controlsItems.Add(new MenuItem("Player 3", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_controlsItems.Add(new MenuItem("Player 4", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_controlsItems.Add(new MenuItem("Back", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            for(int i=0;i<4;i++) {
                m_controlsItems[i].addOption("WSAD");
                m_controlsItems[i].addOption("Arrows");
                m_controlsItems[i].addOption("C1");
                m_controlsItems[i].addOption("C2");
                m_controlsItems[i].addOption("C3");
                m_controlsItems[i].addOption("C4");
            }

            // initialize help sub-menu
            m_helpItems = new List<MenuItem>();
            m_helpItems.Add(new MenuItem("Destroy the Asteroids... or each other!", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_helpItems.Add(new MenuItem("Big Asteroids = 5 Points", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_helpItems.Add(new MenuItem("Small Asteroids = 10 Points", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_helpItems.Add(new MenuItem("Space Ships = 50 Points", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));
            m_helpItems.Add(new MenuItem("Back", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour));

            // initialize menu location
            xPos = x;
            yPos = y;

            m_settings = settings;
            m_game = game;
            m_players = spaceShipSystem;

            // initialize initial menu item option selections
            m_optionsItems[0].index = (settings.musicEnabled) ? 0 : 1;
            for(int i=0;i<4;i++) {
                int itemIndex = 0;
                switch(m_settings.getInputDevice(i)) {
                    case InputDevice.WSAD:
                        itemIndex = 0;
                        break;
                    case InputDevice.Arrows:
                        itemIndex = 1;
                        break;
                    case InputDevice.Controller1:
                        itemIndex = 2;
                        break;
                    case InputDevice.Controller2:
                        itemIndex = 3;
                        break;
                    case InputDevice.Controller3:
                        itemIndex = 4;
                        break;
                    case InputDevice.Controller4:
                        itemIndex = 5;
                        break;
                }
                m_controlsItems[i].index = itemIndex;
            }
        }
Esempio n. 10
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 // create the game menu at the default location
 public Menu(Asteroids game, SpaceShipSystem spaceShipSystem, GameSettings settings, ContentManager content)
     : this(150, 150, game, spaceShipSystem, settings, content)
 {
 }
Esempio n. 11
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 public SpaceShipSystem(SpriteSheetCollection spriteSheets, ProjectileSystem projectileSystem, GameSettings settings, ContentManager content)
     : this(0, spriteSheets, projectileSystem, settings, content)
 {
 }