public void process() { int count = inpQ.Count; CollisionManager.GameObjManager pObj = CollisionManager.GameObjManager.Instance(); for (int i = 0; i < count; i++) { qHeader pInstance = inpQ.Dequeue(); switch (pInstance.type) { case QueueType.ship_impulse: ship_impulse imp = (ship_impulse)pInstance.obj; imp.execute(); break; case QueueType.ship_missile: Ship_Create_Missile_Message smiss = (Ship_Create_Missile_Message)pInstance.obj; CollisionManager.Player p2 = PlayerManager.getPlayer(smiss.id); p2.createMissile(); break; case QueueType.ship_rot_anti: Ship_rot_message srmsg = (Ship_rot_message)pInstance.obj; srmsg.rot = -0.1f; srmsg.execute(); break; case QueueType.ship_bomb: Ship_Create_Bomb_Message smsg = (Ship_Create_Bomb_Message)pInstance.obj; CollisionManager.GameObjManager.Instance().createBomb(smsg.id); break; case QueueType.EventMessage: EvenMessage msg = (EvenMessage)pInstance.obj; msg.execute(); break; case QueueType.ship_rot_clock: Ship_rot_message p3 = (Ship_rot_message)pInstance.obj; p3.rot = 0.1f; p3.execute(); break; } } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // TODO: use this.Content to load your game content here world = new World(new Vector2(0, 0), true); myContactListener myContactListener = new myContactListener(); world.ContactListener = myContactListener; Data.Instance().createData(); if(state != gameState.winner) state = gameState.mainmenu; player1 = PlayerManager.Instance().getPlayer(PlayerID.one); player2 = PlayerManager.Instance().getPlayer(PlayerID.two); menuTex = new Text("MainMenu", TextEnum.menu, 0, 20, 20, false, SpriteAnimation.Type.Text_Sprite); menuImg = new Image(ImageEnum.menu, 0, 0, 800, 480, menuTex); menuSprite = new Sprite(SpriteEnum.menu, 0, 0, 800, 500, false, 0, menuImg, false); menuProxy = new Sprite_Proxy(menuSprite, 400, 240, 1, Color.White); menuBatch = new SpriteBatch(GraphicsDevice); }
public override void execute() { CollisionManager.Player p = PlayerManager.getPlayer(this.id); p.playerShip.physicsObj.body.ApplyLinearImpulse(this.impulse, p.playerShip.physicsObj.body.GetWorldCenter()); }
public ship_impulse(CollisionManager.Player p, Vector2 imp) : base(p.id) { this.impulse.X = imp.X; this.impulse.Y = imp.Y; }
public Ship_Message(CollisionManager.Player pPlayer) { this.id = pPlayer.id; }
public override void execute() { CollisionManager.Player p = PlayerManager.getPlayer(this.id); p.playerShip.physicsObj.body.Rotation += this.rot; }
public Ship_rot_message(CollisionManager.Player p, float rotation) : base(p.id) { this.rot = rotation; }
public Ship_Create_Bomb_Message(CollisionManager.Player p) : base(p) { }
public void createPlayers() { p1 = new Player(PlayerID.one); p2 = new Player(PlayerID.two); }
private InputManager() { hdrQueue = new Queue<InputHdr>(); player1 = PlayerManager.Instance().getPlayer(PlayerID.one); player2 = PlayerManager.Instance().getPlayer(PlayerID.two); }