Esempio n. 1
0
        private void enemyFire(DestructibleObject enemy)
        {
            enemy.Fire();
            Vector2 bulletSpeed = new Vector2(0, 0);

            Bullets.Enqueue(new BulletObject(otherBulletTexture, otherBulletTexture, new Vector2(enemy.Position.X, enemy.Position.Y + 80), bulletSpeed, -bulletVelocity, r));
        }
Esempio n. 2
0
        private void UpdateDestructibles()
        {
            //destructibleObjects.UpdateAll(gameSpeed);

            int destSize = Destructibles.Count;

            for (int i = 0; i < destSize; i++)
            {
                DestructibleObject curDest = Destructibles.Dequeue();

                curDest.Update(gameSpeed);

                if (curDest.canFire())
                {
                    enemyFire(curDest);
                }

                bool myShipIsHit = curDest.Intersects(Ship.Bounds); // Should this be here??
                if (myShipIsHit)
                {
                    Ship.Health -= 10; // Customize depending on stuff? (type of ship?)
                    if (Ship.Health <= 0)
                    {
                        gameOver = true;
                    }
                }

                bool onScreen = !(curDest.Position.Y > MaxY) && !myShipIsHit;
                if (onScreen) // If the Enemy is not past the bottom of the screen
                {
                    Destructibles.Enqueue(curDest);
                }
            }
        }
Esempio n. 3
0
        private void createRandomEnemies()
        {
            // Create Enemies [RANDOMLY]
            int chanceToSpawn = r.Next(25);                                                // Inverse chance to spawn (ie. 25 is 1/25 chance, 100, is 1/100 chance)

            if (chanceToSpawn == 0 && Destructibles.Count < 20)                            // Limit destructibles to 20
            {
                int                health     = 50;                                        // Initial Health of Enemy
                int                fireDamage = r.Next(50);                                // Firing Damage of Enemy
                int                fireSpeed  = r.Next(50);                                // Firing Speed of Enemy
                Vector2            moveSpeed  = new Vector2(0, (r.Next(0) + 5));           // Movement Speed of Enemy
                int                xPos       = r.Next(graphics.PreferredBackBufferWidth); // Initial X Position of the enemy at the top of the screen
                Vector2            position   = new Vector2(xPos, 0);
                DestructibleObject enemy      = new DestructibleObject(position, health, fireDamage, fireSpeed, moveSpeed);

                enemy.Initialize(new EnemyParticleEngine(enemyEmitTextures, new Vector2(xPos, 0)));

                //destructibleObjects.Add(enemy);
                Destructibles.Enqueue(enemy); // Put it in the queue
            }
        } // Randomly generate enemies at the top of the screen TEMPORARY SOLUTION
Esempio n. 4
0
        /*
         * public delegate somethingSomethingSomething??
         *
         * public void PrototypicalRedundanyReducer(theDelegate method, queueToProces objects)
         * {
         *  int size = objects.Count;
         *  for (int i = 0; i < size; i++)
         *  {
         *      theDelegate(objects);
         *  }
         * }
         *
         * public methodForDelegateStuff1(queueToProcess????)
         * {
         *
         * }
         *
         * public methodForDelegateStuff2(queueToProcess????)
         * {
         *
         * }
         */

        private bool TryHit(BulletObject curBullet)
        {
            bullet1.Center = (new Vector3(curBullet.Position, 0f));

            if (bullet1.Intersects(Ship.Bounds))
            {
                Ship.Health -= 10; // DO STUFF
                return(true);
            }
            else
            {
                int destSize = Destructibles.Count;
                // Go through destructables, check if each one is hit
                for (int i = 0; i < destSize; i++)
                {
                    DestructibleObject curDest = Destructibles.Dequeue();
                    if (curDest.Intersects(bullet1))
                    {
                        // Maybe spawn some debris here, because somethings been hit?
                        curDest.Damage(curBullet);
                        if (!curDest.IsDead())
                        {
                            Destructibles.Enqueue(curDest);
                        }
                        else
                        {
                            score += 100;
                            // something's been killed, do stuff!
                            trySpawnRewards(curDest.Position);
                        }
                        return(true);
                    }
                    else
                    {
                        Destructibles.Enqueue(curDest);
                    }
                }
            }
            return(false);
        }
Esempio n. 5
0
 private void enemyFire(DestructibleObject enemy)
 {
     enemy.Fire();
     Vector2 bulletSpeed = new Vector2(0, 0);
     Bullets.Enqueue(new BulletObject(otherBulletTexture, otherBulletTexture, new Vector2(enemy.Position.X, enemy.Position.Y + 80), bulletSpeed, -bulletVelocity, r));
 }
Esempio n. 6
0
        private void createRandomEnemies()
        {
            // Create Enemies [RANDOMLY]
            int chanceToSpawn = r.Next(25); // Inverse chance to spawn (ie. 25 is 1/25 chance, 100, is 1/100 chance)
            if (chanceToSpawn == 0 && Destructibles.Count < 20) // Limit destructibles to 20
            {
                int health = 50; // Initial Health of Enemy
                int fireDamage = r.Next(50); // Firing Damage of Enemy
                int fireSpeed = r.Next(50); // Firing Speed of Enemy
                Vector2 moveSpeed = new Vector2(0, (r.Next(0) + 5)); // Movement Speed of Enemy
                int xPos = r.Next(graphics.PreferredBackBufferWidth); // Initial X Position of the enemy at the top of the screen
                Vector2 position = new Vector2(xPos, 0);
                DestructibleObject enemy = new DestructibleObject(position, health, fireDamage, fireSpeed, moveSpeed);

                enemy.Initialize(new EnemyParticleEngine(enemyEmitTextures, new Vector2(xPos, 0)));

                //destructibleObjects.Add(enemy);
                Destructibles.Enqueue(enemy); // Put it in the queue
            }
        }
Esempio n. 7
0
        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin();

            //myBackground.Draw(spriteBatch);
            proceduralStarBackground.Draw(spriteBatch);
            spriteBatch.End();

            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

            if (!gameOver)
            {
                Ship.Draw(spriteBatch);

                // Go through bullets, drawing each one
                int size = Bullets.Count;
                for (int i = 0; i < size; i++)
                {
                    BulletObject curBullet = Bullets.Dequeue();

                    if (!TryHit(curBullet))
                    {
                        curBullet.Draw(spriteBatch);
                        Bullets.Enqueue(curBullet);
                    }
                    else
                    {
                        if (Ship.Health <= 0)
                        {
                            gameOver = true;
                        }
                    }
                }


                //destructibleObjects.DrawAll(spriteBatch);

                // Go through destructables, drawing each one
                int destSize = Destructibles.Count;
                for (int i = 0; i < destSize; i++)
                {
                    DestructibleObject curDest = Destructibles.Dequeue();
                    curDest.Draw(spriteBatch, enemy1);
                    Destructibles.Enqueue(curDest);
                }

                // Go through boons, drawing each one
                int boonSize = Boons.Count;
                for (int i = 0; i < boonSize; i++)
                {
                    BoonObject curBoon = Boons.Dequeue();
                    curBoon.Draw(spriteBatch, boonTextures);
                    Boons.Enqueue(curBoon);
                }

                DrawGUI();
            }
            else
            {
                DrawText(new Vector2(MaxX / 2 - 50, MaxY / 2 - 10), "GAME OVER");
                DrawText(new Vector2(MaxX / 2 - 85 - score.ToString().Length, MaxY / 2 + 10), "Final Score: " + score);
            }

            // FPS COUNTER -- DEBUG/OPTIMIZATION PURPOSES
            numOfFrames++;
            spriteBatch.DrawString(font, "FPS: " + FPS.ToString(), new Vector2(0, 40), Color.White);

            spriteBatch.End();

            base.Draw(gameTime);
        }