public void Initialize(Vector2 startLocation) { IsDisposed = false; Location = startLocation; Velocity = Maths.RandomNr(7, 9); AutoAim aa = Level.Instance.AutoAimPool.New(); aa.Initialize(new Vector2(Animation.Width / 2 - 8, Animation.Height / 2 - 8), null); Guns.Add(aa); }
/// <summary> /// Call this after getting me from the pool. /// </summary> /// <param name="startLoc"></param> public void Initialize(Vector2 startLoc) { IsDisposed = false; Location = startLoc; int rndWpn; bool pass; do { pass = true; rndWpn = Maths.RandomNr(1, 100); if (rndWpn < 30) { AutoAim aa = Level.Instance.AutoAimPool.New(); aa.Initialize(new Vector2(Animation.Width / 2 - 8, Animation.Height / 2 - 8), null); Guns.Add(aa); Velocity = 2.4f; } else if (rndWpn < 70) { Boom1 bm = Level.Instance.BoomPool.New(); bm.Initialize(new Vector2(Animation.Width / 2 - 9, Animation.Height / 2), null); Guns.Add(bm); Velocity = 3f; } else { if (Level.Instance.MGCnt < Level.MAX_MG_CNT) { Level.Instance.MGCnt++; Velocity = 3f; MG1 mg = Level.Instance.MGPool.New(); mg.Initialize(new Vector2(Animation.Width / 2 - 4 - 10, Animation.Height), new Vector2(Animation.Width / 2 - 4 + 10, Animation.Height), null); Guns.Add(mg); } else { pass = false; } } } while (!pass); }
public void AddGun(eEnemyGunType gunType) { switch (gunType) { case eEnemyGunType.AutoAim: AutoAim aa = Level.Instance.AutoAimPool.New(); aa.Initialize(new Vector2(Animation.Width / 2 - 8, Animation.Height / 2 - 8), Owner); Guns.Add(aa); break; case eEnemyGunType.Boom1Enemy: Boom1 b = Level.Instance.BoomPool.New(); b.Initialize(new Vector2(Animation.Width / 2 - 9, 0), Owner); Guns.Add(b); break; case eEnemyGunType.MG1: throw new Exception("MG Can not be added"); case eEnemyGunType.Missile: Missile m = Level.Instance.MissilePool.New(); m.Initialize(new Vector2(Animation.Width / 2 - 9, Animation.Height / 2 - 11), Owner); Guns.Add(m); break; case eEnemyGunType.DualMissile45: DualMissile45 dm = Level.Instance.DualMissile45Pool.New(); dm.Initialize(new Vector2(Animation.Width / 2 - 11, 5), Owner); Guns.Add(dm); break; default: throw new CaseStatementMissingException(); } UpdateAquiredGuns(); }
public Level(int startingWave, int dropRateModifier, int waveDelayInMS, int area, float scoreModifier, string music, ePlaneType planeType, string shipName) { // Music Music = music; MP3MusicMgr.Instance.PlayMusic(music); ScoreModifier = scoreModifier; WaveNr = startingWave; ItemEnemy.LastWaveSpawn = WaveNr; DropRateModifier = dropRateModifier; SpawnDelayTimer = new SimpleTimer(waveDelayInMS); ScrollBG = new ScrollBG("bg0" + area.ToString()); Shop.IsFirstVisit = true; if (area == 3 || area == 4) { MG1.MGDrawColor = Color.DarkRed; MG2.MGDrawColor = Color.DarkBlue; } else { MG1.MGDrawColor = MG2.MGDrawColor = Color.White; } WaveNrSB = new StringBuilder(startingWave.ToString(), 2); BroadPhase.Instance = new BroadPhase(128); BroadPhase.Instance.Init(); Level.Instance = this; #region Generic Pools MGPool = new Pool <MG1>(25, true, g => !g.IsDisposed, () => MG1.PoolConstructor()); MG2Pool = new Pool <MG2>(1, true, g => !g.IsDisposed, () => MG2.PoolConstructor()); AutoAimPool = new Pool <AutoAim>(100, true, g => !g.IsDisposed, () => AutoAim.PoolConstructor()); BoomPool = new Pool <Boom1>(100, true, g => !g.IsDisposed, () => Boom1.PoolConstructor()); MissilePool = new Pool <Missile>(80, true, g => !g.IsDisposed, () => Missile.PoolConstructor()); DualMissile45Pool = new Pool <DualMissile45>(80, true, g => !g.IsDisposed, () => DualMissile45.PoolConstructor()); // Enemies StraightEnemyPool = new Pool <StraightEnemy>(200, true, e => !e.IsDisposed, () => StraightEnemy.PoolConstructor()); SuiciderEnemyPool = new Pool <SuiciderEnemy>(60, true, e => !e.IsDisposed, () => SuiciderEnemy.PoolConstructor()); ItemEnemyPool = new Pool <ItemEnemy>(10, true, e => !e.IsDisposed, () => ItemEnemy.PoolConstructor()); ZigZagEnemyPool = new Pool <ZigZagEnemy>(130, true, e => !e.IsDisposed, () => ZigZagEnemy.PoolConstructor()); BombardEnemyPool = new Pool <BombardEnemy>(60, true, e => !e.IsDisposed, () => BombardEnemy.PoolConstructor()); Dual45EnemyPool = new Pool <Dual45Enemy>(60, true, e => !e.IsDisposed, () => Dual45Enemy.PoolConstructor()); SideEnemyPool = new Pool <SideEnemy>(10, true, e => !e.IsDisposed, () => SideEnemy.PoolConstructor()); // Explosions ExplosionPool = new Pool <Visual>(100, true, v => !v.IsDisposed, () => Visual.PoolConstructor()); // Scrap station ScrapStationPool = new Pool <ScrapStation>(2, true, s => !s.IsDisposed, () => ScrapStation.PoolConstructor()); #endregion Players.Add(new Player()); // Projectile pool for (int i = 0; i < PROJECTILE_POOL_MAX; i++) { ProjectilePool.Add(new BaseProjectile()); } // Pickup pool for (int i = 0; i < PICKUP_MAX; i++) { PickupPool.Add(new Pickup()); } // Increase the spawn delay every 5 waves int spawnDelayIncs = WaveNr / 5; for (int i = 0; i < spawnDelayIncs; i++) { SpawnDelayTimer.TimeInMS += SPAWN_DELAY_INCREASE; } // Add starting resources for (int i = 1; i <= startingWave; i++) { if (i < 5) { for (int j = 0; j < Players.Count; j++) { Players[j].Score += 150; } } else { for (int j = 0; j < Players.Count; j++) { Players[j].Score += 500; } } // Limit score to ~15000 if (Players[0].Score >= 15000) { break; } } // Spawn scrap station if starting wave # >=20 if (startingWave >= 20) { SpawnScrapStation(); } #region Player PlayerShip ps = new PlayerShip(PlayerIndex.One, new Vector2(500, 400), Players[0]); ps.SetPlaneType(planeType, shipName); // Bonus speed & shield regen int bonusSpeedUpgrades = startingWave / 10; for (int i = 0; i < bonusSpeedUpgrades; i++) { ps.UpgradeSpeed(); ps.UpgradeShieldRegen(); } // Add mg MG1 mg = MGPool.New(); mg.Initialize(new Vector2(5, ps.Height - 20), new Vector2(ps.Width - 5 - 8, ps.Height - 20), ps.Owner); ps.Guns.Add(mg); Entities.Add(ps); PlayerShips.Add(ps); #endregion // Pause PauseLocation = Common.CenterString(PausedFont, PAUSE_TEXT, Engine.Instance.Width, Engine.Instance.Height); // Collect Garbage System.GC.Collect(); }