public void Handle_and_CheckWeaponCollision(TitleObject gameObject) { if (gameObject.isAlive) { foreach (KeyValuePair <int, WeaponObject[]> entry in mainPlayer.weaponDict) { foreach (WeaponObject w in entry.Value) { if (w.isAlive && w.isSolid) { if (gameObject.CheckCollision(w.position, w.texture.Width, w.texture.Height)) { w.isAlive = false; gameObject.HP--; if (gameObject.HP == 0) { // Game.Components.Remove(gameObject); // gameObject.Dispose(); } } } } } } }
public Level2Screen(Game game, SpriteBatch sB) : base(game, sB) { isActive = true; isCompleted = false; timeCounter = 0; mainPlayer = GameFlowManager.player1; int maxHP = 20; canyouseemeTitle = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/canyouseemeV1")); canyouseemeTitle.position = new Vector2(400, 100); canyouseemeTitle.initialHP = maxHP; canyouseemeTitle.HP = maxHP; IPreadytolearnTitle = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/IPreadytolearn")); IPreadytolearnTitle.position = new Vector2(600, 300); IPreadytolearnTitle.initialHP = maxHP; IPreadytolearnTitle.HP = maxHP; lvl2warning1 = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/lv2warning1")); lvl2warning1.position = new Vector2(100 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2); lvl2warning1.initialHP = maxHP; lvl2warning1.HP = maxHP; keepafloat = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/keepafloat")); keepafloat.position = new Vector2(300 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2); keepafloat.initialHP = maxHP; keepafloat.HP = maxHP; letsstartthelearning = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/letsstartthelearning")); letsstartthelearning.position = new Vector2(200 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2); letsstartthelearning.initialHP = maxHP; letsstartthelearning.HP = maxHP; forscience = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/forscience")); forscience.position = new Vector2(200 + lvl2warning1.texture.Width / 2, 200 + lvl2warning1.texture.Height / 2); forscience.initialHP = maxHP; forscience.HP = maxHP; apertureascii = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/apertureasciiV3")); apertureascii.position = new Vector2(10 + apertureascii.texture.Width / 2, 50 + lvl2warning1.texture.Height / 2); spriteFont1 = Game.Content.Load <SpriteFont>("Fonts/SF1"); totalAngularVelocity = 0; PE1 = new ParticleEngine(sB, Game.Content.Load <Texture2D>("Sprites/goatV1"), 2); }
public Level1Screen(Game game, SpriteBatch sB) : base(game, sB) { spriteFont1 = Game.Content.Load <SpriteFont>("Fonts/SF1"); isActive = true; isCompleted = false; isintroComplete = false; istutorialComplete = false; ismovingComplete = false; isPlayerLaunched = false; screenRectangle = new Rectangle(0, 0, Game1.screenWidth, Game1.screenHeight); // set up level content iTitle = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/InfinitelyV2")); iTitle.targetPosition = new Vector2(650, 150); iTitle.position = -10f * iTitle.targetPosition; iiTitle = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/ImprobableV2")); iiTitle.position = GenerateRandomPositionOutside(); iiTitle.rotation = 0f; iiTitle.targetPosition = new Vector2(450, 350); iiTitle.targetRotation = 20f * (float)Math.PI; iiiTitle = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/IncertitudeV1")); iiiTitle.targetPosition = new Vector2(600, 500); iiiTitle.position = -iiiTitle.targetPosition; iiiTitle.initialShake = 1f; Game.Components.Add(iTitle); Game.Components.Add(iiTitle); Game.Components.Add(iiiTitle); mainPlayer = GameFlowManager.player1; mainPlayer.isControllable = false; mainPlayer.isMoveable = false; mainPlayer.activeTextureID = 1; timeCount = 0; wall_smack = Game.Content.Load <SoundEffect>("SoundEffects/smack-1"); toilet_flush = Game.Content.Load <SoundEffect>("SoundEffects/toilet-flush-2"); SoundEffect.MasterVolume = 0.08f; toilet_flush.Play(); toj = Game.Content.Load <Texture2D>("Sprites/TOJstamp"); }
public Level1Screen(Game game, SpriteBatch sB) : base(game, sB) { spriteFont1 = Game.Content.Load<SpriteFont>("Fonts/SF1"); isActive = true; isCompleted = false; isintroComplete = false; istutorialComplete = false; ismovingComplete = false; isPlayerLaunched = false; screenRectangle = new Rectangle(0, 0, Game1.screenWidth,Game1.screenHeight); // set up level content iTitle = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/InfinitelyV2")); iTitle.targetPosition = new Vector2(650, 150); iTitle.position = -10f*iTitle.targetPosition; iiTitle = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/ImprobableV2")); iiTitle.position = GenerateRandomPositionOutside(); iiTitle.rotation = 0f; iiTitle.targetPosition = new Vector2(450, 350); iiTitle.targetRotation = 20f * (float)Math.PI; iiiTitle = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/IncertitudeV1")); iiiTitle.targetPosition = new Vector2(600, 500); iiiTitle.position = -iiiTitle.targetPosition; iiiTitle.initialShake = 1f; Game.Components.Add(iTitle); Game.Components.Add(iiTitle); Game.Components.Add(iiiTitle); mainPlayer = GameFlowManager.player1; mainPlayer.isControllable = false; mainPlayer.isMoveable = false; mainPlayer.activeTextureID = 1; timeCount = 0; wall_smack = Game.Content.Load<SoundEffect>("SoundEffects/smack-1"); toilet_flush = Game.Content.Load<SoundEffect>("SoundEffects/toilet-flush-2"); SoundEffect.MasterVolume = 0.08f; toilet_flush.Play(); toj = Game.Content.Load<Texture2D>("Sprites/TOJstamp"); }
public Level2Screen(Game game, SpriteBatch sB) : base(game, sB) { isActive = true; isCompleted = false; timeCounter = 0; mainPlayer = GameFlowManager.player1; int maxHP = 20; canyouseemeTitle = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/canyouseemeV1")); canyouseemeTitle.position = new Vector2(400, 100); canyouseemeTitle.initialHP = maxHP; canyouseemeTitle.HP = maxHP; IPreadytolearnTitle = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/IPreadytolearn")); IPreadytolearnTitle.position = new Vector2(600, 300); IPreadytolearnTitle.initialHP = maxHP; IPreadytolearnTitle.HP = maxHP; lvl2warning1 = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/lv2warning1")); lvl2warning1.position = new Vector2(100 + lvl2warning1.texture.Width/2, 100 + lvl2warning1.texture.Height/2); lvl2warning1.initialHP = maxHP; lvl2warning1.HP = maxHP; keepafloat = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/keepafloat")); keepafloat.position = new Vector2(300 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2); keepafloat.initialHP = maxHP; keepafloat.HP = maxHP; letsstartthelearning = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/letsstartthelearning")); letsstartthelearning.position = new Vector2(200 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2); letsstartthelearning.initialHP = maxHP; letsstartthelearning.HP = maxHP; forscience = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/forscience")); forscience.position = new Vector2(200 + lvl2warning1.texture.Width / 2, 200 + lvl2warning1.texture.Height / 2); forscience.initialHP = maxHP; forscience.HP = maxHP; apertureascii = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/apertureasciiV3")); apertureascii.position = new Vector2(10+ apertureascii.texture.Width / 2, 50 + lvl2warning1.texture.Height / 2); spriteFont1 = Game.Content.Load<SpriteFont>("Fonts/SF1"); totalAngularVelocity = 0; PE1 = new ParticleEngine(sB, Game.Content.Load<Texture2D>("Sprites/goatV1"),2); }
public void Handle_and_CheckWeaponCollision(TitleObject gameObject) { if (gameObject.isAlive) { foreach (KeyValuePair<int, WeaponObject[]> entry in mainPlayer.weaponDict) { foreach (WeaponObject w in entry.Value) { if (w.isAlive && w.isSolid) { if (gameObject.CheckCollision(w.position, w.texture.Width, w.texture.Height)) { w.isAlive = false; gameObject.HP--; if (gameObject.HP == 0) { // Game.Components.Remove(gameObject); // gameObject.Dispose(); } } } } } } }