protected int MoveObjects(Map map, Player[] players, List<Enemy> enemies) { int score = 0; foreach (Weapon weapon in weapons) { weapon.Update(); } Vector2 collisionCheck = new Vector2(-1, -1); //check if vessel has hit any bounding tiles Tile[,] tileSet = map.GetSurroundingTiles(map.SpriteOverTile(this), GetBoundaryCheck(map.tileSize)+1); for(int x=0; x<tileSet.GetLength(0); x++) { for (int y = 0; y < tileSet.GetLength(1); y++) { if (tileSet[x, y] != null) { Tile tile = tileSet[x, y]; //had the vessel hit the collidable tile? if (BoundingCollision(tile)) { ResolveBounding(tile); //bounce off tile acceleration = ReflectVector((acceleration)); setEnergy(tile); CheckEnergy(explosionCount); score += tile.CheckEnergy(); //If you've died on a tile then stop the movement if (currentEnergy == 0) acceleration = 0.0f; if (this.GetType().Name.Equals("Player")) rumbleTimer = 40; } } } } //If type is player then //check if vessel has hit any alive enemies if (this.GetType().Name.Equals("Player")) { foreach (Enemy enemy in enemies) { if (BoundingCollision(enemy)) { if (TextureCollision(enemy)) { rumbleTimer = 20; setEnergy(enemy); CheckEnergy(); score += enemy.CheckEnergy(); //check to see if the collision has any effects on the player, like powerup enemy.CollisionEffects(this); } } } } UpdatePosition(); return score; }
public PlayerHud(Texture2D _texture, SpriteFont _font, Player _player, Color _color, Vector2 _position, float _transparency) { player = _player; color = new Color(_color, _transparency); position = _position; font = _font; bar = new Sprite(10, _texture); bar.Prepare(Vector2.Zero); bar.alpha = _transparency; tw = new TextWriter(font); }
/// <summary> /// Constructor. /// </summary> public GameOverScreen(Player[] _players) { players = _players; TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); }
public void Update(Map map, Player[] players, List<Enemy> enemies, ProjectileManager pm) { if (currentEnergy > 0) CaptureMovement(pm); bool newLife = true; //if energy goes too high then give some more life if (energySaver > initialEnergySaver) { energySaver = initialEnergySaver; currentEnergy += 50; newLife = false; } //if health goes too high then get new life if (currentEnergy > initialEnergy) { bool iWantToGiveNewLife = false; if (newLife && iWantToGiveNewLife) lives += 1; currentEnergy = initialEnergy; } if (dieTimerCurrent==2) { //decrease lives and reset energy lives -= 1; dieTimerCurrent = 0; //if there are still more lives then reset player position if (lives > 0) { currentEnergy = initialEnergy; energySaver = initialEnergySaver; safetyTimer = 100; //reset all weapon bays ChangeWeapon(0, 4, 15, 1); for (int w = 1; w < weapons.Length; w++) { ChangeWeapon(w, 0, 10, 1); } Prepare(startPosition); } else { alive = false; } } if (safetyTimer > 0) { alpha = 0.6f; collidable = false; } else { alpha = 1.0f; collidable = true; } score += MoveObjects(map, players, enemies); if (rumbleTimer > 0) { rumbleTimer -= 1; if(energySaverOn) input.DoRumble(playerIndex, out actualPlayerIndex, 0.15f, 0.15f); else input.DoRumble(playerIndex, out actualPlayerIndex, 0.3f, 0.5f); } else { rumbleTimer = 0; input.DoRumble(playerIndex, out actualPlayerIndex, 0.0f, 0.0f); } if (position.X < map.drawArea.Left + (GetBounds().Width/2)) position.X = map.drawArea.Left + (GetBounds().Width/2); if (position.X > map.drawArea.Right - (GetBounds().Width/2)) position.X = map.drawArea.Right - (GetBounds().Width/2); if (position.Y < map.drawArea.Top + (GetBounds().Height )) position.Y = map.drawArea.Top + (GetBounds().Height ); if (position.Y > map.drawArea.Bottom - (GetBounds().Height )) position.Y = map.drawArea.Bottom - (GetBounds().Height ); Decelerate(); }
private void LoadLevel(int levelID, int totalPlayers) { if (!File.Exists(Path.Combine(StorageContainer.TitleLocation, "Content\\Maps\\level_" + levelID + ".xml"))) { WinGame(); return; } levelsXml.Load(Path.Combine(StorageContainer.TitleLocation, "Content\\Maps\\level_" + levelID + ".xml")); map = new Map(gameArea); XmlNode levelData = levelsXml.DocumentElement.SelectSingleNode("/levels/level[@id='" + levelID + "']"); //If there is no level data then the game must have been completed if (levelData == null) { WinGame(); return; } //Load Map Data XmlNode mapData = levelData.SelectSingleNode("map"); Texture2D tileTextures = content.Load<Texture2D>(levelData.SelectSingleNode("map/@texture_path").InnerText); XmlNodeList enemyTexturesNodes = levelData.SelectNodes("enemyTextures/texture"); Texture2D[] enemyTextures = new Texture2D[enemyTexturesNodes.Count]; for (int t = 0; t < enemyTexturesNodes.Count; t++) enemyTextures[t] = content.Load<Texture2D>(enemyTexturesNodes[t].SelectSingleNode("@path").InnerText); enemies = new EnemySpawner(enemyTextures); projectiles = new ProjectileManager(); Point scrollSpeed = new Point(Convert.ToInt32(levelData.SelectSingleNode("map/@scroll_x").InnerText), Convert.ToInt32(levelData.SelectSingleNode("map/@scroll_y").InnerText)); XmlNodeList tileColumns = mapData.SelectNodes("column"); map.tiles = new Tile[tileColumns.Count][]; int tileWidth = 0; int tileHeight = 0; for (int x = 0; x < tileColumns.Count; x++) { XmlNodeList tileRows = tileColumns[x].SelectNodes("tile"); map.tiles[x] = new Tile[tileRows.Count]; for (int y = 0; y < tileRows.Count; y++) { XmlNode tileCell = tileRows[y]; //get all graphic types XmlNodeList graphics = tileCell.SelectNodes("graphics/graphic"); Vector4[] types = new Vector4[graphics.Count]; for (int g = 0; g < graphics.Count; g++) { XmlNode graphic = graphics[g]; types[g] = new Vector4(Convert.ToInt32(graphic.SelectSingleNode("@sprite_x").InnerText), Convert.ToInt32(graphic.SelectSingleNode("@sprite_y").InnerText), (float)Convert.ToDouble(graphic.SelectSingleNode("@rotation").InnerText), Convert.ToInt32(graphic.SelectSingleNode("@flip").InnerText)); } int power = Convert.ToInt32(tileCell.SelectSingleNode("@power").InnerText); int energy = Convert.ToInt32(tileCell.SelectSingleNode("@energy").InnerText); int timer = 2; int worth = Convert.ToInt32(tileCell.SelectSingleNode("@worth").InnerText); bool destroyable = System.Convert.ToBoolean(tileCell.SelectSingleNode("@destroyable").InnerText); bool collidable = System.Convert.ToBoolean(tileCell.SelectSingleNode("@collidable").InnerText); tileWidth = Convert.ToInt32(tileCell.SelectSingleNode("dimensions/@width").InnerText); tileHeight = Convert.ToInt32(tileCell.SelectSingleNode("dimensions/@height").InnerText); //digest enemy spawn points XmlNodeList enemiesToSpawn = tileCell.SelectNodes("enemies/enemy"); List<int> enemySpawns = new List<int>(); for (int e = 0; e < enemiesToSpawn.Count; e++) { XmlNode enemy = enemiesToSpawn[e]; int enemyToAdd=Convert.ToInt32(enemy.SelectSingleNode("@type").InnerText); enemySpawns.Add(enemyToAdd); endOfLevel += enemies.AddLevelEnders(enemyToAdd); } map.tiles[x][y] = new Tile(enemySpawns, 0.0f, new Point(x, y), types, destroyable, collidable, power, energy, timer, worth, tileTextures, tileWidth, tileHeight); map.tiles[x][y].alive = true; } } map.scrollSpeed = scrollSpeed; map.tileSize = new Point(tileWidth, tileHeight); //Load Player Data XmlNodeList playerNodes = levelData.SelectNodes("players/player"); players = new Player[totalPlayers]; playerHuds = new PlayerHud[totalPlayers]; SpriteFont playerhudFont = content.Load<SpriteFont>("Fonts/hudfont"); Texture2D pixelDot = content.Load<Texture2D>("Sprites/pixel"); PlayerIndex[] playerIndexes = new PlayerIndex[] { PlayerIndex.One, PlayerIndex.Two, PlayerIndex.Three, PlayerIndex.Four }; Color[] playerColors = new Color[] { Color.Red, Color.Green }; for (int p = 0; p < totalPlayers; p++) { XmlNodeList weapons = playerNodes[p].SelectNodes("weapons/weapon"); Texture2D projectileTexture = content.Load<Texture2D>(playerNodes[p].SelectSingleNode("@projectile_path").InnerText); Texture2D playerTexture = content.Load<Texture2D>(playerNodes[p].SelectSingleNode("@texture_path").InnerText); float pWeight = (float) Convert.ToDouble(playerNodes[p].SelectSingleNode("@weight").InnerText); int pPower = Convert.ToInt32(playerNodes[p].SelectSingleNode("@power").InnerText); //energy and shield is reset to full every map load int pEnergy = Convert.ToInt32(playerNodes[p].SelectSingleNode("@energy").InnerText); int pShield = Convert.ToInt32(playerNodes[p].SelectSingleNode("@shield").InnerText); int pWorth = Convert.ToInt32(playerNodes[p].SelectSingleNode("@worth").InnerText); //lives are set to current int pLives = Convert.ToInt32(playerNodes[p].SelectSingleNode("@lives").InnerText); if (playerLives[p] > -1) pLives = playerLives[p]; int pWidth = Convert.ToInt32(playerNodes[p].SelectSingleNode("dimensions/@width").InnerText); int pHeight = Convert.ToInt32(playerNodes[p].SelectSingleNode("dimensions/@height").InnerText); int pTileX = Convert.ToInt32(playerNodes[p].SelectSingleNode("tile_start/@x").InnerText); int pTileY = Convert.ToInt32(playerNodes[p].SelectSingleNode("tile_start/@y").InnerText); float xpos = ((pTileX * tileWidth)) + gameArea.X; float ypos = ((pTileY * tileHeight)) + gameArea.Y; players[p] = new Player(new Vector2(xpos, ypos), pShield, playerIndexes[p], projectileTexture, weapons.Count, pLives, pWeight, 0.01f, new Vector2(-4.0f, 5.0f), true, true, pPower, pEnergy, 18, pWorth, playerTexture, pWidth, pHeight, 1, 0.025f, 1, false); //set the player score to the current level score held by the player players[p].score = playerScores[p]; players[p].Prepare(players[p].startPosition); //set player huds playerHuds[p] = new PlayerHud(pixelDot, playerhudFont, players[p], playerColors[p], new Vector2(60 + (600 * p), gameArea.Top + 60), 0.4f); //set weapons //If there are no set weapons then use default weapons if (playerWeapons[p]==null) { playerWeapons[p] = new Weapon[weapons.Count]; for (int w = 0; w < weapons.Count; w++) { int wProjectiles = Convert.ToInt32(weapons[w].SelectSingleNode("@max_projectiles").InnerText); int wRate = Convert.ToInt32(weapons[w].SelectSingleNode("@fire_rate").InnerText); int wType = Convert.ToInt32(weapons[w].SelectSingleNode("@projectile_type").InnerText); players[p].ChangeWeapon(w, wProjectiles, wRate, wType); } } else { for (int w = 0; w < playerWeapons[p].Length; w++) { Weapon tmpWep = playerWeapons[p][w]; players[p].ChangeWeapon(w, tmpWep.maxProjectiles, tmpWep.fireRate, tmpWep.ammoType); } } } }
public int UpdateEnemies(Map map, Player[] players, List<Enemy> enemies, ProjectileManager pm) { int returnVal=0; List<Enemy> deletedIndex = new List<Enemy>(); List<Enemy> addIndex = new List<Enemy>(); foreach (Enemy enemy in liveEnemies) { //expand draw area to check to see if enemy has left area map.drawArea.Inflate(map.tileSize.X+(int)enemy.width, map.tileSize.Y+(int)enemy.height); if (!map.drawArea.Contains(enemy.GetBounds())) enemy.alive = false; //return map to original size map.drawArea.Inflate(-(map.tileSize.X + (int)enemy.width), -(map.tileSize.Y + (int)enemy.height)); enemy.Update(map, players, enemies, pm); if (enemy.currentEnergy == 0 && !enemy.spawned) { enemy.spawned = true; addIndex.Add(enemy); } //if the enemy is not alive then remove it from the list if (!enemy.alive) deletedIndex.Add(enemy); } foreach (Enemy addEnemy in addIndex) { //respawn another enemy foreach (Point respawns in addEnemy.respawn) { for (int i = 0; i < respawns.Y; i++) SpawnEnemy(respawns.X, addEnemy.position); } } //Remove enemies tagged for deletion foreach (Enemy deleteEnemy in deletedIndex) { if (deleteEnemy.levelEnder) returnVal += 1; liveEnemies.Remove(deleteEnemy); } return returnVal; }
public void Update(Map map, Player[] players, List<Enemy> enemies, ProjectileManager pm) { CalculateNextVector(); MoveObjects(map, players, enemies); FireWeapon(pm); }
public int Update(Map map, Player[] players, List<Enemy> enemies) { List<Projectile> deleted = new List<Projectile>(); int score = 0; //loop through projectiles but then i need to access the checkcollision routine, how?! //calculate the current vector of the projectile foreach (Projectile projectile in liveProjectiles) { if (projectile.alive) { Vessel orignalFirer = (Vessel)projectile.originiator; //Check to see if the projectile has hit any bounding tiles Tile[,] tileSet = map.GetSurroundingTiles(map.SpriteOverTile(projectile), 2); //check each tile in set to see if it has collided Vector2 resetPoint = new Vector2(-1,-1); for (int x = 0; x < tileSet.GetLength(0); x++) { for (int y = 0; y < tileSet.GetLength(1); y++) { if (tileSet[x, y] != null) { Tile tile = tileSet[x, y]; if (tile.collidable && projectile.BoundingCollision(tile)) { projectile.lastSideCollided = FindLastSideTouched(map, projectile, tile.coordinates, -1, ref resetPoint); if (projectile.lastSideCollided > -1) { orignalFirer.score += CheckProjectileCollisions(tile, projectile); if (projectile.collided) { projectile.collided = false; break; } } } } } } if(resetPoint.X>-1) { projectile.position = resetPoint - projectile.velocity; projectile.safePosition = resetPoint - projectile.velocity; } //Check to see if the projectile has hit any enemies //Only check enemy hit if the projectile has come from a player if (projectile.originiator.GetType().Name.Equals("Player")) { //check projectiles for hitting enemies foreach (Enemy enemy in enemies) { orignalFirer.score += CheckProjectileCollisions(enemy, projectile); } } //Check to see if the projectile has hit any players foreach (Player player in players) { //can players shoot each other? // if no then use ! projectile.originiator.GetType().Name.Equals("Player") // if yes then use player != orignalFirer if (! projectile.originiator.GetType().Name.Equals("Player")) { int checkScore = CheckProjectileCollisions(player, projectile); orignalFirer.score += checkScore; } } //expand draw area to check to see if enemy has left area map.drawArea.Inflate(map.tileSize.X, map.tileSize.Y); if (!map.drawArea.Contains(projectile.GetBounds())) projectile.alive = false; //return map to original size map.drawArea.Inflate(-map.tileSize.X, -map.tileSize.Y); projectile.CalculateNextVector(); projectile.UpdatePosition(); } if (!projectile.alive) deleted.Add(projectile); } //remove dead projectiles foreach (Projectile projectile in deleted) liveProjectiles.Remove(projectile); return score; }