Esempio n. 1
0
 public BigMouth(Level level, Vector2 startPosition, int highestPosY)
 {
     intializeData(level);
     this.position = startPosition;
     //this.highestPosY = highestPosY;
     this.FloatingPosY = highestPosY;
 }
Esempio n. 2
0
 public Vestigial(Level level, string assetName, Vector2 position, Vector2 speed)
 {
     this.level = level;
     texture = level.Content.Load<Texture2D>(assetName);
     this.position = position;
     this.speed = speed;
 }
Esempio n. 3
0
 public ArtFont(Level level, string assetName, Vector2 position, Vector2 speed,
     bool isScaleEnabled, bool isDisposable)
     : this(level, assetName, position, speed)
 {
     this.isScaleEnabled = isScaleEnabled;
     this.isDisposable = isDisposable;
     if (isScaleEnabled)
         scale = .1f;
 }
 public SkelectonAmmo(Level level, string assetName, Vector2 position, Vector2 speed)
 {
     this.level = level;
     this.position = position;
     this.speed = speed;
     texture = level.Content.Load<Texture2D>(assetName);
     origin = new Vector2(texture.Width / 2.0f, texture.Height / 2.0f);
     score = 10;
 }
Esempio n. 5
0
        public Player(Level manage, Vector2 position)
        {
            level = manage;

            initeData(manage);
            this.position = position;

            accelerometer = new Accelerometer();

            accelerometer.ReadingChanged +=
             new EventHandler<AccelerometerReadingEventArgs>(
            AccelerometerDataChanged);

            accelerometer.Start();
        }
Esempio n. 6
0
 public Octopuscs(Level level, Vector2 position, Vector2 speed)
 {
     this.level = level;
     this.position = position;
     this.speed = new Vector2(Math.Abs(speed.X), Math.Abs(speed.Y));
     direction = new Vector2(speed.X / this.speed.X, speed.Y / this.speed.Y);
     textures = new Texture2D[1];
     textures[0] = level.Content.Load<Texture2D>(@"Enemies\Octopus 1");
     frameSizes = new Point[1];
     frameSizes[0] = new Point(150, 150);
     currentFrame = new Point(0, 0);
     sheetSizes = new Point[1];
     sheetSizes[0] = new Point(2, 1);
     frameDurationMilliseconds = new int[1];
     frameDurationMilliseconds[0] = 200;
     scale = 1f;
     collisionSound = null;
     score = 10;
 }
Esempio n. 7
0
 public Devourer(Level level, Vector2 position, Vector2 speed)
 {
     this.level = level;
     this.position = position;
     this.speed = new Vector2(Math.Abs(speed.X), Math.Abs(speed.Y));
     direction = new Vector2(0, -1);
     textures = new Texture2D[2];
     textures[0] = level.Content.Load<Texture2D>(@"Enemies\Devourer 1");
     textures[1] = level.Content.Load<Texture2D>(@"Enemies\Devourer 2");
     frameSizes = new Point[2];
     frameSizes[0] = new Point(640, 630);
     frameSizes[1] = new Point(640, 630);
     currentFrame = new Point(0, 0);
     sheetSizes = new Point[2];
     sheetSizes[0] = new Point(1, 1);
     sheetSizes[1] = new Point(1, 1);
     frameDurationMilliseconds = new int[2];
     frameDurationMilliseconds[0] = frameDurationMilliseconds[1] = 200;
     scale = 1f;
     collisionSound = null;
     score = 100;
 }
Esempio n. 8
0
 public ArtFont(Level level, string assetName, Vector2 position, Vector2 speed)
 {
     this.level = level;
     name = assetName;
     switch (assetName)
     {
         case @"Art Font\Plus One":
         case @"Art Font\Turbo":
             textures = new Texture2D[1];
             textures[0] = level.Content.Load<Texture2D>(assetName);
             this.origin = new Vector2(textures[0].Width / 2.0f, textures[0].Height / 2.0f);
             break;
         case @"Art Font\fail":
             textures = new Texture2D[3];
             for (int i = 0; i < textures.Length; ++i)
                 textures[i] = level.Content.Load<Texture2D>(assetName + (i + 1).ToString());
             this.origin = new Vector2(textures[0].Width * .5f, textures[0].Height * .4f);
             break;
     }
     this.position = position;
     this.speed = speed;
 }
Esempio n. 9
0
        public PowerUp( Level spriteManager, Vector2 startPosition , PowerUpType powerUpType)
        {
            level = spriteManager;
            intializeData(spriteManager);
            this.isConsumed = false;
            this.position = startPosition;
            this.position.X += (Math.Abs(speed.X) / speed.X) * 70;
            this.powerUpType = powerUpType;

            switch (powerUpType)
            {
                case PowerUpType.Heart:
                    textureIndex = 0;
                    break;
                case PowerUpType.DogFood:
                    textureIndex = 2;
                    break;
                default:
                    textureIndex = 1;
                    break;
            }
        }
Esempio n. 10
0
        public BloodSquirter(Level level, Vector2 initPosition, Vector2 initSpeed, Vector2 initDirection,
            int residenceTime, Vector2 floatingSpeed, Vector2 vibrateSpeed)
        {
            this.level = level;
            position = initPosition;
            speed = initSpeed;
            direction = initDirection;

            residenceInterval = residenceTime;

            if (initDirection.X > 0)
                orientation = "right";
            else
                orientation = "left";

            this.floatingSpeed = floatingSpeed * initDirection;
            this.vibrateSpeed = vibrateSpeed;
            screenWidth = Level.PreferredBackBufferWidth;

            LoadContent(level);

            score = 20;//
        }
Esempio n. 11
0
 public Skelecton(Level level, Vector2 position, Vector2 speed)
 {
     this.level = level;
     this.position = position;
     this.speed = new Vector2(Math.Abs(speed.X), Math.Abs(speed.Y));
     direction = new Vector2(speed.X / this.speed.X, speed.Y / this.speed.Y);
     textures = new Texture2D[2];
     frameSizes = new Point[2];
     sheetSizes = new Point[2];
     frameDurationMilliseconds = new int[2];
     textures[0] = level.Content.Load<Texture2D>(@"Enemies\Skelecton 1");
     frameSizes[0] = new Point(150, 150);
     sheetSizes[0] = new Point(2, 1);
     frameDurationMilliseconds[0] = 200;
     textures[1] = level.Content.Load<Texture2D>(@"Enemies\Skelecton 2");
     frameSizes[1] = new Point(150, 150);
     sheetSizes[1] = new Point(3, 1);
     frameDurationMilliseconds[1] = 200;
     currentFrame = new Point(0, 0);
     scale = 1f;
     collisionSound = null;
     score = 20;
     defaultSpeedY = level.RandomNum.Next(2, 10);
 }
Esempio n. 12
0
        public void LoadContent(Level level)
        {
            frameDurationMilliseconds = new int[2];
            frameDurationMilliseconds[0] = 200;
            frameDurationMilliseconds[1] = 40;

            textures = new Texture2D[2];
            textures[0] = level.Content.Load<Texture2D>(@"BloodSquirter/floating");
            textures[1] = level.Content.Load<Texture2D>(@"BloodSquirter/attack");

            frameSizes = new Point[2];
            frameSizes[0] = new Point(125, 150);
            frameSizes[1] = new Point(125, 150);

            sheetSizes = new Point[2];
            sheetSizes[0] = new Point(1, 1);
            sheetSizes[1] = new Point(5, 1);
        }
Esempio n. 13
0
        private int surgingSpeedY = 16; // ���������ij��ٶ�

        #endregion Fields

        #region Constructors

        public BigMouth(Level level, Vector2 startPosition)
        {
            intializeData(level);
            this.position = startPosition;
        }
Esempio n. 14
0
        private void intializeData(Level level)
        {
            this.level = level;

            this.textures = new Texture2D[4];
            textures[0] = level.Content.Load<Texture2D>(@"Monster/BigMouth/Normal");
            textures[1] = level.Content.Load<Texture2D>(@"Monster/BigMouth/Charging");
            textures[2] = level.Content.Load<Texture2D>(@"Monster/BigMouth/Attacking");
            textures[3] = level.Content.Load<Texture2D>(@"Monster/BigMouth/Dying");

            this.textureIndex = 0;
            this.currentFrame = new Point(0, 0);

            this.frameSizes = new Point[4];
            frameSizes[0] = new Point(150, 150);
            frameSizes[1] = new Point(150, 150);
            frameSizes[2] = new Point(150, 150);
            frameSizes[3] = new Point(150, 150);

            this.sheetSizes = new Point[4];         // It seems with no use
            sheetSizes[0] = new Point(150, 150);
            sheetSizes[1] = new Point(300, 150);
            sheetSizes[2] = new Point(150, 150);
            sheetSizes[3] = new Point(150, 150);

            this.frameDurationMilliseconds = new int[4];
            frameDurationMilliseconds[0] = 400;
            frameDurationMilliseconds[1] = 400;
            frameDurationMilliseconds[2] = 400;
            frameDurationMilliseconds[3] = 400;

            this.speed.Y = surgingSpeedY;
            this.speed.X = (rnd.NextDouble() < 0.5) ? 3 : (-3);     // random direction of x coordinate axis

            scale = 1f;
            collisionSound = null;

            score = 20;
        }
Esempio n. 15
0
        private void initeData(Level manage)
        {
            millisecondsPerFrame = new int[10];
            millisecondsPerFrame[0] = 200;
            millisecondsPerFrame[1] = defaultMillisecondsPerFrame;
            millisecondsPerFrame[2] = defaultMillisecondsPerFrame;
            millisecondsPerFrame[3] = defaultMillisecondsPerFrame;
            millisecondsPerFrame[4] = defaultMillisecondsPerFrame;
            millisecondsPerFrame[5] = defaultMillisecondsPerFrame;
            millisecondsPerFrame[6] = defaultMillisecondsPerFrame;
            millisecondsPerFrame[7] = defaultMillisecondsPerFrame;
            millisecondsPerFrame[8] = defaultMillisecondsPerFrame;
            millisecondsPerFrame[9] = defaultMillisecondsPerFrame;

            textureImages = new Texture2D[10];
            textureImages[0] = manage.Content.Load<Texture2D>(@"UpPlayer\rocket");
            textureImages[1] = manage.Content.Load<Texture2D>(@"UpPlayer\rocketOver");
            textureImages[2] = manage.Content.Load<Texture2D>(@"UpPlayer\ready");
            textureImages[3] = manage.Content.Load<Texture2D>(@"UpPlayer\down");
            textureImages[4] = manage.Content.Load<Texture2D>(@"UpPlayer\hit");
            textureImages[5] = manage.Content.Load<Texture2D>(@"UpPlayer\plane");
            textureImages[6] = manage.Content.Load<Texture2D>(@"UpPlayer\readyTransparent");
            textureImages[7] = manage.Content.Load<Texture2D>(@"UpPlayer\downTransparent");
            textureImages[8] = manage.Content.Load<Texture2D>(@"UpPlayer\hitTransparent");
            textureImages[9] = manage.Content.Load<Texture2D>(@"UpPlayer\withgirl");

            sheetSizes = new Point[10];
            sheetSizes[0] = new Point(2, 1);
            sheetSizes[1] = new Point(1, 1);
            sheetSizes[2] = new Point(1, 1);
            sheetSizes[3] = new Point(1, 1);
            sheetSizes[4] = new Point(1, 1);
            sheetSizes[5] = new Point(2, 1);
            sheetSizes[6] = new Point(2, 1);
            sheetSizes[7] = new Point(2, 1);
            sheetSizes[8] = new Point(2, 1);
            sheetSizes[9] = new Point(2, 1);

            frameSizes = new Point[10];
            for (int i = 0; i < 10; ++i)
            {
                frameSizes[i] = new Point(150, 150);
            }
        }
Esempio n. 16
0
        private void intializeData( Level spriteManager )
        {
            textureImages = new Texture2D[3];
            textureImages[0] = spriteManager.Content.Load<Texture2D>(@"PowerUp/Heart");
            textureImages[1] = spriteManager.Content.Load<Texture2D>(@"PowerUp/LifePlus1");
            textureImages[2] = spriteManager.Content.Load<Texture2D>(@"PowerUp/DogFood");

            this.frameSizes = new Point[3];
            this.frameSizes[0] = new Point(150, 150);
            this.frameSizes[1] = new Point(150, 150);
            this.frameSizes[2] = new Point(150, 150);

            rnd = new Random();
            this.speed.Y = 0;
            this.speed.X = speedOfMove * ( (rnd.NextDouble() < 0.5)?1:(-1) );

            this.currentState = State.moving;

            this.movingTime = 1300;
            this.floatingTime = 3000;
            this.consumingTime = 1000;
            this.noCollideTime = 1000;

            this.canCollide = false;

            this.collisionSound = null;
        }