Esempio n. 1
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        // spawn a projectile at a position with a rotation from a specific space ship
        public void spawnProjectile(Vector2 position, float rotation, SpaceShip spaceShip)
        {
            if (spaceShip == null)
            {
                return;
            }

            // get the colour of the projectile
            SpriteAnimation projectileAnimation = null;

            if (spaceShip.colour == SpaceShipColour.Red)
            {
                projectileAnimation = m_projectileAnimations[0];
            }
            else if (spaceShip.colour == SpaceShipColour.Blue)
            {
                projectileAnimation = m_projectileAnimations[1];
            }
            else if (spaceShip.colour == SpaceShipColour.Green)
            {
                projectileAnimation = m_projectileAnimations[2];
            }
            else if (spaceShip.colour == SpaceShipColour.Yellow)
            {
                projectileAnimation = m_projectileAnimations[3];
            }

            // create the projectile and store it
            m_projectiles.Add(new Projectile(position, rotation, projectileAnimation, spaceShip, m_settings));
            m_laserSound.Play();
        }
        public Form1()
        {
            InitializeComponent();


            bmp = new Bitmap(pictureBox1.Width, pictureBox1.Height);
            g   = Graphics.FromImage(bmp);
            pictureBox1.Image = bmp;


            brushwhite  = new SolidBrush(Color.White);
            brushred    = new SolidBrush(Color.Red);
            brushgreen  = new SolidBrush(Color.Green);
            brushyellow = new SolidBrush(Color.Yellow);
            brushblue   = new SolidBrush(Color.Blue);

            aster1 = new MyAsters(180, 200);
            aster2 = new MyAsters(220, 450);
            aster3 = new MyAsters(800, 170);
            aster4 = new MyAsters(610, 510);


            ship   = new SpaceShip(492, 325);
            bullet = new MyBullet(492, 240);
            gun    = new MyGun(490, 325);

            star1 = new MyStars(50, 110);
            star2 = new MyStars(400, 60);
            star3 = new MyStars(650, 100);
            star4 = new MyStars(880, 275);
            star5 = new MyStars(770, 400);
            star6 = new MyStars(865, 570);
            star7 = new MyStars(380, 500);
            star8 = new MyStars(70, 510);
        }
Esempio n. 3
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 // add a corresponding number of points to a player's score (based on space ship object)
 public void addPoints(SpaceShip player, ScoreType scoreType)
 {
     if (player == null)
     {
         return;
     }
     addPoints(player.playerNumber, scoreType);
 }
Esempio n. 4
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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);
            background   = Content.Load <Texture2D>("back");
            screenCenter = new Vector2(Window.ClientBounds.Width / 2, Window.ClientBounds.Height / 2);
            var shipTexture = Content.Load <Texture2D>("spaceship");

            player = new SpaceShip(Content.Load <Texture2D>("spaceship"), new Vector2(screenCenter.X - shipTexture.Width / 2, screenCenter.Y - shipTexture.Height / 2), Color.White);
        }
Esempio n. 5
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        //játék ideiglenes elindítása
        private void buttonStart_Click(object sender, RoutedEventArgs e)
        {
            buttonStart.IsEnabled = false;

            for (int i = 0; i < 10; i++)
            {
                asteroids.Add(new Asteroid(drawingArea));
                gameObject.Add(asteroids.Last());
            }

            spaceShip = new SpaceShip(drawingArea);
            gameObject.Add(spaceShip);

            timer.Start();
        }
Esempio n. 6
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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. 7
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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. 8
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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. 9
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        private static void LoadSpaceObjects()
        {
            //TODO: optimize objects spreading
            LoadBackgroundStars();

            SpaceObjectList.Add(new Ufo(new Point(Width / 2, 0)));

            SpaceShip             = new SpaceShip(new Point(0, Height / 2));
            SpaceShip.MessageDie += Finish;
            SpaceObjectList.Add(SpaceShip);

            SpawnAsteroids(MaxBigAsteroidsCount, MaxMediumAsteroidsCount, MaxSmallAsteroidsCount);

            SmallEnergyPack SmallEnergyPack = new SmallEnergyPack(new Point(Width, Random.Next(0, Height)));

            SpaceObjectList.Add(SmallEnergyPack);
        }
Esempio n. 10
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        public PlayingState()
        {
            spaceShip = new SpaceShip();
            bullets   = new GameObjectList();
            rocks     = new GameObjectList();
            score     = new Score();

            for (int i = 0; i < 19; i++)
            {
                this.rocks.Add(new Rock(Rock.randomRockSize()));
            }

            this.Add(new SpriteGameObject("spr_background"));
            this.Add(bullets);
            this.Add(rocks);
            this.Add(spaceShip);
            this.Add(score);
        }
Esempio n. 11
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        public PlayingState()
        {
            SpriteGameObject background = new SpriteGameObject("spr_background");

            spaceShip = new SpaceShip();
            bullets   = new GameObjectList();
            rocks     = new GameObjectList();
            score     = new Score();

            this.Add(background);
            this.Add(spaceShip);
            this.Add(bullets);
            this.Add(rocks);
            this.Add(score);

            for (int i = 0; i < 20; i++)
            {
                rocks.Add(new Rock());
            }
        }
Esempio n. 12
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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. 13
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        // get the score colour based on the space ship colour
        public Color getColour(SpaceShip spaceShip)
        {
            if (spaceShip == null)
            {
                return(Color.White);
            }
            switch (spaceShip.colour)
            {
            case SpaceShipColour.Red:
                return(m_colourRed);

            case SpaceShipColour.Blue:
                return(m_colourBlue);

            case SpaceShipColour.Green:
                return(m_colourGreen);

            case SpaceShipColour.Yellow:
                return(m_colourYellow);
            }
            return(Color.White);
        }
Esempio n. 14
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        public PlayingState()
        {
            ship    = new SpaceShip();
            bullets = new GameObjectList();
            rocks   = new GameObjectList();
            score   = new Score();

            string[] rock = new string[] { "spr_rock1", "spr_rock2", "spr_rock3" };


            this.Add(new SpriteGameObject("spr_background"));
            this.Add(ship);
            this.Add(bullets);
            this.Add(rocks);
            this.Add(score);

            for (int i = 0; i < rockAmount; i++)
            {
                rockType = rock[GameEnvironment.Random.Next(3)];
                this.rocks.Add(new Rock(rockType));
            }
        }
Esempio n. 15
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 // add a corresponding number of points to a player's score (based on space ship object)
 public void addPoints(SpaceShip player, ScoreType scoreType)
 {
     if(player == null) { return; }
     addPoints(player.playerNumber, scoreType);
 }
Esempio n. 16
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 public LaserShooting(SpaceShip spaceShip)
     : base(spaceShip.X, spaceShip.Y, 1.5 * spaceShip.VX, 1.5 * spaceShip.VY)
 {
 }
Esempio n. 17
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 public void TimeInPlayer(int time)
 {
     PlayerTimer = time;
     Player      = new SpaceShip(new Point(500, 500), ScreenDim);
 }
Esempio n. 18
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        // spawn a projectile at a position with a rotation from a specific space ship
        public void spawnProjectile(Vector2 position, float rotation, SpaceShip spaceShip)
        {
            if(spaceShip == null) { return; }

            // get the colour of the projectile
            SpriteAnimation projectileAnimation = null;
                 if(spaceShip.colour == SpaceShipColour.Red)    { projectileAnimation = m_projectileAnimations[0]; }
            else if(spaceShip.colour == SpaceShipColour.Blue)   { projectileAnimation = m_projectileAnimations[1]; }
            else if(spaceShip.colour == SpaceShipColour.Green)  { projectileAnimation = m_projectileAnimations[2]; }
            else if(spaceShip.colour == SpaceShipColour.Yellow) { projectileAnimation = m_projectileAnimations[3]; }

            // create the projectile and store it
            m_projectiles.Add(new Projectile(position, rotation, projectileAnimation, spaceShip, m_settings));
            m_laserSound.Play();
        }
Esempio n. 19
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 // get the score colour based on the space ship colour
 public Color getColour(SpaceShip spaceShip)
 {
     if(spaceShip == null) { return Color.White; }
     switch(spaceShip.colour) {
         case SpaceShipColour.Red:
             return m_colourRed;
         case SpaceShipColour.Blue:
             return m_colourBlue;
         case SpaceShipColour.Green:
             return m_colourGreen;
         case SpaceShipColour.Yellow:
             return m_colourYellow;
     }
     return Color.White;
 }