public MovingPath(Game g, Arena a, Vector2 pos, int playerNum, String spriteNumber, float velObj, Vector2 point1,Vector2 point2, bool isDeath) : base(g) { this.pos = Constants.player1SpawnLocation + pos; this.origPos = pos; this.drawPriority = Constants.PLAYER_DRAWPRI; this.spriteNumber = spriteNumber; LoadContent(); SetUpPhysics(Constants.player1SpawnLocation + pos); origin = new Vector2(ani.widthOf() / 2, ani.heightOf() / 2); fixture.OnCollision += new OnCollisionEventHandler(OnCollision); this.velObj = velObj; //if (game.gMode == 0) //body.LinearVelocity = new Vector2(shootAngle.X * velObj, shootAngle.Y * velObj); this.isDeath = isDeath; this.point1 = point1; this.point2 = point2; double angel = Math.Atan2((double)(point2.Y - point1.Y), (double)(point2.X - point1.X)) * 180/Math.PI; float x = (float)Math.Cos(angel*Math.PI/180f); //if (x < 0.000000000001f) //x = 0; float y = (float)Math.Sin(angel*Math.PI/180f); //if (y < 0.000000000001f) //y = 0; ///this.path = point1 - point2;// new Vector2(x * 2, -y * 2); this.path = new Vector2(x, y); this.validPoint = ConvertUnits.ToSimUnits(point1); //body.ApplyLinearImpulse(path); goalPoint = ConvertUnits.ToSimUnits(point2); }
public CutSceneMovingItem(Game g, Arena a, float xPos, float yPos, float xPosEnd,float yPosEnd,int playerNum, String spriteNumber, float startTime, float endTime) : base(g,a,xPos,yPos,playerNum,spriteNumber,startTime,endTime) { this.xPosEnd = game.drawingTool.ActualScreenPixelWidth*xPosEnd; this.yPosEnd = game.drawingTool.ActualScreenPixelHeight * yPosEnd; this.xPosStart = game.drawingTool.ActualScreenPixelWidth * xPos; this.yPosStart = yPos; }
public CutSceneMovingItem(Game g, Arena a, float xPos, float yPos, float xPosEnd, float yPosEnd, int playerNum, String spriteNumber, float aValue, bool loadFromCT) : base(g,a,xPos,yPos,playerNum,spriteNumber,aValue,loadFromCT) { this.xPosEnd = game.drawingTool.ActualScreenPixelWidth * xPosEnd; this.yPosEnd = game.drawingTool.ActualScreenPixelHeight * yPosEnd; this.xPosStart = game.drawingTool.ActualScreenPixelWidth * xPos; this.yPosStart = game.drawingTool.ActualScreenPixelHeight * yPos; }
public CutSceneText(Game g, Arena a, Vector2 points, int playerNum, String[] text, float orderNumber) : base(g, a, points.X, points.Y, playerNum, "Error", -1, false) { xi = (XboxInput)game.playerOneInput; this.IsVisible = true; this.text = text; this.orderNumber = orderNumber; this.keyInput = new KeyboardInput(); }
public CutSceneMultipleMoves(Game g, Arena a, Vector2[] points, int playerNum, String spriteNumber, bool loadFromCT) : base(g, a, points[0].X, points[0].Y, playerNum, spriteNumber, -1, loadFromCT) { xi = (XboxInput)game.playerOneInput; this.points = points; goalPoint = new Vector2(points[0].X * game.drawingTool.ActualScreenPixelWidth, points[0].Y * game.drawingTool.ActualScreenPixelHeight); this.IsVisible = true; }
public BackgroundBlock(Game g, Arena a, Vector2 pos, int playerNum, String spriteNumber, float height, float width) : base(g,a,pos,playerNum,spriteNumber,height,width,1,0) { this.spriteName = spriteNumber; this.height = height; this.width = width; this.startPos = pos; this.pos = pos+Constants.player1SpawnLocation; this.blockSprite = game.getSprite(spriteNumber); }
public GoalBlock(Game g, Arena a, Vector2 pos, int playerNum, String spriteNumber,int nextLevel) : base(g) { this.pos = Constants.player1SpawnLocation + pos; this.origPos = pos; this.drawPriority = Constants.PLAYER_DRAWPRI; this.spriteNumber = spriteNumber; LoadContent(); SetUpPhysics(Constants.player1SpawnLocation + pos); origin = new Vector2(playerSprite.index.Width / 2, playerSprite.index.Height / 2); fixture.OnCollision += new OnCollisionEventHandler(OnCollision); this.nextLevel = nextLevel; }
public DeathBlock(Game g, Arena a, Vector2 pos, int playerNum, String spriteNumber, float rotation) : base(g) { this.pos = Constants.player1SpawnLocation + pos; this.origPos = pos; this.drawPriority = Constants.PLAYER_DRAWPRI; this.spriteNumber = spriteNumber; this.rotationAngle = rotation; LoadContent(); SetUpPhysics(Constants.player1SpawnLocation + pos); origin = new Vector2(ani.widthOf() / 2, ani.heightOf() / 2); fixture.OnCollision += new OnCollisionEventHandler(OnCollision); }
public MovingDeath(Game g, Arena a, Vector2 pos, int playerNum, String spriteNumber,Vector2 shootAngle,float velObj) : base(g) { this.pos = Constants.player1SpawnLocation + pos; this.origPos = pos; this.drawPriority = Constants.PLAYER_DRAWPRI; this.spriteNumber = spriteNumber; LoadContent(); SetUpPhysics(Constants.player1SpawnLocation + pos); origin = new Vector2(ani.widthOf() / 2, ani.heightOf() / 2); fixture.OnCollision += new OnCollisionEventHandler(OnCollision); this.shootAngle = shootAngle; this.velObj = velObj; if(game.gMode==0) body.LinearVelocity = new Vector2(shootAngle.X, shootAngle.Y); }
public Missle(Game g, Arena a, Vector2 pos, int playerNum, String spriteNumber, float velObj, bool isDeath) : base(g) { this.pos = Constants.player1SpawnLocation + pos; this.origPos = pos; this.drawPriority = Constants.PLAYER_DRAWPRI; this.spriteNumber = spriteNumber; LoadContent(); SetUpPhysics(Constants.player1SpawnLocation + pos); origin = new Vector2(ani.widthOf() / 2, ani.heightOf() / 2); fixture.OnCollision += new OnCollisionEventHandler(OnCollision); this.velObj = velObj; this.isDeath = isDeath; body.Awake = true; }
public LayerBlock(Game g, Arena a, Vector2 pos, int playerNum, String spriteNumber, float height, float width,float rotation,int ownerBlock) : base(g, a, pos, playerNum, spriteNumber, height, width, 1, 0) { this.pos = Constants.player1SpawnLocation; this.origPos = pos; this.drawPriority = Constants.PLAYER_DRAWPRI; this.spriteNumber = spriteNumber; this.rotationAngle = rotation; this.width = width; this.height = height; LoadContent(); SetUpPhysics(Constants.player1SpawnLocation + pos); origin = new Vector2(width / 2, height / 2); this.owner = ownerBlock; this.drawLevel = 100; fixture.OnCollision += new OnCollisionEventHandler(OnCollision); }
public SignBlock(Game g, Arena a, Vector2 pos, int playerNum, String spriteNumber, float rotation, float width, float height) : base(g) { this.pos = Constants.player1SpawnLocation + pos; this.origPos = pos; this.drawPriority = Constants.PLAYER_DRAWPRI; this.spriteNumber = spriteNumber; this.rotationAngle = rotation; this.width = width; this.height = height; LoadContent(); SetUpPhysics(Constants.player1SpawnLocation + pos); origin = new Vector2(ani.widthOf() / 2, ani.heightOf() / 2); //fixture.OnCollision += new OnCollisionEventHandler(OnCollision); //fixture.OnSeparation += new OnSeparationEventHandler(OnSeparation); this.keyInput = new KeyboardInput(); }
public CutSceneItem(Game g, Arena a,float xPos,float yPos, int playerNum, String spriteNumber,float startTime,float endTime) : base(g) { this.pos = new Vector2(game.drawingTool.ActualScreenPixelWidth*xPos,game.drawingTool.ActualScreenPixelHeight*yPos); this.origPos = new Vector2(game.drawingTool.ActualScreenPixelWidth * xPos, game.drawingTool.ActualScreenPixelHeight * yPos); this.drawPriority = Constants.PLAYER_DRAWPRI; this.spriteNumber = spriteNumber; //this.height = height; //this.width = width; this.blockNumber = game.blockNumber; this.startTime = startTime; this.endTime = endTime; this.IsVisible = false; game.blockNumber++; LoadContent(); origin = new Vector2(ani.widthOf() / 2, ani.heightOf() / 2); }
public MagnetBlock(Game g, Arena a, Vector2 pos, int playerNum, String spriteNumber, Vector2 magnetPulse, float height, float width, bool isFan) : base(g) { this.pos = Constants.player1SpawnLocation + pos; this.origPos = pos; this.drawPriority = Constants.PLAYER_DRAWPRI; this.spriteNumber = spriteNumber; this.width = width; this.height = height; LoadContent(); SetUpPhysics(Constants.player1SpawnLocation + pos); origin = new Vector2(playerSprite.index.Width / 2, playerSprite.index.Height / 2); fixture.OnCollision += new OnCollisionEventHandler(OnCollision); fixture.OnSeparation += new OnSeparationEventHandler(OnSeparation); this.magnetPulse = magnetPulse; this.isFan = isFan; }
public MovingCycle(Game g, Arena a, Vector2 pos, int playerNum, String spriteNumber, float velObj, List<Vector2> pathPoints, bool isDeath) : base(g) { this.pos = Constants.player1SpawnLocation + pos; this.origPos = pos; this.drawPriority = Constants.PLAYER_DRAWPRI; this.spriteNumber = spriteNumber; LoadContent(); SetUpPhysics(Constants.player1SpawnLocation + pos); origin = new Vector2(ani.widthOf() / 2, ani.heightOf() / 2); fixture.OnCollision += new OnCollisionEventHandler(OnCollision); this.velObj = velObj; this.isDeath = isDeath; this.pathPoints = pathPoints; goalPoint = ConvertUnits.ToSimUnits((Vector2)pathPoints[pathCounter]); body.Awake = true; }
public PlayableCharacter(Game g, Arena a, Vector2 pos, int playerNum) : base(g) { this.pos = pos; this.drawPriority = Constants.PLAYER_DRAWPRI; LoadContent(); SetUpPhysics(pos); fixture.OnCollision += new OnCollisionEventHandler(OnCollision); fixture.OnSeparation += new OnSeparationEventHandler(OnSeparation); //this.origin = new Vector2(playerSprite.index.Width / 2, playerSprite.index.Height / 2); this.origin = new Vector2(ani.widthOf() / 2, ani.heightOf() / 2); modes = Modes.AIRDOWN; shiftPosition = new Vector2(0, 0); yOld = body.Position.X; run = false; if (g.isInCreatorMode) body.IgnoreGravity = true; keyInput = new KeyboardInput(); }
public MouseItem(Game g, Arena a, Vector2 pos, int playerNum) : base(g) { MouseState mouseState = Mouse.GetState(); mousePosition = new Vector2(mouseState.X, mouseState.Y); }
public Block(Game g, Arena a, Vector2 pos, int playerNum,String spriteNumber,float height, float width,int drawLevel, float rotation) : base(g) { this.pos = Constants.player1SpawnLocation + pos; this.origPos = pos; this.drawPriority = Constants.PLAYER_DRAWPRI; this.spriteNumber = spriteNumber; this.height = height; this.width = width; this.blockNumber = game.blockNumber; game.blockNumber++; this.drawLevel = drawLevel; this.rotationAngle = rotation; this.associatedLevel = game.currentLevel; SetUpPhysics(Constants.player1SpawnLocation + pos); LoadContent(); origin = new Vector2(ani.widthOf() / 2, ani.heightOf() / 2); fixture.OnCollision += new OnCollisionEventHandler(OnCollision); if (!game.backToTitleScreen) { if (spriteNumber.Equals("bigBlock")) { //This is a test... still working on fixing it. /* float widthOfObject = game.getSprite("grassTemplate").index.Width; float heighOfObject = game.getSprite("grassTemplate").index.Width; float XX = XX = pos.X - width / 2; for (XX = pos.X - width / 2; XX < pos.X + width / 2; XX += widthOfObject) { if (XX + widthOfObject < pos.X + width/2) { LayerBlock lb = new LayerBlock(game, a, new Vector2(XX + widthOfObject / 2, pos.Y - height / 2), 1, "grassTemplate", game.getSprite("grassTemplate").index.Height, game.getSprite("grassTemplate").index.Width, 0, blockNumber); game.addEntity(lb); } } if (XX + widthOfObject > pos.X + width / 2) { float endLength = (XX + widthOfObject) - (pos.X + width / 2f); //LayerBlock lb = new LayerBlock(game, a, new Vector2(XX - endLength/2, pos.Y - height / 2), 1, "grassTemplate", game.getSprite("grassTemplate").index.Height, endLength, 0, blockNumber); //game.addEntity(lb); } * */ /* float widthOfObject = game.getSprite("groundWall").index.Width; float heighOfObject = game.getSprite("groundWall").index.Width; float XX = XX = pos.X - width / 2; for (XX = pos.X - width / 2; XX < pos.X + width / 2; XX += widthOfObject) { if (XX + widthOfObject < pos.X + width / 2) { LayerBlock lb = new LayerBlock(game, a, new Vector2(XX + widthOfObject / 2, pos.Y + height / 2), 1, "groundWall", game.getSprite("groundWall").index.Height, game.getSprite("groundWall").index.Width, 90, blockNumber); game.addEntity(lb); } } if (XX + widthOfObject > pos.X + width / 2) { float endLength = (XX + widthOfObject) - (pos.X + width / 2f); //LayerBlock lb = new LayerBlock(game, a, new Vector2(XX - endLength/2, pos.Y - height / 2), 1, "grassTemplate", game.getSprite("grassTemplate").index.Height, endLength, 0, blockNumber); //game.addEntity(lb); } * */ } } }