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); }
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); }