コード例 #1
0
        // Breaks an asteroid apart when it is hit by a blast
        private void breakApart(Asteroid asteroid, Blast blast)
        {
            //crash sound
            breakEffect.Play(.5f, .5f, 1f);

            Vector3 explosionVector;

            if (asteroid.scale < .75)
            {
                score += 150;
                asteroids.Remove(asteroid);
                currentAsteroidCount--;
            }
            else
            {
                if (asteroid.scale == 2)
                {
                    score += 50;
                }

                if (asteroid.scale == 1)
                {
                    score += 100;
                }

                asteroid.scale /= 2;

                Asteroid copy1 = new Asteroid();
                copy1.scale    = asteroid.scale;
                copy1.position = asteroid.position;

                Asteroid copy2 = new Asteroid();
                copy2.scale    = asteroid.scale;
                copy2.position = asteroid.position;

                //find vector perpendicular to asteroid velocity and blaster velocity
                //using the cross product, then normalized
                explosionVector = Vector3.Normalize(Vector3.Cross(asteroid.velocity, blast.velocity));

                //updates positions along the explosion vector
                copy1.position += asteroid.scale * explosionVector;
                copy2.position -= asteroid.scale * explosionVector;

                //updates velocities
                copy1.velocity += (40f / asteroid.scale) * explosionVector;
                copy2.velocity -= (40f / asteroid.scale) * explosionVector;

                asteroids.Remove(asteroid);

                asteroids.Add(copy1);
                asteroids.Add(copy2);

                currentAsteroidCount++;
            }
        }
コード例 #2
0
        //Creates a new blast at location of ship and figures out velocity for it, then adds it to the list
        private void shoot()
        {
            blast          = new Blast();
            blast.scale    = 10f;
            blast.velocity = world.Up * 500f;
            blast.position = blast.velocity * .05f;
            blast.texture  = blastTexture;
            blastList.Add(blast);

            laser.Play(.5f, .7f, 1f);
        }
コード例 #3
0
        // Checks if a blast has hit an asteroid
        private bool hitCheck(Model model1, Matrix world1, Blast blast)
        {
            for (int meshIndex1 = 0; meshIndex1 < model1.Meshes.Count; meshIndex1++)
            {
                BoundingSphere sphere1 = model1.Meshes[meshIndex1].BoundingSphere;
                sphere1 = sphere1.Transform(world1);

                if (Vector3.Distance(sphere1.Center, blast.position) < sphere1.Radius)
                {
                    blastList.Remove(blast);
                    return(true);
                }
            }
            return(false);
        }
コード例 #4
0
        //draws a blast to the screen as a billboard
        private void DrawBlast(Blast blast, BasicEffect effect)
        {
            //mostly Dr. Wittman's Particle code
            Matrix billboard = Matrix.CreateBillboard(blast.position, new Vector3(0, 0, 150), Vector3.UnitY, null);

            GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
            GraphicsDevice.BlendState        = BlendState.Additive;
            GraphicsDevice.RasterizerState   = RasterizerState.CullNone;
            GraphicsDevice.SetVertexBuffer(vertexBuffer);

            effect.World                  = Matrix.CreateScale(blast.scale) * billboard;
            effect.View                   = view;
            effect.Projection             = projection;
            effect.Texture                = blast.texture;
            effect.TextureEnabled         = true;
            effect.LightingEnabled        = false;
            effect.PreferPerPixelLighting = false;

            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 2);
            }
        }
コード例 #5
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            asteroidModel   = Content.Load <Model>("Models/rock1");
            asteroidTexture = Content.Load <Texture2D>("Textures/rock1");

            asteroids = new List <Asteroid>();

            for (int i = 0; i < startingAsteroidCount; ++i) //generating all initial asteroids
            {
                asteroid          = new Asteroid();
                asteroid.position = Vector3.Zero;
                while (Math.Abs(asteroid.position.X) < 75 || Math.Abs(asteroid.position.Y) < 75 || Math.Abs(asteroid.position.Z) < 75)
                {
                    asteroid.position = choosePosition(-positionRange, positionRange);
                }

                asteroid.velocity = chooseVelocity();
                asteroid.scale    = 2;
                asteroids.Add(asteroid);
            }

            //Creates thruster
            thruster          = new Blast();
            thruster.scale    = 0f;
            thruster.velocity = Vector3.Zero;

            //Creates new list of blasts
            blastList = new List <Blast>();

            basicEffect = new BasicEffect(GraphicsDevice);

            //sets up vertexBuffer for a square that is later used for blasts
            VertexPositionColorTexture[] vertices = new VertexPositionColorTexture[6];

            Vector2 upperLeft  = new Vector2(0, 0);
            Vector2 lowerLeft  = new Vector2(0, 1);
            Vector2 upperRight = new Vector2(1, 0);
            Vector2 lowerRight = new Vector2(1, 1);

            vertices[0] = new VertexPositionColorTexture(new Vector3(1, 1, 0), Color.White, upperRight);
            vertices[1] = new VertexPositionColorTexture(new Vector3(1, -1, 0), Color.White, lowerRight);
            vertices[2] = new VertexPositionColorTexture(new Vector3(-1, -1, 0), Color.White, lowerLeft);

            vertices[3] = new VertexPositionColorTexture(new Vector3(1, 1, 0), Color.White, upperRight);
            vertices[4] = new VertexPositionColorTexture(new Vector3(-1, -1, 0), Color.White, lowerLeft);
            vertices[5] = new VertexPositionColorTexture(new Vector3(-1, 1, 0), Color.White, upperLeft);

            vertexBuffer = new VertexBuffer(basicEffect.GraphicsDevice, typeof(VertexPositionColorTexture), vertices.Length, BufferUsage.WriteOnly);
            vertexBuffer.SetData <VertexPositionColorTexture>(vertices);

            //gameplay variables
            lives          = 3;
            score          = 0;
            level          = 1;
            nextLevelScore = 500;
            gameover       = false;

            isSpacePressed = false;

            base.Initialize();
        }