/// <summary> /// Creates the effect for when the player fires a bullet. /// </summary> /// <param name="position">Where on the screen to create the effect.</param> public void CreatePlayerFireSmoke(Player player) { for (int i = 0; i < 8; ++i) { Particle p = CreateParticle(); p.TextureName = "smoke"; p.Texture = textureDictionary[p.TextureName]; p.Color = Color.White; p.Position.X = player.Position.X + player.Width / 2; p.Position.Y = player.Position.Y; p.Alpha = 1.0f; p.AlphaRate = -1.0f; p.Life = 1.0f; p.Rotation = 0.0f; p.RotationRate = -2.0f + 4.0f * (float)random.NextDouble(); p.Scale = 0.25f; p.ScaleRate = 0.25f; p.Velocity.X = -4 + 8.0f * (float)random.NextDouble(); p.Velocity.Y = -16.0f + -32.0f * (float)random.NextDouble(); } }
/// <summary> /// Creates the mud/dust effect when the player moves. /// </summary> /// <param name="position">Where on the screen to create the effect.</param> public void CreatePlayerDust(Player player) { for (int i = 0; i < 2; ++i) { Particle p = CreateParticle(); p.TextureName = "smoke"; p.Texture = textureDictionary[p.TextureName]; p.Color = new Color(125, 108, 43); p.Position.X = player.Position.X + player.Width * (float)random.NextDouble(); p.Position.Y = player.Position.Y + player.Height - 3.0f * (float)random.NextDouble(); p.Alpha = 1.0f; p.AlphaRate = -2.0f; p.Life = 0.5f; p.Rotation = 0.0f; p.RotationRate = -2.0f + 4.0f * (float)random.NextDouble(); p.Scale = 0.25f; p.ScaleRate = 0.5f; p.Velocity.X = -4 + 8.0f * (float)random.NextDouble(); p.Velocity.Y = -8 + 4.0f * (float)random.NextDouble(); } }
public void ReadXml(XmlReader reader) { // Read the wrapper element reader.Read(); // deserialize basic gameplay elements DeserializeGameplayMembers(reader); XmlSerializer bonusSerializer = new XmlSerializer(typeof(Bonus)); bonus = bonusSerializer.Deserialize(reader) as Bonus; // Deserialize the player XmlSerializer playerSerializer = new XmlSerializer(typeof(Player)); player = playerSerializer.Deserialize(reader) as Player; // Deserialize the aliens XmlSerializer enemySerializer = new XmlSerializer(typeof(Enemy)); int enemyCount = int.Parse(reader.GetAttribute("Count")); // Read past the opening element for the alien list reader.Read(); for (int i = 0; i < enemyCount; i++) { enemies.Add(enemySerializer.Deserialize(reader) as Enemy); } // Advance past the closing element if it exists if (enemyCount > 0) { reader.Read(); } reader.Read(); }
public GameplayHelper(ContentManager contentManager, SpriteBatch spriteBatch, GraphicsDevice graphicsDevice) { random = new Random(); worldBounds = new Rectangle(0, 0, (int)screenWidth, (int)screenHeight); gameOver = true; player = new Player(); enemies = new List<Enemy>(); bonus = new Bonus(); InitializeAssets(contentManager, spriteBatch, graphicsDevice); }
public GameplayHelper() { random = new Random(); worldBounds = new Rectangle(0, 0, (int)screenWidth, (int)screenHeight); gameOver = true; player = new Player(); enemies = new List<Enemy>(); bonus = new Bonus(); }