コード例 #1
0
        public override void Dispose(bool disposing)
        {
            light.Dispose(disposing);
            light = null;

            base.Dispose(disposing);
        }
コード例 #2
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        public RollingCircleEnemy(Engine engine, Vector2 position)
            : base(engine, position)
        {
            animation = new Animation(engine, @"Characters\FlickeringCircle", 64, 64, 1, 2, 2, 15, Global.Animations.Repeat);
            animation.Play();

            enemyPhysicsComponent = new EnemyPhysicsComponent(Engine, position, Global.Shapes.Circle);
            enemyPhysicsComponent.MainFixture.Body.LinearDamping = 2.0f;
            enemyPhysicsComponent.MainFixture.CollisionFilter.CollisionCategories = (Category)Global.CollisionCategories.Enemy;
            enemyPhysicsComponent.MainFixture.OnCollision += EnemyOnCollision;

            deathAnimation = new Animation(engine, @"Miscellaneous\Explosion", 512, 512, 3, 4, 9, 20, Global.Animations.PlayOnce);
            deathAnimation.Scale = 0.3f;
            deathAnimation.DrawOrder = int.MaxValue - 1;

            enemySound = Engine.Audio.GetCue("EnterTheVoid");

            light = new Light(engine);
            light.Color = Color.White;
            light.Fov = MathHelper.TwoPi;
            light.Position = position;
            light.Range = 100;

            engine.AddComponent(this);
        }
コード例 #3
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ファイル: PlayerEnemy.cs プロジェクト: PhoenixWright/NePlus
        public PlayerEnemy(Engine engine, Vector2 position)
            : base(engine, position)
        {
            DrawOrder = (int)Global.Layers.Player;
            Health = 100;

            deathAnimation = new Animation(engine, @"Miscellaneous\Explosion", 512, 512, 3, 4, 9, 20, Global.Animations.PlayOnce);
            deathAnimation.DrawOrder = int.MaxValue - 1;
            deathAnimation.Scale = 0.3f;

            PhysicsComponent = new EnemyPlayerPhysicsComponent(Engine, position);
            PhysicsComponent.MainFixture.Body.LinearDamping = 2.0f;
            PhysicsComponent.MainFixture.OnCollision += EnemyOnCollision;
            PhysicsComponent.WheelFixture.OnCollision += EnemyOnCollision;
            enemyPhysicsComponent = PhysicsComponent;

            airMovementForce = new Vector2(1.0f, 0.0f);
            airMovementWindow = 3000.0d;
            bullets = new List<Bullet>();
            bulletTimer = double.MaxValue / 2;
            releasedFire = true;
            groundCache = new List<Fixture>();
            wallCache = new List<Fixture>();

            Position = position;

            light = new Light(engine);
            light.Color = Color.White;
            light.Fov = MathHelper.TwoPi;
            light.Position = position;
            light.Range = 250;
            light.ShadowType = Krypton.Lights.ShadowType.Illuminated;

            PhysicsComponent = new EnemyPlayerPhysicsComponent(Engine, position);

            PhysicsComponent.WheelFixture.OnCollision += PlayerEnemyOnCollision;
            PhysicsComponent.WheelFixture.OnSeparation += PlayerEnemyOnSeparation;

            // load visuals
            playerEnemyArmShootingRight = new Sprite(engine, @"Characters\PlayerEnemy\EnemyArmShootingRight");
            playerEnemyArmShootingRight.DrawOrder = DrawOrder;
            playerEnemyStandingRight = new Sprite(engine, @"Characters\PlayerEnemy\EnemyStandingRight");
            playerEnemyStandingRight.DrawOrder = DrawOrder;
            playerEnemyCrouchingRight = new Sprite(engine, @"Characters\PlayerEnemy\EnemyCrouchingRight");
            playerEnemyCrouchingRight.DrawOrder = DrawOrder;
            playerEnemyJumpingRight = new Sprite(engine, @"Characters\PlayerEnemy\EnemyJumpingRight");
            playerEnemyJumpingRight.DrawOrder = DrawOrder;
            playerEnemyFallingRight = new Sprite(engine, @"Characters\PlayerEnemy\EnemyFallingRight");
            playerEnemyFallingRight.DrawOrder = DrawOrder;
            playerEnemyWalkingRight = new Animation(engine, @"Characters\PlayerEnemy\EnemyWalkingRight", 88, 132, 2, 4, 8, 4, Global.Animations.Repeat);
            playerEnemyWalkingRight.DrawOrder = DrawOrder;

            random = new Random();

            Engine.AddComponent(this);
        }
コード例 #4
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ファイル: Bullet.cs プロジェクト: PhoenixWright/NePlus
        public Bullet(Engine engine, Vector2 position, Vector2 direction, float angle, Global.CollisionCategories category)
            : base(engine)
        {
            DrawOrder = (int)Global.Layers.Projectiles;

            bulletPhysicsComponent = new BulletPhysicsComponent(engine, position, direction, angle, category);
            bulletPhysicsComponent.MainFixture.OnCollision += BulletOnCollision;

            bulletSprite = new Sprite(engine, @"Miscellaneous\RedBullet");
            bulletSprite.DrawOrder = DrawOrder;
            bulletSprite.Angle = angle;

            light = new Light(engine);
            light.Color = Color.Red;
            light.Fov = MathHelper.TwoPi;
            light.Intensity = 0.8f;
            light.Position = bulletPhysicsComponent.Position;
            light.Range = 200;
            light.ShadowType = Krypton.Lights.ShadowType.Illuminated;

            switch (category)
            {
                case Global.CollisionCategories.PlayerBullet:
                    bulletPhysicsComponent.MainFixture.CollisionFilter.CollidesWith = (Category)(Global.CollisionCategories.Enemy | Global.CollisionCategories.EnemyBullet | Global.CollisionCategories.Light | Global.CollisionCategories.Structure);
                    break;
                case Global.CollisionCategories.EnemyBullet:
                    bulletPhysicsComponent.MainFixture.CollisionFilter.CollidesWith = (Category)(Global.CollisionCategories.Player | Global.CollisionCategories.PlayerBullet | Global.CollisionCategories.Light | Global.CollisionCategories.Structure);
                    break;
                default:
                    // do nothing
                    break;
            }

            collided = false;

            flashAnimation = new Animation(Engine, @"Miscellaneous\flash", 512, 512, 3, 3, 6, 20, Global.Animations.PlayOnce);
            flashAnimation.Scale = 0.4f;
            flashAnimation.Position = bulletPhysicsComponent.Position;
            flashAnimation.DrawOrder = (int)Global.Layers.Projectiles;

            flashLight = new Light(engine);
            flashLight.Color = Color.Yellow;
            flashLight.Fov = MathHelper.TwoPi;
            flashLight.Intensity = 0.8f;
            flashLight.Position = bulletPhysicsComponent.Position;
            flashLight.Range = 100;
            flashLight.ShadowType = Krypton.Lights.ShadowType.Illuminated;
            flashLight.IsOn = false;

            engine.AddComponent(this);
        }
コード例 #5
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ファイル: Enemy.cs プロジェクト: PhoenixWright/NePlus
        public Enemy(Engine engine, Vector2 position)
            : base(engine)
        {
            audioEmitter = new AudioEmitter();

            deathLight = new Light(engine);
            deathLight.Color = Color.Orange;
            deathLight.Fov = MathHelper.TwoPi;
            deathLight.IsOn = false;
            deathLight.Range = 200;

            Health = 100;

            engine.AddComponent(this);
        }
コード例 #6
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ファイル: Bullet.cs プロジェクト: PhoenixWright/NePlus
        public override void Dispose(bool disposing)
        {
            if (bulletPhysicsComponent != null)
            {
                bulletPhysicsComponent.Dispose(disposing);
                bulletPhysicsComponent = null;
            }

            bulletSprite.Dispose(true);
            bulletSprite = null;

            light.Dispose(true);
            light = null;

            flashAnimation.Dispose(true);
            flashAnimation = null;

            flashLight.Dispose(true);
            flashLight = null;

            base.Dispose(disposing);
        }
コード例 #7
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ファイル: Player.cs プロジェクト: PhoenixWright/NePlus
        public Player(Engine engine, Vector2 position)
            : base(engine)
        {
            DrawOrder = (int)Global.Layers.Player;
            Health = 100;

            airMovementForce = new Vector2(1.0f, 0.0f);
            airMovementWindow = 3000.0d;
            bullets = new List<Bullet>();
            bulletTimer = double.MaxValue / 2;
            bloomSettings = BloomSettings.PresetSettings[0];
            releasedFire = true;
            groundCache = new List<Fixture>();
            wallCache = new List<Fixture>();

            Position = position;

            AudioListener = new AudioListener();
            AudioListener.Position = new Vector3(Position, 0);

            light = new Light(engine);
            light.Color = Color.White;
            light.Fov = MathHelper.TwoPi;
            light.Position = position;
            light.Range = 250;
            light.ShadowType = Krypton.Lights.ShadowType.Illuminated;

            PhysicsComponent = new PlayerPhysicsComponent(Engine, position);

            PhysicsComponent.WheelFixture.OnCollision += PlayerOnCollision;
            PhysicsComponent.WheelFixture.OnSeparation += PlayerOnSeparation;

            // load visuals
            playerArmShootingRight = new Sprite(engine, @"Characters\Player\PlayerArmShootingRight");
            playerArmShootingRight.DrawOrder = DrawOrder;
            playerStandingRight = new Sprite(engine, @"Characters\Player\PlayerStandingRight");
            playerStandingRight.DrawOrder = DrawOrder;
            playerArmStandingRight = new Sprite(engine, @"Characters\Player\PlayerArmStanding");
            playerArmStandingRight.DrawOrder = DrawOrder + 1;
            playerCrouchingRight = new Sprite(engine, @"Characters\Player\PlayerCrouchingRight");
            playerCrouchingRight.DrawOrder = DrawOrder;
            playerArmCrouchingRight = new Sprite(engine, @"Characters\Player\PlayerArmCrouchingRight");
            playerArmCrouchingRight.DrawOrder = DrawOrder + 1;
            playerJumpingRight = new Sprite(engine, @"Characters\Player\PlayerJumpingRight");
            playerJumpingRight.DrawOrder = DrawOrder;
            playerFallingRight = new Sprite(engine, @"Characters\Player\PlayerFallingRight");
            playerFallingRight.DrawOrder = DrawOrder;
            playerArmAirRight = new Sprite(engine, @"Characters\Player\PlayerArmAirRight");
            playerArmAirRight.DrawOrder = DrawOrder;
            playerWalkingRight = new Animation(engine, @"Characters\Player\PlayerWalkingRight", 88, 132, 2, 4, 8, 4, Global.Animations.Repeat);
            playerWalkingRight.DrawOrder = DrawOrder;
            playerFrontArmWalkingRight = new Animation(engine, @"Characters\Player\PlayerFrontArm", 88, 132, 2, 4, 8, 4, Global.Animations.Repeat);
            playerFrontArmWalkingRight.DrawOrder = DrawOrder + 1;
            playerBackArmWalkingRight = new Animation(engine, @"Characters\Player\PlayerBackArm", 88, 132, 2, 4, 8, 4, Global.Animations.Repeat);
            playerBackArmWalkingRight.DrawOrder = DrawOrder;

            deathAnimation = new Animation(engine, @"Miscellaneous\Explosion", 512, 512, 3, 4, 9, 20, Global.Animations.PlayOnce);
            deathAnimation.Scale = 0.3f;
            deathAnimation.DrawOrder = int.MaxValue - 1;

            Engine.AddComponent(this);
        }
コード例 #8
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ファイル: Enemy.cs プロジェクト: PhoenixWright/NePlus
        public override void Dispose(bool disposing)
        {
            if (enemySound != null)
            {
                enemySound.Stop(AudioStopOptions.Immediate);
                enemySound.Dispose();
                enemySound = null;
            }

            if (animation != null)
            {
                animation.Dispose(disposing);
                animation = null;
            }

            if (deathAnimation != null)
            {
                deathAnimation.Dispose(disposing);
                deathAnimation = null;
            }

            if (deathLight != null)
            {
                deathLight.Dispose(disposing);
                deathLight = null;
            }

            enemyPhysicsComponent.Dispose(true);
            enemyPhysicsComponent = null;

            base.Dispose(disposing);
        }