void frame_KeyPressDown(Element sender, KeyEventArgs e) { switch (e.InterestingKeys[0]) { case Keys.G: gactive = !gactive; if (gactive) { PhysicsManager.AddUniversalForce(DefaultForces.Gravity); } else { PhysicsManager.RemoveUniversalForce(DefaultForces.Gravity); } break; case Keys.X: var br = new BombRoid(new Vector2((float)MathUtils.Rand.Next(60, (int)winSize.Width - 60), winSize.Height), 25); br.Mass = 100; br.Velocity = -1000 * Vector2.UnitY; br.FuseTime = .1f; ActiveMap.AddObject(br); PhysicsManager.ActiveBodies.Add(br); break; case Keys.C: var gr = new InertRoid(new Vector2((float)MathUtils.Rand.Next(60, (int)winSize.Width - 60), winSize.Height), 25); gr.Mass = 100; gr.Velocity = -1000 * Vector2.UnitY; ActiveMap.AddObject(gr); PhysicsManager.ActiveBodies.Add(gr); break; case Keys.OemPeriod: draw = !draw; break; case Keys.Space: break; } }
void frame_MouseOver(Element sender, MouseEventArgs e) { ((IRigidBody)ActiveMap.Player).Rotation = MathUtils.GetAngle(e.CurrentPosition - ((IRigidBody)ActiveMap.Player).Position); if (e.isDown(MouseButtons.Right)) { var rad = PhysicsManager.QTbodies.Query(Region.FromCircle(e.CurrentPosition, 10)); foreach (var gr in rad) { if (gr is InertRoid) { KillObject((Actor)gr); var gra = (InertRoid)gr; var br = new BombRoid(gra.Position, gra.Radius); ActiveMap.AddObject(br); PhysicsManager.ActiveBodies.Add(br); } } } }
public override void Update(GameTime time) { if (!UIManager.Update(time)) { base.Exit(); } ActiveMap.UpdateDynamicObjects(time); PhysicsManager.Update(time.ElapsedGameTime.Milliseconds / 1000f); if (!time.IsRunningSlowly) { dint -= time.ElapsedGameTime.Milliseconds / 1000f; if (dint <= 0.0f) { dynamic obj; if (MathUtils.Rand.Next(0, 2) == 0) { obj = new BombRoid(new Vector2((float)MathUtils.Rand.Next(60, (int)winSize.Width - 60), (float)MathUtils.Rand.Next(60, (int)winSize.Height - 60)), MathUtils.Rand.Next(2, 10)); } else { obj = new InertRoid(new Vector2((float)MathUtils.Rand.Next(60, (int)winSize.Width - 60), (float)MathUtils.Rand.Next(60, (int)winSize.Height - 60)), MathUtils.Rand.Next(2, 10)); } obj.Velocity = 1000 * (float)MathUtils.Rand.NextDouble() * MathUtils.RandDirection(); PhysicsManager.ActiveBodies.Add(obj); ActiveMap.AddObject(obj); Console.WriteLine(PhysicsManager.ActiveBodies.Count.ToString() + " bodies"); dint = delay; } } else { Console.Write(PhysicsManager.ActiveBodies.Count.ToString() + " bodies "); Console.WriteLine("SLOW - HIT PERIOD TO DISABLE GRFX"); dint = 0.0f; } }
public override void Reload() { var winSize = DefaultSettings.Settings["WindowSize"]; PhysicsManager = new PhysicsEngine(new Region(0, (float)winSize.Width, 0, (float)winSize.Height), 10); PhysicsManager.AddUniversalForce(DefaultForces.LinearDrag); var world = new List <WorldObject>(); ActiveMap = new Map(world); /* * Setup Map */ int goodRoidNumber = 10; int badRoidNumber = 5; int bombRoidNumber = 5; int chargesAllowed = 5; int sensorsAllowed = 5; PlayerProfile = new PlayerProfile(1000, // Health badRoidNumber, goodRoidNumber); // Roids Random rand = new Random(); var player = new Player( new Vector2((float)rand.NextDouble() * (winSize.Width - 50), (float)rand.NextDouble() * (winSize.Height - 50)), 0f); player.GotHurt += new PlayerEventHandler(player_GotHurt); SpawnObject <Actor>(player); for (int i = 0; i < chargesAllowed; i++) { PlayerProfile.AddCharge(new Charge(50, 15)); } for (int i = 0; i < sensorsAllowed; i++) { PlayerProfile.AddSensor(new Sensor(60f)); } for (int i = 0; i < goodRoidNumber; i++) { var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50)); var rad = 15f + (float)MathUtils.Rand.NextDouble() * Asteroid.MaxRadius; var gr = new GoodRoid(pos, rad, 1000f, .1f, new Vector2((float)MathUtils.Rand.NextDouble() * 300, (float)MathUtils.Rand.NextDouble() * 300)); gr.Destroyed += new WorldObjectEventHandler(goodRoid_Destroyed); SpawnObject <Actor>(gr); } for (int i = 0; i < badRoidNumber; i++) { var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50)); var rad = 15f + (float)MathUtils.Rand.NextDouble() * Asteroid.MaxRadius; var br = new BadRoid(pos, rad, 1000f, .1f, new Vector2((float)MathUtils.Rand.NextDouble() * 300, (float)MathUtils.Rand.NextDouble() * 300)); br.Destroyed += new WorldObjectEventHandler(badRoid_Destroyed); SpawnObject <Actor>(br); } for (int i = 0; i < bombRoidNumber; i++) { var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50)); var rad = 15f + (float)MathUtils.Rand.NextDouble() * Asteroid.MaxRadius; var br = new BombRoid(pos, rad); SpawnObject <Actor>(br); } // // // // Walls -- invisible var w0 = new ROIDS.Sandbox.VertWallBody(new Vector2(0, winSize.Height / 2), winSize.Height); var w1 = new ROIDS.Sandbox.VertWallBody(new Vector2(winSize.Width, winSize.Height / 2), winSize.Height); var w2 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, 0), winSize.Width); var w3 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, winSize.Height), winSize.Width); PhysicsManager.MapBodies.Add(w0); PhysicsManager.MapBodies.Add(w1); PhysicsManager.MapBodies.Add(w2); PhysicsManager.MapBodies.Add(w3); this.Write("Health: {0}\nCharges: {1}\nSensors: {2}\nRoids to Blast: {3}", PlayerProfile.Health, PlayerProfile.ChargesLeft, PlayerProfile.SensorsLeft, PlayerProfile.RoidsToBlast); }