public ShooterState(Game1 Game, String name) : base(Game, name) { this.Game = Game; Class = "play"; //Load texture spriteSheet = new Sprite(Game.Content.Load <Texture2D>("Vertical-Sprites/ShooterSheet")); //Player player = new PlayerVerticalShooter(Game, spriteSheet); // Create new log file LevelLogger.InitializeNewLogfile(); // Unsure about if this is to be used, seems like a nice idea though! // Jakob levels.Add(new MapCreatorLevel(Game, spriteSheet, player, "LonelyAsteroidEncounter", "LonelyAsteroidLevel", MissionType.none)); //////////// USED LEVELS ////////////// var levelDict = ShooterState.GetMissionPathDict(); // Subinteractive levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["sub1"])); //Pirate Levels levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp3"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp4"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp5"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap3"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap4"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap5"])); levels.Add(new HangarLevel(Game, spriteSheet, player, levelDict["hangar1"])); levels.Add(new HangarLevel(Game, spriteSheet, player, levelDict["hangar2"])); levels.Add(new HangarLevel(Game, spriteSheet, player, levelDict["hangar3"])); // Side mission levels levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_flightTraining_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_flightTraining_2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_flightTraining_3"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_3"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_4"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_5"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_deathByMeteor"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_astroScan"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_astroDodger"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_theRebelOutpost_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_theRebelOutpost_2"])); // Main mission levels levels.Add(new RebelsInTheMeteors(Game, spriteSheet, player, levelDict["1_1"])); levels.Add(new SecondMissionLevel(Game, spriteSheet, player, levelDict["2_1"])); levels.Add(new SecondMissionLevel(Game, spriteSheet, player, levelDict["2_2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["3_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["3_2"])); levels.Add(new Infiltration1Level(Game, spriteSheet, player, levelDict["4_1"])); levels.Add(new Infiltration2Level(Game, spriteSheet, player, levelDict["4_2"])); levels.Add(new Retaliation1Level(Game, spriteSheet, player, levelDict["5_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["5_2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["6_1"])); levels.Add(new InTheNameOfScienceLevel2(Game, spriteSheet, player, levelDict["6_2"])); levels.Add(new Information1Level(Game, spriteSheet, player, levelDict["7_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8o_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8o_2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8r_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8r_2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8a_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8a_2"])); }
public AllianceDrone(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { Setup(); }
public HangarLevel(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player1, String identifier, String filePath, MissionType missionType) : base(Game, spriteSheet, player1, identifier, filePath, missionType) { }
protected Swarm(Game1 Game, PlayerVerticalShooter player, Sprite spriteSheet, Level level, PointLevelEvent singleEvent, float startTime, float duration) : base(Game, player, spriteSheet, level, singleEvent, startTime, duration) { this.singleEvent = singleEvent; }
public Meteorite15(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { ObjectName = "Meteroite15"; }
public Turret(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { Setup(); }
public RebelHomingMissile(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { Setup(); }
private static void CollidePlayerEnemy(PlayerVerticalShooter player, EnemyShip enemy) { player.InflictDamage(enemy); enemy.InflictDamage(player); }
private static void CollidePlayerBullet(PlayerVerticalShooter player, EnemyBullet bullet) { player.InflictDamage(bullet); bullet.InflictDamage(player); }
public RebelSmallAttackShip(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player, Movement movement) : base(Game, spriteSheet, player) { Setup(); this.movement = movement; }
public override void Use(PlayerVerticalShooter player, GameTime gameTime) { base.Use(player, gameTime); }
public RebelSmallAttackShip(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { Setup(); }
protected AlliedShip(Game1 Game, Sprite SpriteSheet, PlayerVerticalShooter player) : base(Game, SpriteSheet, player) { }
public override Boolean Activate(PlayerVerticalShooter player, GameTime gameTime) { beamModule.Activate(player.Position, gameTime); return(true); }
public RebelMosquito(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { Setup(); }
public override Boolean Activate(PlayerVerticalShooter player, GameTime gameTime) { beamModule1.Activate(new Vector2(player.PositionX - 4, player.PositionY), gameTime); beamModule2.Activate(new Vector2(player.PositionX + 4, player.PositionY), gameTime); return(true); }
public SingleHorizontalEnemy(Game1 Game, PlayerVerticalShooter player, Sprite spriteSheet, Level level, EnemyType identifier, int direction, float yPos) : base(Game, player, spriteSheet, level, identifier) { Setup(direction, yPos); }
public RebelsInTheMeteors(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player1, String identifier, String filePath, MissionType missionType) : base(Game, spriteSheet, player1, identifier, filePath, missionType) { }
public AllianceBigFighterMkI(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { this.player = player; fraction = Fraction.alliance; }
public RebelsInTheMeteors(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player1, LevelEntry levelEntry) : base(Game, spriteSheet, player1, levelEntry) { }
//Test-constructor meant for Swarm-superclass protected Swarm(Game1 Game, PlayerVerticalShooter player, Sprite spriteSheet, Level level, EnemyType identifier, float startTime, float duration) : base(Game, player, spriteSheet, level, identifier, startTime, duration) { }
public AllianceSmallLaserShip(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { Setup(); }
public Supplies(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { }
public RebelMediumSizedEnemy(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { Setup(); }
public EnemyHomingMissileBullet(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet) { this.player = player; }
public DanneEnemy(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { Setup(); }
public HangarLevel(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player1, LevelEntry levelEntry) : base(Game, spriteSheet, player1, levelEntry) { }
protected VerticalShooterShip(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet) { this.player = player; movement = Movement.Line; }
public ResourceMeteoriteTitaniumBig(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { }
public RebelMissileAttack(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { ObjectName = "RebelMissileAttack"; }