Esempio n. 1
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 public ProjectileSprite(Texture2D textureImage, Vector2 position,
                         int collisionOffset, float speed, Vector2 offset, float scale, float rotation, List <Texture2D> textures)
     : base(textureImage, position, collisionOffset, speed, offset, scale)
 {
     this.rotation = rotation;
     engine        = new ParticleEngine(textures, Vector2.Zero);
 }
Esempio n. 2
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        public void Update(Vector3 direction, CollisionEngine collisionEngine, 
            SoundEngine soundEngine, ParticleEngine particleEngine,List<Asteroid> asteroids, 
            List<Powerup> powerups, MouseState originalMouseState, GameTime gameTime, 
            GraphicsDevice device)
        {
            if (this.Shrink != null)
            {
                if (this.Shrink.Activated)
                {
                    this.Shrink.Update(gameTime);
                    if (this.Shrink.Timer <= 0)
                    {
                        this.Shrink = null;
                        this.BoundingSphere = new BoundingSphere(
                            this.Position, this.BoundingSphere.Radius / 0.25f);
                        soundEngine.Grow.Play();
                    }
                    else
                    {
                        this.BoundingSphere = new BoundingSphere(
                            this.Position, this.BoundingSphere.Radius * 0.25f);
                    }
                }
            }
            CheckCollisions(collisionEngine, soundEngine, powerups, asteroids);

            if (this.Destroyed)
            {
                if (this.Lives == 0)
                    return;
                else
                {
                    particleEngine.AddParticle(gameTime, this.Position);
                    UpdatePosition(new Vector3(0, 0, 0));
                    this.Destroyed = false;
                    this.Speed = 0f;
                    this.Velocity = Vector3.Zero;
                    this.Rotation = Quaternion.Identity;
                }
            }

            ProcessKeyboard(direction, gameTime, soundEngine);
            ProcessMouse(originalMouseState, gameTime, device);
        }
Esempio n. 3
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        private void CheckCollisions(CollisionEngine collisionEngine, SoundEngine soundEngine,
            ParticleEngine particleEngine, GameTime gameTime, List<Asteroid> asteroids)
        {
            // Destroy the torpedo if it hits the edge of the universe
            if (collisionEngine.CollidesWithEdge(this.Position, this.BoundingSphere))
            {
                if (soundEngine.Explosion.State != SoundState.Playing)
                    soundEngine.Explosion.Play();
                this.Destroyed = true;
                particleEngine.AddParticle(gameTime, this.Position);
            }

            // Destroy the torpedo if it hits an asteroid
            foreach (Asteroid asteroid in asteroids)
            {
                if (collisionEngine.CollideTwoObjects(this.BoundingSphere, asteroid.BoundingSphere))
                {
                    particleEngine.AddParticle(gameTime, this.Position);
                    this.Destroyed = true;
                    break;
                }
            }
        }
Esempio n. 4
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 public void Update(CollisionEngine collisionEngine, SoundEngine soundEngine,
     ParticleEngine particleEngine, GameTime gameTime, List<Asteroid> asteroids)
 {
     CheckCollisions(collisionEngine, soundEngine, particleEngine, gameTime, asteroids);
     float speed = VELOCITY_CONST / gameTime.ElapsedGameTime.Milliseconds;
     Vector3 velocity = speed * this.Direction;
     Vector3 newPos = this.Position + velocity;
     UpdatePosition(newPos);
 }
Esempio n. 5
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 protected override void LoadContent()
 {
     spriteBatch = new SpriteBatch(GraphicsDevice);
     device = graphics.GraphicsDevice;
     Mouse.SetPosition(device.Viewport.Width / 2, device.Viewport.Height / 2);
     originalMouseState = Mouse.GetState();
     billboardEffect = this.Content.Load<Effect>("Shaders/billboard_effect");
     camera = new Camera(device);
     lifeTexture = this.Content.Load<Texture2D>("Sprites/spaceship_sprite");
     explosionParticleTexture = this.Content.Load<Texture2D>("Sprites/explosion_particle");
     shieldSprite = this.Content.Load<Texture2D>("Sprites/power_up_shield");
     shrinkSprite = this.Content.Load<Texture2D>("Sprites/power_up_shrink");
     timeFont = Content.Load<SpriteFont>("Fonts/Courier New");
     collisionEngine = new CollisionEngine();
     particleEngine = new ParticleEngine(explosionParticleTexture, billboardEffect, device);
     soundEngine = new SoundEngine(this.Content);
     skybox = new Skybox();
     skybox.LoadModel(this.Content, effect);
     spaceship = new Spaceship();
     spaceship.LoadModelAndTexture(this.Content, effect);
     torpedoes = new List<Torpedo>();
     powerups = new List<Powerup>();
     LoadAsteroids();
 }
Esempio n. 6
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 /// <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);
     font = Content.Load<SpriteFont>("Font");
     List<Texture2D> textures = new List<Texture2D>();
     textures.Add(Content.Load<Texture2D>("circle"));
     textures.Add(Content.Load<Texture2D>("star"));
     textures.Add(Content.Load<Texture2D>("diamond"));
     particleEngine = new ParticleEngine(textures, new Vector2(400, 200));
 }