Esempio n. 1
0
        public FreezeShot(Rectangle position, ContentManager contentRef, float angle, Ammo ammo)
            : base(position, contentRef)
        {
            imageDictionary = new Dictionary<State, Texture2D>();

            imageDictionary.Add(State.charge, contentRef.Load<Texture2D>("IceChunk"));
            imageDictionary.Add(State.fire, contentRef.Load<Texture2D>("Shot"));
            imageDictionary.Add(State.explosion, contentRef.Load<Texture2D>("PowerUps"));

            pos = new Vector2(position.X, position.Y);

            velocity.X = (float)(Math.Cos(angle) * SPEED);
            velocity.Y = (float)(Math.Sin(angle) * SPEED);

            Console.WriteLine(angle);
            color = ammo.Color;
            counter = 0;
            currentState = State.charge;
            texture = imageDictionary[currentState];
            active = true;

            fireTexture = contentRef.Load<Texture2D>("vortex");

            frostEmitter = new FrostEmitter(fireTexture, position, .1f);
        }
Esempio n. 2
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        protected void addAmmo()
        {
            if (guage.Stockpile.Count <= 9)
            {

                Rectangle startingPosition = new Rectangle((int)(guage.getMidPoint().X - guage.Position.Width / 4), (int)guage.Position.Y, (int)guage.Position.Width / 2, (int)guage.Position.Width / 2);
                Color color;
                Random rand = new Random();

                if (rand.Next(5) == 0)
                {
                    color = Color.Azure;
                }
                else if (rand.Next(5) == 1)
                {
                    color = Color.Green;
                }
                else if (rand.Next(5) == 2)
                {
                    color = Color.Red;
                }
                else if (rand.Next(5) == 3)
                {
                    color = Color.Lavender;
                }
                else
                    color = Color.LightCoral;

                Ammo tmp = new Ammo(startingPosition, this.Content, color);
                guage.Stockpile.Enqueue(tmp);
                childComponent.Add(tmp);
            }
        }
Esempio n. 3
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 public void addAmmo(Meteor meteor)
 {
     if (stockpile.Count < 11)
     {
         Rectangle startingPosition = new Rectangle((int)(this.getMidPoint().X - this.Position.Width / 4), (int)(this.getMidPoint().Y - this.Position.Height / 4), (int)this.Position.Width / 4, (int)this.Position.Width / 4);
         Ammo tmp = new Ammo(startingPosition, contentRef, meteor.Color);
         stockpile.Enqueue(tmp);
     }
 }
Esempio n. 4
0
        public FreezeShot(Rectangle position, ContentManager contentRef, float angle, Ammo ammo)
            : base(position, contentRef)
        {
            imageDictionary = new Dictionary <State, Texture2D>();

            imageDictionary.Add(State.charge, contentRef.Load <Texture2D>("IceChunk"));
            imageDictionary.Add(State.fire, contentRef.Load <Texture2D>("Shot"));
            imageDictionary.Add(State.explosion, contentRef.Load <Texture2D>("PowerUps"));

            pos = new Vector2(position.X, position.Y);

            velocity.X = (float)(Math.Cos(angle) * SPEED);
            velocity.Y = (float)(Math.Sin(angle) * SPEED);

            Console.WriteLine(angle);
            color        = ammo.Color;
            counter      = 0;
            currentState = State.charge;
            texture      = imageDictionary[currentState];
            active       = true;

            fireTexture = contentRef.Load <Texture2D>("vortex");

            frostEmitter = new FrostEmitter(fireTexture, position, .1f);
        }