Esempio n. 1
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        /// <summary>
        /// 
        /// </summary>
        /// <param name="world"></param>
        /// <param name="texture"></param>
        /// <param name="size"></param>
        /// <param name="startPosition"></param>
        /// <param name="mass"></param>
        /// <param name="wheelSize"></param>
        /// <param name="game"></param>
        /// <param name="behaviors"></param>
        /// <param name="userdata"></param>
        public AI(World world, Texture2D texture, Vector2 size, Vector2 startPosition, float mass, float wheelSize, Game1 game, Behavior behaviors, string userdata)
            : base(world, texture, size, mass, startPosition, game, userdata)
        {
            //Load(texture, 2, 11, 1,0);
            torso.body.CollisionCategories = Category.Cat2;
            speed = 0.5f;
            //jumpForce = new Vector2(0, -5f);

            Load(texture, 2, 5, 1, 1);
            direction = Direction.Right;
            lastCheck = DateTime.Now;

            //not used yet
            OnGround = true;

            //sets behavior for this AI
            switch (behaviors)
            {
                case Behavior.Patrol:
                    behaviorDel = Patrol;
                    damage = 34;
                    break;

                case Behavior.PatrolDistance:
                    behaviorDel = PatrolDistance;
                    damage = 40;
                    break;

                case Behavior.Turret:
                    fireRate = 0.08f;
                    enemyHP += 100;
                    behaviorDel = Turret;
                    damage = 45;
                    Load(texture, 1, 8, 1, 0);
                    break;

                case Behavior.Boss:
                    Load(texture, 2, 7, 60, 1);
                    fireRate = 0.5f;
                    enemyHP = 1512;
                    jumpForce = new Vector2(0, -21);
                    behaviorDel = Boss;
                    jumpInterval = 2f;
                    direction = Direction.Left;
                    damage = 70;
                    speed = 0.5f;
                    atSpawn = true;
                    break;

                case Behavior.None:
                    behaviorDel = None;
                    break;
            }

            this.behaviors = behaviors;

            //test (leave in peace)
            bossRay = game.Content.Load<Texture2D>("ProgressBar");
            bossRectRay = new Rectangle((int)wheel.Position.X, (int)wheel.Position.Y, 20, 20);
        }
Esempio n. 2
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        public Drops(Game1 game, World world, Player player)
        {
            ethanolTexture = game.Content.Load<Texture2D>("Flask");
            hpTexture = game.Content.Load<Texture2D>("MedKit");

            ethanolBox = new DrawableGameObject(world, ethanolTexture, new Vector2(32, 32), 1, "athyl", 0);
            hpBox = new DrawableGameObject(world, hpTexture, new Vector2(32, 32), 1, "hpBox", 0);
            //ethanolBox.body.OnCollision += PickupsForPlayer;
            //hpBox.body.OnCollision += PickupsForPlayer;
            ethanolBox.body.OnCollision += new OnCollisionEventHandler(PickupsForPlayer);
            hpBox.body.OnCollision += new OnCollisionEventHandler(PickupsForPlayer);

            hpBox.body.FixedRotation = true;
            ethanolBox.body.FixedRotation = true;
            this.playerz = player;
            this.gamez = game;
            this.world = world;
            ethanolBox.body.BodyType = BodyType.Dynamic;
            hpBox.body.BodyType = BodyType.Dynamic;

            ethanolDrop = false;
            hpDrop = false;
            //ethanolBox.body.IgnoreCollisionWith(player.torso.body);
            //hpBox.body.IgnoreCollisionWith(player.torso.body);
            //hpBox.body.IgnoreCollisionWith(player.wheel.body);
            //ethanolBox.body.IgnoreCollisionWith(player.wheel.body);
            hpBox.body.SleepingAllowed = false;
            ethanolBox.body.SleepingAllowed = false;
            hpBox.body.Friction = 100f;
            ethanolBox.body.Friction = 100f;
        }
Esempio n. 3
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 public Projectile(Game1 game)
 {
     this.game = game;
     bulletLifeTime = 10.0f;
     meleeBulletLifeTime = 0.5f;
     FireLifeTime = 1.0f;
 }
Esempio n. 4
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 public Projectile(Game1 game, Player player)
 {
     this.game = game;
     this.player = player;
     bulletLifeTime = 10.0f;
     meleeBulletLifeTime = 0.5f;
     FireLifeTime = 1.0f;
 }
Esempio n. 5
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 public Bullet(DrawableGameObject Obj, float Damage, Game1 game, World world, float LifeTime)
 {
     this.Obj = Obj;
     this.Damage = Damage;
     this.game = game;
     this.world = world;
     this.WasFired = Game1.runTime;
     this.LifeTime = LifeTime;
 }
Esempio n. 6
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        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main(string[] args)
        {
            //Encryption.ToggleConfigEncryption("Athyl.exe");
            using (Game1 game = new Game1())
            {
                //Encryption.ToggleConfigEncryption("Athyl.exe");
                game.Run();

            }
        }
Esempio n. 7
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        public Map(World world, Game1 game)
        {
            this.world = world;
            this.game = game;

            currentLevel = 1;  //Vilken nivå? Ändra mellan 1-3 för att byta utseende på banan.

            rand = new Random();

            progress = 1;

            InializeMap();
        }
Esempio n. 8
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        public Skilltree(Player playerInfo, Game1 game)
        {
            activeSkills = new ActiveSkills();

            this.fireRate = 0;
            this.projectileSpeed = 0.039f;
            this.damage = 0;
            this.playerInfo = playerInfo;
            this.playerLevel = playerInfo.playerLevel;

            this.maxHp = 100;               //Set Hp and Athyl on player
            this.maxAthyl = 500;
            //this.playerMaxAthyl = this.maxAthyl;
            //this.playerMaxHP = this.maxHp;

            firebreathPoint = AtkSpdPoint = AtkDmgPoint = DodgePoint = 0;           //Close talentpoints
            FireBurstPoint = FastShotPoint = AthylPoint = PassthroughPoint = 0;     //Mid talentpoints
            ShieldPoint = KevlarPoint = AimPoint = ShieldCDPoint = 0;                   //Long talentpoints

            DodgePoint = PassthroughPoint = KevlarPoint = AimPoint = ShieldCDPoint = 5;             //Skills that are still under construction!

            //Set default values for melee
            meleeFireRate = 0.3f;
            meleeMoveSpd = 1.4f;
            meleeDmg = 75;
            meleeJmpHeight = new Vector2(0, -28.0f);
            meleeEthanolConsumption = 0;
            meleePlayerDmg = 0.5f;
            meleeMaxAthyl = maxAthyl;

            //Set default values for melee
            midFireRate = 0.13f;
            midMoveSpd = 1.4f;
            midDmg = 50;
            midJmpHeight = new Vector2(0, -26.6f);
            midEthanolConsumption = 2;
            midPlayerDmg = 0.75f;
            midMaxAthyl = maxAthyl;

            //Set default values for melee
            longFireRate = 0.7f;
            longMoveSpd = 0.8f;
            longDmg = 200;
            longJmpHeight = new Vector2(0, -23.1f);
            longEthanolConsumption = 10;
            longPlayerDmg = 1.0f;
            longMaxAthyl = maxAthyl;
        }
Esempio n. 9
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        public ActiveSkills(World world, Game1 game, Player player, Player.Direction direction)
        {
            this.shieldTexture = game.Content.Load<Texture2D>("Projectiles/Shield");
            this.direction = direction;
            this.player = player;
            this.world = world;
            this.shieldHP = (int)((player.skillTree.playerInfo.playerHP / 10) * player.skillTree.ShieldPoint);
            this.shieldDuration += 2 * player.skillTree.ShieldPoint;
            this.shieldCooldown -= 4 * player.skillTree.ShieldCDPoint;

            shieldGfx = new DrawableGameObject(world, shieldTexture, new Vector2(shieldTexture.Width, shieldTexture.Height), 90, "shield");

            if (direction == Player.Direction.Right)
            {
                shieldGfx.Position = new Vector2(player.torso.Position.X + shieldGfx.texture.Width * 1.5f, player.torso.Position.Y);
            }
            else
            {
                shieldGfx.Position = new Vector2(player.torso.Position.X - shieldGfx.texture.Width * 1.5f, player.torso.Position.Y);
            }

            shieldGfx.body.FixedRotation = true;
            shieldGfx.body.BodyType = BodyType.Dynamic;
        }
Esempio n. 10
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 public Sounds(Game1 game)
 {
     this.game = game;
 }