/// <summary> /// This function initialiazes the bullets so they can be fired. /// </summary> public void Shoot() { SceneObject bullet = new SceneObject(); SpriteObject sprite = new SpriteObject(); List <SceneObject> HitBoxPoints = new List <SceneObject>(4); //This is where the bullets' sprites are initialized. sprite.Load("barrelBlue.png"); sprite.SetRotate(-90 * (float)(Math.PI / 180f)); sprite.SetPosition(0, sprite.Width / 2f); //This is where the bullets' corners are listed for the purpose of creating an AABB. for (int i = 0; i < HitBoxPoints.Capacity; i++) { HitBoxPoints.Add(new SceneObject()); } HitBoxPoints[0].SetPosition(0, -sprite.Width / 2f); HitBoxPoints[1].SetPosition(sprite.Height, -sprite.Width / 2f); HitBoxPoints[2].SetPosition(sprite.Height, sprite.Width / 2f); HitBoxPoints[3].SetPosition(0, sprite.Width / 2f); //This is where the bullets are put togather. bullet.AddChild(sprite); bullet.SetRotate(turretObject.GlobalTransform.GetRotateZ()); bullet.SetPosition(turretObject.GlobalTransform.m7, turretObject.GlobalTransform.m8); for (int i = 0; i < HitBoxPoints.Count; i++) { bullet.AddChild(HitBoxPoints[i]); } bulletObject.Add(bullet); }
public void Init() { stopwatch.Start(); lastTime = stopwatch.ElapsedMilliseconds; InitAudioDevice(); snd_drive = LoadSound("Resources/Sound/drive.ogg"); snd_rotate = LoadSound("Resources/Sound/rotate.ogg"); snd_fire = LoadSound("Resources/Sound/fire.ogg"); snd_load = LoadSound("Resources/Sound/reload.ogg"); for (int p = 0; p < 9; p++) { float b = (obsPositions.Length / 2); float c = p - b; obsPositions[p] = new Vector3((GetScreenWidth() / 2) + (p * 64) - (b * 64), (GetScreenHeight() / 2) + (((float)Math.Pow(c, 3)) + (9 * c)), 0); } Texture2D body1 = LoadTexture("Resources/tankBody_blue_outline.png"); Texture2D body1a = LoadTexture("Resources/tankBody_red_outline.png"); Texture2D body2 = LoadTexture("Resources/tankBody_darkLarge_outline.png"); Texture2D body3 = LoadTexture("Resources/tankBody_huge_outline.png"); Texture2D bodyS = LoadTexture("Resources/tankBody_dark.png"); Texture2D barrel1 = LoadTexture("Resources/tankBlue_barrel1_outline.png"); Texture2D barrel2 = LoadTexture("Resources/tankBlue_barrel2_outline.png"); Texture2D barrel3 = LoadTexture("Resources/tankBlue_barrel3_outline.png"); Texture2D s_barrel1 = LoadTexture("Resources/specialBarrel1_outline.png"); Texture2D s_barrel2 = LoadTexture("Resources/specialBarrel2_outline.png"); Texture2D s_barrel3 = LoadTexture("Resources/specialBarrel3_outline.png"); Texture2D s_barrel4 = LoadTexture("Resources/specialBarrel4_outline.png"); Texture2D s_barrel5 = LoadTexture("Resources/specialBarrel5_outline.png"); Texture2D s_barrel6 = LoadTexture("Resources/specialBarrel6_outline.png"); Texture2D s_barrel7 = LoadTexture("Resources/specialBarrel7_outline.png"); Texture2D rocketL = LoadTexture("Resources/barrelGrey_side.png"); Texture2D bullet1 = LoadTexture("Resources/bulletDark1_outline.png"); Texture2D bullet2 = LoadTexture("Resources/bulletDark2_outline.png"); Texture2D bullet3 = LoadTexture("Resources/bulletDark3_outline.png"); Texture2D bulletM = LoadTexture("Resources/bulletDark1.png"); Texture2D rocket1 = LoadTexture("Resources/spaceMissiles_003.png"); Texture2D rocket2 = LoadTexture("Resources/spaceMissiles_006.png"); Texture2D obs1 = LoadTexture("Resources/barricadeWood.png"); Texture2D obs2 = LoadTexture("Resources/sandbagBeige.png"); Body bodyBasic = new Body(body1, 100f, 1f, 100f, 0f); bodyBasic.Rename("Cruiser tank"); Body bodyBasic2 = new Body(body1a, 100f, 1f, 100f, 0f); bodyBasic2.Rename("Cruiser tank"); Body bodyBig = new Body(body2, 75f, 0.8f, 125f, 8f); bodyBig.Rename("Infantry tank"); Body bodyBigger = new Body(body3, 50f, 0.6f, 150f, -32f); bodyBigger.Rename("Super-heavy tank"); //bodies.Add(bodySmall); bodies.Add(bodyBasic); bodies.Add(bodyBig); bodies.Add(bodyBigger); bodies2.Add(bodyBasic2); bodies2.Add(bodyBig); bodies2.Add(bodyBigger); Ammo ammoAvg = new Ammo(bullet1, 1f, 600); Ammo ammoFst = new Ammo(bullet3, 0.75f, 700); Ammo ammoHvy = new Ammo(bullet2, 1.25f, 500); Barrel barrelAvg = new Barrel(s_barrel6, bullet1, 1f, 600, 59, 75, -8f, 0); barrelAvg.Rename("105mm cannon"); barrelAvg.Details(snd_load, 45, false, 0.0f); Barrel barrelPrc = new Barrel(s_barrel7, bullet3, 0.75f, 700, 58, 60, -8f, 0); barrelPrc.Rename("Self-propelled Sabot"); barrelPrc.Details(snd_load, 45, false, 0.0f); Barrel barrelHwz = new Barrel(s_barrel5, bullet2, 1.25f, 500, 59, 90, -8f, 0); barrelHwz.Rename("120mm Howitzer"); barrelHwz.Details(snd_load, 45, false, 0.0f); Barrel barrel45g = new Barrel(s_barrel4, bulletM, 0.5f, 900, 28, 30, -16f, -4f); //20mm machine gun barrel45g.Rename("45mm gun"); barrel45g.Details(snd_load, 45, false, 0.0f); Barrel barrelMrl = new Barrel(s_barrel1, rocket1, 2f, 850, 28, 120, -16f, 0); barrelMrl.Rename("Rocket launcher"); barrelMrl.Details(snd_load, 45, false, 0.0f); Barrel barrelGui = new Barrel(rocketL, rocket1, 2f, 500, 90, 240, -24f, 0); barrelGui.Rename("Guided missile"); barrelGui.Details(snd_load, 45, true, 3.0f); Barrel barrelMac = new Barrel(s_barrel4, bulletM, 0.5f, 900, 28, 30, -16f, -4f); barrels.Add(barrelAvg); barrels.Add(barrelPrc); barrels.Add(barrelHwz); barrels.Add(barrel45g); barrels.Add(barrelGui); body = bodyBasic; barrel = barrelAvg; expSpr = new Texture2D[5] { LoadTexture("Resources/explosion1.png"), LoadTexture("Resources/explosion2.png"), LoadTexture("Resources/explosion3.png"), LoadTexture("Resources/explosion4.png"), LoadTexture("Resources/explosion5.png"), }; expSprite.Load(expSpr); expSprite_.Load(expSpr); bulspr.Load("Resources/bulletBlue1_outline.png"); bulspr.SetRotate(90 * (float)(Math.PI / 180.0f)); bulspr.SetPosition(90, 0); bulspr_.Load("Resources/bulletBlue1_outline.png"); bulspr_.SetRotate(90 * (float)(Math.PI / 180.0f)); bulspr_.SetPosition(90, 0); explosionFX.AddChild(expSprite); explosionFX.ChangeLifetime(10); explosionFX_.AddChild(expSprite_); explosionFX_.ChangeLifetime(10); bullet.explosion = explosionFX; bullet_.explosion = explosionFX_; bullet.AddChild(bulspr); bullet_.AddChild(bulspr_); bullet.myPoints.Add(new Vector3(-16, 16, 0)); bullet.myPoints.Add(new Vector3(16, 16, 0)); bullet.myPoints.Add(new Vector3(16, -16, 0)); bullet.myPoints.Add(new Vector3(-16, -16, 0)); bullet_.myPoints.Add(new Vector3(-16, 16, 0)); bullet_.myPoints.Add(new Vector3(16, 16, 0)); bullet_.myPoints.Add(new Vector3(16, -16, 0)); bullet_.myPoints.Add(new Vector3(-16, -16, 0)); p1.Init(bodies, barrels, 1); p2.Init(bodies2, barrels, 2); // for (int p = 0; p < obsPositions.Length; p++) { float half = obsPositions.Length / 2; float third = obsPositions.Length / 3; SceneObject buh = new SceneObject(obsHealth, false); SpriteObject crap = new SpriteObject(); crap.Load(obs1); buh.AddChild(crap); //buh.Rotate(pos.z * ((float)(Math.PI / 180.0f))); buh.SetPosition(obsPositions[p].x, obsPositions[p].y); crap.SetPosition(-crap.Width / 2, -crap.Height / 2); buh.myPoints.Add(new Vector3(-obsRad, obsRad, 0)); buh.myPoints.Add(new Vector3(obsRad, obsRad, 0)); buh.myPoints.Add(new Vector3(obsRad, -obsRad, 0)); buh.myPoints.Add(new Vector3(-obsRad, -obsRad, 0)); obstacles.Add(buh); if (p < (int)third - 1 || p > (int)(third * 2) - 1) { crap.Load(obs2); } } // p1.Place(new Vector2(GetScreenWidth() / 4, GetScreenHeight() / 4 * 3)); p2.Place(new Vector2(GetScreenWidth() / 4 * 3, GetScreenHeight() / 4)); }
public void Update() //This is constantly Updating. { currentTime = stopwatch.ElapsedMilliseconds; deltaTime = (currentTime - lastTime) / 1000.0f; timer += deltaTime; if (timer >= 1) { fps = frames; frames = 0; timer -= 1; } frames++; if (IsKeyDown(KeyboardKey.KEY_A)) //Key A { tankObject.Rotate(-deltaTime); } if (IsKeyDown(KeyboardKey.KEY_D)) //Key D { tankObject.Rotate(deltaTime); } if (IsKeyDown(KeyboardKey.KEY_W)) //Key W { Vector3 facing = new Vector3(tankObject.GlobalTransform.m1, tankObject.GlobalTransform.m2, 1) * deltaTime * 100; tankObject.Translate(facing.x, facing.y); } if (IsKeyDown(KeyboardKey.KEY_S)) //Key S { Vector3 facing = new Vector3(tankObject.GlobalTransform.m1, tankObject.GlobalTransform.m2, 1) * deltaTime * -100; tankObject.Translate(facing.x, facing.y); } if (IsKeyDown(KeyboardKey.KEY_Q)) //Key Q { turretObject.Rotate(-deltaTime); } if (IsKeyDown(KeyboardKey.KEY_E)) //Key E { turretObject.Rotate(deltaTime); } if (IsKeyPressed(KeyboardKey.KEY_SPACE)) //Key SpaceBar { SceneObject bulletObject = new SceneObject(); SpriteObject bulletSprite = new SpriteObject(); bulletSprites.Add(bulletSprite); bulletObject.AddChild(bulletSprite); turretObject.AddChild(bulletObject); bulletSprite.Load("bulletBlue.png"); bulletSprite.SetRotate(90 * (float)(Math.PI / 180.0f)); bulletObject.SetPosition(55f, -6); bulletSprite.corners[0].SetPosition(bulletSprite.Width, bulletSprite.Height); bulletSprite.corners[1].SetPosition(-bulletSprite.Width + 9, bulletSprite.Height); bulletSprite.corners[2].SetPosition(bulletSprite.Width, -bulletSprite.Height + 25); bulletSprite.corners[3].SetPosition(-bulletSprite.Width + 10, -bulletSprite.Height + 25); tankObject.UpdateTransform(); bulletObjects.Add(bulletObject); turretObject.RemoveChild(bulletObject); bulletObject.UpdateTransform(); } tankObject.Update(deltaTime); boxObject.Update(deltaTime); for (int i = 0; i < bulletObjects.Count; i++) { Vector3 facing = new Vector3(bulletObjects[i].LocalTransform.m1, bulletObjects[i].LocalTransform.m2, 1) * deltaTime * 250; bulletObjects[i].Translate(facing.x, facing.y); bulletObjects[i].Update(deltaTime); } for (int i = 0; i < bulletSprites.Count; i++) { if (bulletSprites[i].boxCollider.Overlaps(boxSprite.boxCollider)) { boxSprite.color = Color.YELLOW; break; } else { boxSprite.color = Color.BLUE; } } lastTime = currentTime; }