public void InitializeGameState() { stateMachine = new StateMachine(); player = new Player(this, shape: new DynamicShape(new Vec2F(0.45f, 0.1f), new Vec2F(0.1f, 0.1f)), image: new Image(Path.Combine("Assets", "Images", "Player.png"))); GalagaBus.GetBus().InitializeEventBus(new List <GameEventType>() { GameEventType.PlayerEvent }); GalagaBus.GetBus().Subscribe(GameEventType.PlayerEvent, player); enemyStrides = ImageStride.CreateStrides(4, Path.Combine("Assets", "Images", "BlueMonster.png")); enemies = new EntityContainer <Enemy>(); PlayerShot = new Image(Path.Combine("Assets", "Images", "BlueMonster.png")); playerShots = new EntityContainer <PlayerShot>(); explosionStrides = ImageStride.CreateStrides(8, Path.Combine("Assets", "Images", "Explosion.png")); explosions = new AnimationContainer(40); score = new Score(new Vec2F(0.43f, -0.12f), new Vec2F(0.2f, 0.2f)); v_Formation = new V_Formation(); v_Formation.CreateEnemies(enemyStrides); enemies = v_Formation.Enemies; down = new Down(); zigzagdown = new ZigZagDown(); noMove = new NoMove(); }
public GameRunning() { isGameOver = false; player = new Player(new DynamicShape(new Vec2F(0.45f, 0.1f), new Vec2F(0.1f, 0.1f)), new Image(Path.Combine("Assets", "Images", "Player.png"))); score = new Score(new Vec2F(0.02f, 0.7f), new Vec2F(0.3f, 0.3f)); enemyStrides = ImageStride.CreateStrides(4, Path.Combine("Assets", "Images", "BlueMonster.png")); squiggleSquadron = new SquiggleSquadron(6); AddEnemies(); noMove = new NoMove(); down = new Down(); zigZagDown = new ZigZagDown(); playerShots = new List <PlayerShot>(); // Preloads the bullet image bullet = new Image(Path.Combine("Assets", "Images", "BulletRed2.png")); explosionStrides = ImageStride.CreateStrides(8, Path.Combine("Assets", "Images", "Explosion.png")); // Here the constructor is given the argument 6 since that is the total amount of enemies. explosions = new AnimationContainer(6); //backGroundImage = new Entity(new StationaryShape(new Vec2F(0.2f, 0.2f), new Vec2F(0.5f, 0.5f)), new Image("Assets/Images/TitleImage.png")); GalagaBus.GetBus().Subscribe(GameEventType.MovementEvent, player); }
public GameRunning() { backgroundImage = new Image(Path.Combine("Assets", "Images", "SpaceBackground.png")); player = new Player(new Vec2F(0.45f, 0.1f), new Vec2F(0.1f, 0.1f)); enemeySquadrons = new List <ISquadron>() { new BlueSquadron(), new GreenSquadron(), new RedSquadron() }; greenEnemy = ImageStride.CreateStrides(2, Path.Combine("Assets", "Images", "GreenMonster.png")); blueEnemy = ImageStride.CreateStrides(4, Path.Combine("Assets", "Images", "BlueMonster.png")); redEnemy = ImageStride.CreateStrides(2, Path.Combine("Assets", "Images", "RedMonster.png")); enemyTypes = new List <List <Image> >() { blueEnemy, greenEnemy, redEnemy }; zigZagDown = new ZigZagDown(); explosionStrides = ImageStride.CreateStrides(8, Path.Combine("Assets", "Images", "Explosion.png")); explosions = new AnimationContainer(80); projectiles = new EntityContainer(); laserImage = new Image(Path.Combine("Assets", "Images", "BulletRed2.png")); for (int i = 0; i < enemeySquadrons.Count; i++) { enemeySquadrons[i].CreateEnemies(enemyTypes[i]); } }
private void EnemyMove() { switch (movementSeed) { case 1: ZigZagDown zigZagDown = new ZigZagDown(this, speedMultiplier); zigZagDown.MoveEnemies(enemies); break; case 2: Down down = new Down(this, speedMultiplier); down.MoveEnemies(enemies); break; case 3: break; } }
public void InitializeGameState() { backGroundImage = new Entity( new StationaryShape(new Vec2F(0, 0), new Vec2F(1, 1)), new Image(Path.Combine("Assets", "Images", "SpaceBackground.png"))); player = new Player( new DynamicShape(new Vec2F(0.45f, 0.1f), new Vec2F(0.1f, 0.1f)), new Image(Path.Combine("Assets", "Images", "Player.png"))); enemyStrides = ImageStride.CreateStrides(4, Path.Combine("Assets", "Images", "BlueMonster.png")); enemies = new List <Enemy>(); row = new Row(); movementStrategy = new ZigZagDown(); explosionStrides = ImageStride.CreateStrides(8, Path.Combine("Assets", "Images", "Explosion.png")); explosions = new AnimationContainer(4); score = new Score(new Vec2F(0.01f, -0.25f), new Vec2F(0.3f, 0.3f)); row.CreateEnemies(enemyStrides); }