public Sidearm(SpriteSheet spriteSheet, Ship ship, Vector2 offset) : base(spriteSheet) { //add to playership list so that sidearm can collision and be shot at by enemies //PlayerShip.PlayerShips.Add(this); this.ship = ship; this.Speed = Config.BuddySpeed; this.WeaponOffset = offset; //timer = new Timer(); //interval = 30; //timer.Start(interval); //timer.Fire += new NotifyHandler(timer_Fire); this.Sprite.Origin -= offset; //this.Rotation += (float)(Math.PI / 4d); //this.Position = Player.Ship.Position; this.Health = 500; //this.ExplosionSpriteSheet = Config.ProjectileExplosion; //this.FireAction = new FireAction(ProjectileBullet.FireBullet); //this.Weapon = new WeaponAuto(this, Config.SidearmFireInterval); this.FireAction = new FireAction(queueBullet.FireBullet); this.Weapon = new WeaponAuto(this, Config.PlayerFireInterval); //this.Weapon.Position = this.ship.Position; //this.Weapon.Offset = offset; }
//Sidearm sidearm1; //Sidearm sidearm2; //Sidearm sidearm3; //Sidearm sidearm4; public EnemyInterceptor(SpriteSheet spriteSheet) : base(spriteSheet) { this.Health = Config.EnemyHealth; this.Speed = Config.EnemySpeed; this.FireAction = new FireAction(enemyProjectileBullet.enemyFireBullet); this.Weapon = new WeaponSingle(this); this.Weapon.Direction = new Vector2(0, 1); this.fireTimer = new Timer(); this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire); this.baseTexture = new Sprite(Config.EnemyInterceptorSpriteSheetBase); this.baseTexture.Color = Color.Turquoise; moveTo = new Vector2(Config.Rand.Next(50, 1550), Config.Rand.Next(50, 910)); //sidearm1 = new Sidearm(Config.EnemyChaserSpriteSheet, this, new Vector2(30, 0)); //sidearm1.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y); //sidearm1.SetParent(this); //sidearm2 = new Sidearm(Config.EnemyChaserSpriteSheet, this, new Vector2(30, 0)); //sidearm2.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y); //sidearm2.SetParent(this); //sidearm3 = new Sidearm(Config.EnemyChaserSpriteSheet, this, new Vector2(30, 0)); //sidearm3.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y); //sidearm3.SetParent(this); //sidearm4 = new Sidearm(Config.EnemyChaserSpriteSheet, this, new Vector2(30, 0)); //sidearm4.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y); //sidearm4.SetParent(this); }
public GameNode(SpriteSheet spriteSheet) : base(spriteSheet) { bounds = new Rectangle(0, 0, Config.WorldBoundsX, Config.WorldBoundsY); bounds.Inflate((int)(this.Sprite.Origin.X * 3), (int)(this.Sprite.Origin.Y * 3)); hitTimer = new Timer(); hitTimer.Fire += new NotifyHandler(hitTimer_Fire); }
public EnemyShooter(SpriteSheet spriteSheet) : base(spriteSheet) { this.Health = Config.EnemyHealth; //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet; this.Speed = Config.EnemySpeed; this.FireAction = new FireAction(shooterProjectileBullet.enemyFireBullet); //this.Weapon = new WeaponSingle(this); //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 8, 0.8f); //this.Weapon = new WeaponAutoBurst(this, Config.EnemyFireInterval, burst); //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 8, 0.8f); //WeaponBurstWave burstWeapon = new WeaponBurstWave(this, 0, 2, 0.3f); this.Weapon = new WeaponBurstWave(this, 0, 2, 0.3f); //this.Weapon = new WeaponAutoBurst(this, 5, burstWeapon); this.Weapon.Direction = new Vector2(0, 1); //this.Weapon.Offset = new Vector2(0, this.Sprite.Origin.Y); this.fireTimer = new Timer(); this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire); this.fireTimer.Start(5); this.baseTexture = new Sprite(Config.EnemyShooterSpriteSheetBase); this.baseTexture.Color = Color.DarkGoldenrod; moveTo = new Vector2(Config.Rand.Next(50, 1550), Config.Rand.Next(50, 910)); }
public EnemyDasher(SpriteSheet spriteSheet) : base(spriteSheet) { this.Health = Config.EnemyHealth; this.Speed = Config.EnemyDasherSpeed; this.baseTexture = new Sprite(Config.EnemyDasherSpriteSheetBase); this.baseTexture.Color = Color.DarkOrange; }
public Sprite(SpriteSheet spriteSheet) { this.sheet = spriteSheet; this.frameTimeRemaining = sheet.FrameInterval; this.Origin = new Vector2(spriteSheet.TileWidth / 2, spriteSheet.TileHeight / 2); this.Color = sheet.Color; this.layerDepth = sheet.LayerDepth; this.Width = this.sheet.TileWidth; this.Height = this.sheet.TileHeight; this.Texture = this.sheet.Textures[0]; this.Scale = 1.0f; }
//Vector2 line; //public static List<GameNode> Powerups = new List<GameNode>(); public PowerupEnemy(SpriteSheet spriteSheet) : base(spriteSheet) { this.CollisionList = Enemy.Enemies; timer = new Timer(); interval = 5; timer.Fire += new NotifyHandler(timer_Fire); timer.Start(interval); //Powerups.Add(this); }
public Enemy(SpriteSheet spriteSheet, int invulDuration) : base(spriteSheet) { Enemies.Add(this); this.baseScore = 25; this.Invulnerable = true; this.invulTimer = new Timer(); this.invulTimer.Fire += new NotifyHandler(invulTimer_Fire); this.invulTimer.Start(invulDuration); this.Sprite.Color = new Color(100, 100, 100, 50); }
public PlayerShield(SpriteSheet spriteSheet, Ship parentShip) : base(spriteSheet) { this.Health = Config.ShieldHealth; this.CollisionList = Enemy.Enemies; //this.CollisionList2 = EnemyPlayerShip.EnemyPlayerShips; shieldVisibleTimer = new Timer(); shieldVisibleTimer.Fire += new NotifyHandler(shieldVisibleTimer_Fire); shieldRegenTick = new Timer(); shieldRegenTick.Fire += new NotifyHandler(shieldRegenTick_Fire); this.parentShip = parentShip; }
public Powerup(SpriteSheet spriteSheet) : base(spriteSheet) { this.CollisionList = PlayerShip.PlayerShips; this.CollisionList2 = EnemyPlayerShip.EnemyPlayerShips; timer = new Timer(); interval = 5; timer.Fire += new NotifyHandler(timer_Fire); timer.Start(interval); this.Speed = 10f; Powerups.Add(this); }
public EnemyChaser(SpriteSheet spriteSheet) : base(spriteSheet) { this.Health = Config.EnemyHealth; //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet; //this.FireAction = new FireAction(enemyProjectileBullet.enemyFireBullet); //this.Weapon = new WeaponSingle(this); //this.Weapon.Direction = new Vector2(0, 1); //this.Weapon.Offset = new Vector2(0, this.Sprite.Origin.Y); //this.fireTimer = new Timer(); //this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire); //this.fireTimer.Start(Config.EnemyFireInterval); this.baseTexture = new Sprite(Config.EnemyChaserSpriteSheetBase); this.baseTexture.Color = Color.DarkRed; moveTo = new Vector2(Config.Rand.Next(50, 1550), Config.Rand.Next(50, 910)); }
public BuddyMissile(SpriteSheet spriteSheet) : base(spriteSheet) { this.Health = Config.EnemyHealth; //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet; this.FireAction = new FireAction(this.FireBullet); this.Weapon = new WeaponBurst(this, Config.EnemyBurstFireInterval, Config.EnemyBurstFireTotal); this.Weapon.Direction = new Vector2(0, 1); //this.Weapon.Offset = new Vector2(0, this.Sprite.Origin.Y); this.fireTimer = new Timer(); this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire); this.fireTimer.Start(Config.EnemyFireInterval); this.Speed = Config.BuddySpeed; this.CollisionList = null; }
public BugDagger3(SpriteSheet spriteSheet) : base(spriteSheet, 1) { this.Health = Config.EnemyHealth; //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet; this.Speed = Config.EnemySpeed - 1; this.FireAction = new FireAction(enemyProjectileBullet.enemyFireBullet); this.Weapon = new WeaponSingle(this); //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 8, 0.8f); //this.Weapon = new WeaponAutoBurst(this, Config.EnemyFireInterval, burst); this.Weapon.Direction = new Vector2(0, 1); //this.Weapon.Offset = new Vector2(0, this.Sprite.Origin.Y); this.fireTimer = new Timer(); this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire); //this.fireTimer.Start(Config.EnemyFireInterval); this.baseTexture = new Sprite(Config.BugDagger3SpriteSheetBase); moveTo = new Vector2(Config.Rand.Next(50, 1550), Config.Rand.Next(50, 910)); }
public boss1(SpriteSheet spriteSheet) : base(spriteSheet) { this.Health = Config.BossHealth; //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet; this.Speed = Config.BossSpeed; this.FireAction = new FireAction(bossProjectileBullet.enemyFireBullet); //this.Weapon = new WeaponSingle(this); //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 8, 0.8f); //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 6, 2.0f); this.Weapon = new WeaponBurstWave(this, 0, 6, 2.0f); //this.Weapon = new WeaponAutoBurst(this, Config.BossFireInterval, burst); this.Weapon.Direction = new Vector2(0, 1); //this.Weapon.Offset = new Vector2(0, this.Sprite.Origin.Y); this.fireTimer = new Timer(); this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire); this.fireTimer.Start(Config.BossFireInterval); this.baseTexture = new Sprite(Config.BossSpriteSheetBase); }
public shooterProjectileBullet(SpriteSheet spriteSheet) : base(spriteSheet) { }
public ProjectileMelter(SpriteSheet spriteSheet) : base(spriteSheet) { }
public PowerupHealth(SpriteSheet spriteSheet) : base(spriteSheet) { }
//internal Vector2 startPosition; public enemyProjectile(SpriteSheet spriteSheet) : base(spriteSheet) { this.Health = 1; EnemyProjectiles.Add(this); }
public queueBullet(SpriteSheet spriteSheet) : base(spriteSheet) { }
public PlayerShip(SpriteSheet spriteSheet) : base(spriteSheet) { PlayerShips.Add(this); this.Speed = Config.ShipSpeed; this.Health = Config.ShipHealth; this.MaxHealth = Config.ShipHealth; this.FireInterval = Config.PlayerFireInterval; //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet; this.FireAction = new FireAction(ProjectileBulletGreenBeam.FireBullet); this.Weapon = new WeaponAuto(this, FireInterval); InvulnerableTimer = new Timer(); InvulnerableTimer.Fire += new NotifyHandler(InvulnerableTimer_Fire); this.InvulnerableTimer.Start(3); isInvulnerable = true; megaMagnetActive = false; laser = new Laser(); ////ShieldBar = new Bar(400, 2, Color.RoyalBlue); //ShieldBar = new Bar(400, 2, new Color(65, 105, 225, 0)); //ShieldBar.Position = new Vector2(200, 440); //ShieldBar.DrawCentered = true; ////HealthBar = new Bar(400, 2, Color.Red); //HealthBar = new Bar(400, 2, new Color(255, 0, 0, 0)); //HealthBar.Position = new Vector2(200, 460); //HealthBar.DrawCentered = true; //WeaponBurst burstWeapon = new WeaponBurstWave(this, 0, 1, 0.14f); //this.Weapon = new WeaponAutoBurst(this, Config.PlayerFireInterval, burstWeapon); //this.FireAction = new FireAction(ProjectileMissile.FireMissile); //this.Weapon = new WeaponBurstWave(this, Config.WaveFireInterval, Config.WaveFireTotal, Config.WaveFireSpread); //WeaponBurst burstWeapon = new WeaponBurstWave(this, Config.WaveFireInterval, Config.WaveFireTotal, Config.WaveFireSpread); //this.Weapon = new WeaponAutoBurst(this, Config.WaveFireInterval * Config.WaveFireTotal, burstWeapon); //spawn sidearms //sidearm1 = new Sidearm(Config.BuddySpriteSheet, this); //sidearm1.Position = this.Position; //sidearm1.SetParent(this); //sidearm1 = new Sidearm(Config.BulletSheetGreenLaser, this, new Vector2(30, 0)); //sidearm1.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y); //sidearm1.SetParent(this); //sidearm2 = new Sidearm(Config.BulletSheetGreenLaser, this, new Vector2(-30, 0)); //sidearm2.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y); //sidearm2.SetParent(this); this.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y); this.baseTexture = new Sprite(Config.CurrentShipBase); this.baseTexture.Color = Config.CurrentShipColor; //GameStateManagementGame.Instance.soundManager.PlaySound("ShipSpawn", 0.5f); ProjectileSpeedTimer = new Timer(); ProjectileSpeedTimer.Fire += new NotifyHandler(ProjectileSpeedTimer_Fire); AddProjectileTimer = new Timer(); AddProjectileTimer.Fire += new NotifyHandler(AddProjectileTimer_Fire); HomingMissileTimer = new Timer(); HomingMissileTimer.Fire += new NotifyHandler(HomingMissileTimer_Fire); SlowAllTimer = new Timer(); SlowAllTimer.Fire += new NotifyHandler(SlowAllTimer_Fire); Shield = new PlayerShield(Config.ShipShield, this); //PlayerShips.Add(Shield); //////////AI if (Config.AIControlled) { //this.Speed = 8f; //moveTo = new Vector2(Config.Rand.Next(50, 1550), Config.Rand.Next(50, 910)); this.Weapon.StartFire(); ////this.fireTimer = new Timer(); ////this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire); ////this.fireTimer.Start(FireInterval); } //////////// }
public bossProjectileBullet(SpriteSheet spriteSheet) : base(spriteSheet) { }
//double triggerTimer = 0; //float triggerTime = 0.05f; public ProjectileBulletGreenBeam(SpriteSheet spriteSheet) : base(spriteSheet) { }
public PowerupSlowAll(SpriteSheet spriteSheet) : base(spriteSheet) { }
public PowerupShields(SpriteSheet spriteSheet) : base(spriteSheet) { }
public EffectNode(SpriteSheet spriteSheet, Vector2 position) : base(spriteSheet) { this.Sprite.Loop += new NotifyHandler(Sprite_Loop); this.Position = position; }
public PowerupLaserDefence(SpriteSheet spriteSheet) : base(spriteSheet) { }
public ProjectileMissile(SpriteSheet spriteSheet) : base(spriteSheet) { }
public PowerupMissiles(SpriteSheet spriteSheet) : base(spriteSheet) { }
public PowerupAddBullet(SpriteSheet spriteSheet) : base(spriteSheet) { }
//static VibrateController vibrate = VibrateController.Default; public Ship(SpriteSheet spriteSheet) : base(spriteSheet) { }