public Help(Simulator simulator, List<string> texts) { Simulator = simulator; Texts = texts; Lieutenant = new Image("lieutenant", new Vector3(-500, 370, 0)); Lieutenant.Origin = new Vector2(0, Lieutenant.TextureSize.Y); Lieutenant.SizeX = 5; Lieutenant.VisualPriority = VisualPriorities.Default.Tutorial; Bubble = new Image("bulle", new Vector3(-250, 200, 0)); Bubble.Origin = new Vector2(0, Bubble.TextureSize.Y); Bubble.SizeX = 8; //Bubble.Color.A = 150; Bubble.VisualPriority = VisualPriorities.Default.Tutorial; ActiveText = 0; ActiveOverride = Texts.Count > 0; HiddingOverride = false; EffectTimeRemaining = 1000; InitDirective(Texts.Count == 0 ? "" : Texts[ActiveText]); Simulator.Scene.VisualEffects.Add(Lieutenant, Core.Visual.VisualEffects.FadeInFrom0(255, 0, EffectTimeRemaining)); Simulator.Scene.VisualEffects.Add(Bubble, Core.Visual.VisualEffects.FadeInFrom0(150, 0, EffectTimeRemaining)); Simulator.Scene.VisualEffects.Add(Directive.Text, Core.Visual.VisualEffects.FadeInFrom0(255, 0, EffectTimeRemaining)); }
public PowerUpsFactory(Simulator simulator) { Simulator = simulator; Availables = new Dictionary<PowerUpType, PowerUp>(PowerUpTypeComparer.Default); All = new Dictionary<PowerUpType, PowerUp>(PowerUpTypeComparer.Default); }
public PowerUpsController(Simulator simulator) { Simulator = simulator; ActivesPowerUps = new Dictionary<PowerUpType, bool>(); PowerUps = new Dictionary<SimPlayer, List<PowerUp>>(); }
public Spaceship(Simulator simulator, string imageName) { Simulator = simulator; Image = new Image(imageName, Position); Position = Vector3.Zero; SteeringBehavior = new SpaceshipNoneBehavior(this); Direction = new Vector3(1, 0, 0); Shape = Shape.Circle; Circle = new Circle(); SizeX = 4; Weapon = new NoWeapon(Simulator, this); SfxOut = ""; SfxIn = ""; Active = true; ShowTrail = false; ShowShield = false; Alive = true; }
public EnemiesFactory(Simulator simulator) { Simulator = simulator; EnemiesPools = new Dictionary<EnemyType, Pool<Enemy>>(EnemyTypeComparer.Default); All = new List<Enemy>(); }
public StartingPathMenu(Simulator simulator, double visualPriority) { Simulator = simulator; VisualPriority = visualPriority; //RemainingWavesChoice = new ColoredTextContextualMenuChoice("RemainingWaves", new ColoredText(new List<string>() { "", "", "" }, new Color[] { Color.White, Color.White, Color.White }, @"Pixelite", Vector3.Zero) { SizeX = 2 }); RemainingEnemiesChoice = new ColoredTextContextualMenuChoice("RemainingEnemies", new ColoredText(new List<string>() { "", "" }, new Color[] { Color.White, Color.White }, @"Pixelite", Vector3.Zero) { SizeX = 2 }); //NextWaveCompositionChoice = new NextWaveContextualMenuChoice("NextWaveComposition"); //TimeNextWaveChoice = new ColoredTextContextualMenuChoice("TimeRemainingChoice", new ColoredText(new List<string>() { "", "", "" }, new Color[] { Color.White, Color.White, Color.White }, @"Pixelite", Vector3.Zero) { SizeX = 2 }); CallTheNextWave = new TextContextualMenuChoice("CallTheNextWave", new Text("I'm ready! Bring it on!", @"Pixelite") { SizeX = 2 }); var choices = new List<ContextualMenuChoice>(); //choices.Add(RemainingWavesChoice); //choices.Add(TimeNextWaveChoice); //choices.Add(RemainingEnemiesChoice); //choices.Add(NextWaveCompositionChoice); choices.Add(CallTheNextWave); Menu = new ContextualMenu(Simulator, VisualPriority, Color.White, choices, 5) { SelectedIndex = 0 }; remainingWaves = 0; timeNextWave = 0; activeWaves = 0; CheckedIn = null; }
public MineralsFactory(Simulator simulator) { Simulator = simulator; Pool = new Pool<Mineral>(); Minerals = new Dictionary<MineralType, MineralDefinition>(MineralTypeComparer.Default); }
public CelestialBodiesPathPreviews(Simulator simulator) { Simulator = simulator; NormalLines = new List<Image>(); for (int i = 0; i < MaxNormalLines; i++) NormalLines.Add(new Image("LigneTrajet") { Blend = BlendType.Add, SizeX = 1, Alpha = 50, VisualPriority = VisualPriorities.Default.CelestialBodiePath }); HighlightLines = new List<Image>(); for (int i = 0; i < MaxHighlightLines; i++) HighlightLines.Add(new Image("LigneTrajet") { Blend = BlendType.Add, SizeX = 1f, Alpha = 150, VisualPriority = VisualPriorities.Default.CelestialBodiePath - 0.000001 }); LineSizeX = NormalLines[0].AbsoluteSize.X; PathPositions = new List<KeyValuePair<Vector3, float>>(); Highlights = new Dictionary<CelestialBody, double>(); }
public TurretsController(Simulator simulator) { Simulator = simulator; Turrets = new List<Turret>(); AssociationsThisTick = new Dictionary<Turret, Enemy>(); BoostedTurretsThisTick = new Dictionary<Turret, int>(); }
public ProtagonistsAnimation(Simulator simulator, Mothership mothership) { Simulator = simulator; Mothership = mothership; Protagonist = new SpaceshipCursor(simulator.Scene, new Vector3(-200, -600, 0), 5, VisualPriorities.Cutscenes.IntroProtagonist, new Color(95, 71, 255), "Cursor1", true); Wife = new SpaceshipCursor(Simulator.Scene, new Vector3(-200, -600, 0), 5, VisualPriorities.Cutscenes.IntroWife, new Color(255, 0, 136), "Cursor2", true); Protagonist.FadeIn(); Wife.FadeIn(); ProtagonistText = new ManualTextBubble(Simulator.Scene, new Text("I must warn the\n\nother colonies!", @"Pixelite") { SizeX = 2 }, Protagonist.Position, VisualPriorities.Cutscenes.IntroProtagonist - 0.00001) { Alpha = 0 }; State = ProtagonistState.None; TimeBeforeArrival = IntroCutscene.Timing["ProtagonistIn"]; TimeBeforeAbduction = TimeBeforeArrival + 20000; TimeBeforeGoGetHelp = TimeBeforeAbduction + 4000; TimeBeforeFireAgainAtMothership = TimeBeforeGoGetHelp + 2000; TimeBeforeGoInCenter = TimeBeforeFireAgainAtMothership + 18000; TimeBeforeWarnColonies = TimeBeforeGoInCenter + 20000; TimeBeforeTeleport = TimeBeforeWarnColonies + 10000; PathArrivalProtagonist = GetPathArrivalProtagonist(); PathArrivalWife = GetPathArrivalWife(); TimeOnPathProtaAndWife = 0; }
public Path(Simulator simulator, ColorInterpolator color, byte alpha, BlendType blend) { Scene = simulator.Scene; ColorInterpolator = color; InnerPath = new Path3D(); Times = new List<double>(MaxCurvePoints); Points = new List<Vector3>(MaxCurvePoints); for(int i = 0; i < MaxCurvePoints; i++) { Times.Add(0); Points.Add(Vector3.Zero); } NbPoints = 0; Length = 0; LengthBefore = 0; Lines = new Image[MaxVisibleLines]; for (int i = 0; i < MaxVisibleLines; i++) { Lines[i] = new Image("LigneTrajet", Vector3.Zero) { Blend = blend, SizeX = 1.5f, Alpha = alpha }; } Active = true; TakeIntoAccountFakeGravTurret = false; TakeIntoAccountFakeGravTurretLv2 = false; }
public TheResistance(Simulator simulator) { Spaceships = new List<Spaceship>(); Spaceships.Add(new Spaceship(simulator) { Image = new Image("Resistance1") { SizeX = 4, VisualPriority = VisualPriorities.Default.DefaultSpaceship } }); Spaceships.Add(new Spaceship(simulator) { Image = new Image("Resistance2") { SizeX = 4, VisualPriority = VisualPriorities.Default.DefaultSpaceship } }); Spaceships.Add(new Spaceship(simulator) { Image = new Image("Resistance3") { SizeX = 4, VisualPriority = VisualPriorities.Default.DefaultSpaceship } }); }
public PowerUpDarkSide(Simulator simulator) : base(simulator) { Type = PowerUpType.DarkSide; Category = PowerUpCategory.Other; BuyImage = "darkside"; BuyPrice = 500; BuyTitle = "Dark side (" + BuyPrice + "M$)"; BuyDescription = "Enemies are hit by a mysterious force when they go behind a planet."; NeedInput = false; Position = Vector3.Zero; CorpsCeleste = new CelestialBody( Simulation, "", Vector3.Zero, Vector3.Zero, 0, Size.Small, float.MaxValue, null, 0, 0, false); CorpsCeleste.AttackPoints = 0.5f; SfxIn = "sfxDarkSide"; }
public Wave(Simulator simulator, WaveDescriptor descriptor) { Simulator = simulator; Descriptor = descriptor; NewEnemies = new List<Enemy>(); }
public GUIPlayer( Simulator simulator, Dictionary<TurretType, bool> availableTurrets, Dictionary<string, LevelDescriptor> levelsDescriptors, Color color, string representation, InputType inputType) { Simulator = simulator; SelectedCelestialBodyAnimation = new SelectedCelestialBodyAnimation(Simulator); Cursor = new SpaceshipCursor(Simulator.Scene, Vector3.Zero, 2, VisualPriorities.Default.PlayerCursor, color, representation, true); Crosshair = new Cursor(Simulator.Scene, Vector3.Zero, 2, VisualPriorities.Default.PlayerCursor, "crosshairRailGun", false); TurretMenu = new TurretMenu(Simulator, VisualPriorities.Default.TurretMenu, color, inputType); CelestialBodyMenu = new CelestialBodyMenu(Simulator, VisualPriorities.Default.CelestialBodyMenu, color, inputType); FinalSolutionPreview = new FinalSolutionPreview(Simulator); CelestialBodyMenu.AvailableTurrets = availableTurrets; CelestialBodyMenu.Initialize(); WorldMenu = new WorldMenu(Simulator, VisualPriorities.Default.CelestialBodyMenu, levelsDescriptors, color); NewGameMenu = new NewGameMenu(Simulator, VisualPriorities.Default.CelestialBodyMenu, color); PowerUpInputMode = false; PowerUpFinalSolution = false; }
public SelectedCelestialBodyAnimation(Simulator simulator) { Simulator = simulator; Selection = Simulator.Scene.Particles.Get(@"selectionCorpsCeleste"); Selection.VisualPriority = VisualPriorities.Default.CelestialBodySelection; }
public SelectedCelestialBodyController(Simulator simulator, SimPlayer player, List<CelestialBody> celestialBodies) { Simulator = simulator; CelestialBodies = celestialBodies; Player = player; Initialize(); }
public AdvancedView(Simulator simulator) { Simulator = simulator; EnemiesLives = new EnemiesLives(Simulator); CelestialBodiesPaths = new CelestialBodiesPathPreviews(Simulator); visible = false; }
public BulletsController(Simulator simulator) { Simulator = simulator; Bullets = new List<Bullet>(); RotationMatrix = new Matrix(); }
public WavesPanel(Simulator simulator, Vector3 position, Vector2 size, double visualPriority, Color color) : base(simulator.Scene, position, size, visualPriority, color) { Simulator = simulator; SetTitle("Waves"); Slider.SetLabel("Wave"); }
public GUIPausePlayer(Simulator simulator, SimPlayer innerPlayer) { Simulator = simulator; InnerPlayer = innerPlayer; Cursor = new SpaceshipCursor(Simulator.Scene, Vector3.Zero, 2, VisualPriorities.Default.PlayerPanelCursor, InnerPlayer.Color, InnerPlayer.ImageName, false); }
public MoonMatrix(Simulator simulator, CelestialBody celestialBody, int alpha, string imageName, int size) : base(simulator, celestialBody, alpha, imageName, size) { relativePosition = new Vector3(celestialBody.Circle.Radius + Main.Random.Next(10, 30), 0, 0); Matrix.CreateRotationZ((float) (MathHelper.TwoPi / ActualRotationTime), out RotationMatrix); Vector3.Transform(ref relativePosition, ref RotationMatrix, out Position); Vector3.Add(ref Position, ref CelestialBody.position, out Position); }
public GameBarPanel(Simulator simulator, double visualPriority) : base(simulator.Scene, new Vector3(0, (-simulator.Scene.Height / 2) + 34, 0), new Vector2(simulator.Scene.Width, 45), visualPriority, Color.White) { Simulator = simulator; ShowCloseButton = false; ShowFrame = false; BackgroundAlpha = 100; if (Preferences.Target == Core.Utilities.Setting.Xbox360) { Position += new Vector3(0, Preferences.DeadZoneV2.Y, 0); Padding = new Vector2(10 + Preferences.DeadZoneV2.X, 0); } CashWidget = new ImageLabel(new Image("ScoreMoney") { SizeX = 4 }, new Text(@"Pixelite") { SizeX = 3 }) { Position = Position + new Vector3(50, 0, 0), CanHover = true }; LivesWidget = new ImageLabel(new Image("ScoreLives") { SizeX = 4 }, new Text(@"Pixelite") { SizeX = 3 }) { Position = Position + new Vector3(250, 0, 0), CanHover = true }; TimeNextWaveText = new ImageLabel(new Image("ScoreTime") { SizeX = 4 }, new Text(@"Pixelite") { SizeX = 3 }) { Position = Position + new Vector3(850, 0, 0), CanHover = true }; RemainingWavesWidget = new ImageLabel(new Image("ScoreWaves") { SizeX = 4 }, new Text(@"Pixelite") { SizeX = 3 }) { Position = Position + new Vector3(700, 0, 0), CanHover = true }; NextWaveWidget = new NextWaveWidget() { Position = Position + new Vector3(1050, 0, 0) }; HBMessages = new Dictionary<string, List<KeyValuePair<string, PanelWidget>>>() { { @"None", new List<KeyValuePair<string, PanelWidget>>() { new KeyValuePair<string, PanelWidget>(@"msg", new Label(new Text("") { SizeX = 2 })) } }, { @"Cash", new List<KeyValuePair<string, PanelWidget>>() { new KeyValuePair<string, PanelWidget>(@"msg", new Label(new Text(@"Remaining money", @"Pixelite") { SizeX = 2 })) } }, { @"Lives", new List<KeyValuePair<string, PanelWidget>>() { new KeyValuePair<string, PanelWidget>(@"msg", new Label(new Text(@"Remaining lives", @"Pixelite") { SizeX = 2 })) } }, { @"Remaining", new List<KeyValuePair<string, PanelWidget>>() { new KeyValuePair<string, PanelWidget>(@"msg", new Label(new Text(@"Remaining waves", @"Pixelite") { SizeX = 2 })) } }, { @"Time", new List<KeyValuePair<string, PanelWidget>>() { new KeyValuePair<string, PanelWidget>(@"msg", new Label(new Text(@"Remaining time before next wave", @"Pixelite") { SizeX = 2 })) } }, { @"NextWave", new List<KeyValuePair<string, PanelWidget>>() { new KeyValuePair<string, PanelWidget>(@"msg", new Label(new Text(@"Composition of the next wave", @"Pixelite") { SizeX = 2 })) } } }; TimeNextWaveBuilder = new StringBuilder(); }
public BackgroundsPanel(Simulator simulator, Vector3 position, Vector2 size, double visualPriority, Color color) : base(simulator.Scene, position, size, visualPriority, color) { Simulator = simulator; SetTitle("Backgrounds"); Slider.SetLabel("Set"); Initialize(); }
public FinalSolutionPreview(Simulator simulator) { Simulator = simulator; BlowUpZoneVisual = new Image("CercleBlanc") { Color = new Color(255, 0, 0, 100), VisualPriority = Preferences.PrioriteGUIEtoiles - 0.002f }; }
public SpaceshipWeapon(Simulator simulator, Spaceship spaceship, double frequency, float attackPoints) { Simulator = simulator; Spaceship = spaceship; ShootingFrequency = frequency; AttackPoints = attackPoints; Bullets = new List<Bullet>(); }
public SimPlayersController(Simulator simulator) { Simulator = simulator; AvailableTurrets = new Dictionary<TurretType, bool>(TurretTypeComparer.Default); AvailablePowerUps = new Dictionary<PowerUpType, bool>(PowerUpTypeComparer.Default); Players = new Dictionary<Player, SimPlayer>(); PlayersList = new List<SimPlayer>(); }
public PlayerCash(Simulator simulator, CommonStash stash) { Simulator = simulator; Stash = stash; Cash = new Text(Stash.Cash.ToString(), @"Pixelite") { SizeX = 2, VisualPriority = VisualPriorities.Default.PlayerCash }; }
public PlayerLivesMoons(Simulator simulator) { Simulator = simulator; Moons = new List<Moon>(); if (CelestialBody == null) return; CelestialBody.Moons.Clear(); }
public NextWavePreview(Simulator simulator, double visualPriority) { Simulator = simulator; Progress = new Text(@"Pixelite") { SizeX = 2, Color = Colors.Default.AlienBright, VisualPriority = visualPriority }; }