/// <summary> /// Draw the ships in the fleet. /// </summary> /// <param name="spriteBatch"></param> /// <param name="gameTime"></param> public void Draw(ref SpriteBatch spriteBatch, GameTime gameTime) { //Draw ships for (int i = 0; i < shipList.Count; i++) { //Cache ship sprite Gryffon curShip = shipList[i]; if (curShip.isActive) { curShip.Draw(ref spriteBatch, gameTime); //Draw some identifier to keep track of ships spriteBatch.DrawString(Defines.spriteFontKootenay, i.ToString(), curShip.position, Defines.textColor); } } //Draw the formation manager's global fixed point formationManager.Draw(ref spriteBatch, gameTime); }
private void checkCollision(Player currentPlayer) { //Check for collisions for (int j = 0; j < currentPlayer.shipManager.shipList.Count; j++) { //Cache current player Gryffon _currentShip = currentPlayer.shipManager.shipList[j]; // When ships can become damaged, uncomment line below // if (Collision.PlayerWithPowerup(_currentShip, repairPowerup) && _currentShip.health == (int)Gryffon.HealthStateValues.DAMAGED) //if (Collision.PlayerWithPowerup(_currentShip, repairPowerup)) // RepairPowerup.sequence(); int _playerNumBullets = _currentShip.bulletList.Count; for (int i = 0; i < _playerNumBullets; i++) { //Cache bullet PlayerBullet _currentBullet = _currentShip.bulletList[i]; if (_currentBullet.isActive) { for (int k = 0; k < NUM_ENEMIES; k++) { //Cache enemy Pawn _currentPawn = (Pawn)enemySpriteManager.spriteList[k]; if (_currentPawn.isAlive && Collision.PlayerBulletWithEnemy(_currentBullet, _currentPawn)) { _currentPawn.DecreaseHealth(_currentBullet.damage); _currentBullet.isActive = false; currentPlayer.score += _currentPawn.pointValue; //Pawn is no longer able to take damage _currentPawn.isAlive = false; // Add some charge to the charge bar ChargeBar.addCharge(); break; } } } } } }
private void checkCollision(Player currentPlayer) { //Check for collisions for (int j = 0; j < currentPlayer.shipManager.shipList.Count; j++) { //Cache current player Gryffon _currentShip = currentPlayer.shipManager.shipList[j]; for (int i = 0; i < powerupManager.powerupList.Count; i++) { // cache powerup AnimatedSprite _powerup = powerupManager.powerupList[i]; if (Collision.PlayerWithPowerup(_currentShip, _powerup)) { PowerupManager.collisionMade(_powerup); } PowerupManager.inputManager(_powerup, ref currentPlayer); } int _playerNumBullets = _currentShip.bulletList.Count; for (int i = 0; i < _playerNumBullets; i++) { //Cache bullet PlayerBullet _currentBullet = _currentShip.bulletList[i]; if (_currentBullet.isActive) { for (int k = 0; k < NUM_ENEMIES; k++) { //Cache enemy Pawn _currentPawn = (Pawn)enemySpriteManager.spriteList[k]; if (_currentPawn.isAlive && Collision.PlayerBulletWithEnemy(_currentBullet, _currentPawn)) { _currentPawn.DecreaseHealth(_currentBullet.damage); _currentBullet.isActive = false; currentPlayer.score += _currentPawn.pointValue; //Pawn is no longer able to take damage _currentPawn.isAlive = false; // Add some charge to the charge bar ChargeBar.addCharge(); break; } } } } } //Check for collisions between particles and enemies List <ParticleSystem> pSystems = Defines.particleManager.GetCollidableParticleSystems(); for (int i = 0; i < pSystems.Count; i++) { for (int k = 0; k < NUM_ENEMIES; k++) { //Cache enemy Pawn _currentPawn = (Pawn)enemySpriteManager.spriteList[k]; //Collision between enemy and particle system if (Collision.EnemyWithParticleSystem(pSystems[i], _currentPawn)) { _currentPawn.DecreaseHealth(pSystems[i].damage); currentPlayer.score += _currentPawn.pointValue; //Pawn is no longer able to take damage _currentPawn.isAlive = false; // Add some charge to the charge bar ChargeBar.addCharge(); } //Collision between enemy bullets and particle system for (int b = 0; b < _currentPawn.bullets.Count; b++) { EnemyBullet _curBullet = _currentPawn.bullets[b]; if (Collision.EnemyWithParticleSystem(pSystems[i], _curBullet)) { _curBullet.isActive = false; } } } } }