/// <summary> /// Determines what occurs when a projectile collides with something. /// </summary> /// <param name="toUse">The game to reference for game logic.</param> public void collide(wormz toUse) { toUse.startExplosion(); toUse.disposeOfRocket(); try { SoundManager.PlayRocketExplosion(); //TODO: Move this to where ever the rocket's animation will be handled. } catch (Exception e) { } }
public Terrain(Game game, SpriteBatch batch) : base(game) { spriteBatch = batch; randomizer = new Random(); this.game = (wormz) game; sceneryDeterminer1 = randomizer.NextDouble() + 1; sceneryDeterminer2 = randomizer.NextDouble() + 2; sceneryDeterminer3 = randomizer.NextDouble() + 3; GenerateScenery(); //necessary to generate the terrain to place players on }
/// <summary> /// Determines the game logic to use when increasing /// the power of the player's weapon. /// </summary> /// <param name="toUse">The game to reference for game logic.</param> public void increasePower(wormz toUse, int amount) { toUse.increasePlayerPower(amount); }
/// <summary> /// Determines what game logic to use when increasing /// the angle of the player's weapon slightly. /// </summary> /// <param name="toUse">The game to reference for game logic.</param> public void increaseAngle(wormz toUse) { toUse.increasePlayerAngle(0.01f); }
/// <summary> /// Determines what occurs when a weapon is fired. /// </summary> /// <param name="toUse">The game to reference for game logic.</param> public void fireWeapon(wormz toUse) { toUse.pauseForFlight(); toUse.launchRocket(); }
/// <summary> /// Determines what occurs when a projectile collides with something. /// </summary> /// <param name="toUse">The game to reference for game logic.</param> public void collide(wormz toUse) { }
/// <summary> /// Determines what occures when the game changes players. /// </summary> /// <param name="toUse">The game to reference for game logic.</param> public void changePlayer(wormz toUse) { }
/// <summary> /// Creates a new player. /// </summary> /// <param name="game">The game this player will be participating in</param> /// <param name="batch">the Sprite Batch that will be drawing this class.</param> public Player(Game game, SpriteBatch batch) : base(game) { this.scorch = (wormz) game; spriteBatch = batch; }
/// <summary> /// Determines the game logic to use when increasing /// the power of the player's weapon. /// </summary> /// <param name="toUse">The game to reference for game logic.</param> public void increasePower(wormz toUse, int amount) { }
/// <summary> /// Determines what game logic to use when increasing /// the angle of the player's weapon slightly. /// </summary> /// <param name="toUse">The game to reference for game logic.</param> public void increaseAngle(wormz toUse) { }
/// <summary> /// Determines what occurs when a weapon is fired. /// </summary> /// <param name="toUse">The game to reference for game logic.</param> public void fireWeapon(wormz toUse) { }
/// <summary> /// Determines the game logic to use when decreasing /// the angle of the player's weapon slightly. /// </summary> /// <param name="toUse">The game to reference for game logic.</param> public void decreaseAngle(wormz toUse) { }
/// <summary> /// Creates a new hud /// </summary> /// <param name="game">The game this hud will be placed on.</param> public Hud(Game game) : base(game) { this.wormz = (wormz) game; }
/// <summary> /// Determines what occures when the game changes players. /// </summary> /// <param name="toUse">The game to reference for game logic.</param> public void changePlayer(wormz toUse) { toUse.allowPlayerMovement(); toUse.changeCurrentPlayer(); }
/// <summary> /// Maps the keys of the game. /// </summary> public override void Initialize() { base.Initialize(); wormz = ((wormz) Game); keyMap = new Dictionary<Keys, KeyboardCommand>(); //increase the power. keyMap.Add(Keys.Up, new KeyboardCommand(doUp)); //decrease the power. keyMap.Add(Keys.Down, new KeyboardCommand(doDown)); //increase the power by 20. keyMap.Add(Keys.PageUp, new KeyboardCommand(doPageUp)); //decrease the power by 20. keyMap.Add(Keys.PageDown, new KeyboardCommand(doPageDown)); //rotate the cannon to the left. keyMap.Add(Keys.Left, new KeyboardCommand(doLeft)); //rotate the cannon to the right. keyMap.Add(Keys.Right, new KeyboardCommand(doRight)); //fire current weapon. keyMap.Add(Keys.Space, new KeyboardCommand(doSpace)); }