Esempio n. 1
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
            player = new Player(this);
            bullet = new Bullet(this);
            weapon = new Weapons(this);
            Enemy_List = new List<Enemy>();
            enemy = new Enemy(this);
            player.Initialize();
            bullet.Initialize();
            enemy.Initialize();
        }
Esempio n. 2
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 //  Ne fonctionne pas correctement
 public void Detect(Enemy enemy)
 {
     Vector2 distance;
     distance.X = game.player.Hitbox.X - enemy.enemy_rec.X;
     distance.Y = game.player.Hitbox.Y - enemy.enemy_rec.Y;
     if (Math.Abs(distance.X) < 50 || Math.Abs(distance.Y) > 50)
     {
         is_aware = true;
         float rotationangle = (float)Math.Atan2(distance.X, distance.Y);
         enemy.velocity = new Vector2((float)Math.Cos(rotationangle), (float)Math.Sin(rotationangle)) * 1f;
     }
     enemy.position += enemy.velocity;
     enemy.enemy_rec.X = (int)enemy.position.X;
     enemy.enemy_rec.Y = (int)enemy.position.Y;
 }
Esempio n. 3
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 //METHODS
 public void SpawnEnemies(int enemy_number)
 {
     Enemy new_enemy;
     Random random_pos = new Random();
     int rand_x, rand_y;
     while (enemy_number > 0)
     {
         new_enemy = new Enemy(game);
         rand_x = random_pos.Next(0, game.screenwidth-enemy_rec.X);
         rand_y = random_pos.Next(0, game.screenheight-enemy_rec.Y);
         new_enemy.position = new Vector2(rand_x, rand_y);
         new_enemy.enemy_rec = new Rectangle(rand_x, rand_y, 32, 32);
         new_enemy.is_alive = true;
         game.Enemy_List.Add(new_enemy);
         enemy_number--;
     }
 }
Esempio n. 4
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 // Ne fonctionne pas correctement
 public void Track(Enemy enemy)
 {
     if (enemy.is_aware)
     {
         Vector2 distance;
         distance.X = game.player.Hitbox.X - enemy.enemy_rec.X;
         distance.Y = game.player.Hitbox.Y - enemy.enemy_rec.Y;
         float rotationangle = (float)Math.Atan2(distance.X, distance.Y);
         enemy.velocity = new Vector2((float)Math.Cos(rotationangle), (float)Math.Sin(rotationangle)) * 1f;
         enemy.position += enemy.velocity;
     }
 }
Esempio n. 5
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 /// <summary>
 /// Allows the game to perform any initialization it needs to before starting to run.
 /// This is where it can query for any required services and load any non-graphic
 /// related content.  Calling base.Initialize will enumerate through any components
 /// and initialize them as well.
 /// </summary>
 protected override void Initialize()
 {
     // TODO: Add your initialization logic here
     base.Initialize();
     player = new Player(this);
     bullet = new Bullet(this);
     weapon = new Weapons(this);
     particle = new Particle(this);
     Enemy_List = new List<Enemy>();
     Particle_list = new List<Particle>();
     enemy = new Enemy(this);
     player.Initialize();
     bullet.Initialize();
     enemy.Initialize();
     camera = new Camera(GraphicsDevice.Viewport, this);
     map1 = new Map();
     map1.Generate(map1.Create_Map(0), 32);
 }