public Player(GameMain a_gameMain) { m_gameMain = a_gameMain; this.Name = "Player"; m_fAngleStep = (float)(5.0*Math.PI/180); MemberName = "Ship"; this.RegPoint = (this.Member.Size.ToEPointF()*0.5f).ToEPoint(); #region Set up particle system (for thrusters) m_particleSystem = new Endogine.ParticleSystem.ParticleEmitter(); //m_particleSystem.Parent = this; m_particleSystem.LocZ = LocZ-1; SortedList aColors = new SortedList(); aColors.Add(0.0, System.Drawing.Color.FromArgb(255,255,0)); aColors.Add(0.5, System.Drawing.Color.FromArgb(255,0,0)); aColors.Add(1.0, System.Drawing.Color.FromArgb(0,0,0)); m_particleSystem.SetColorList(aColors); SortedList aSizes = new SortedList(); aSizes.Add(0.0, 1.0); aSizes.Add(1.0, 0.0); m_particleSystem.SetSizeList(aSizes); m_particleSystem.MaxParticles = 100; m_particleSystem.NumNewParticlesPerFrame = 0; m_fThrustParticles = 2; m_particleSystem.Gravity = 0; m_particleSystem.Speed = 5; m_particleSystem.SizeFact = 0.3f; m_particleSystem.ParticlePicRef = PicRef.GetOrCreate("Particle"); m_particleSystem.SourceRect = new ERectangle(0,0,10,10); m_particleSystem.RegPoint = new EPoint(5,5); m_particleSystem.LocZ = 100; #endregion #region Keys setup m_keysSteering = new KeysSteering(); this.m_keysSteering.AddKeyPreset(KeysSteering.KeyPresets.ArrowsSpace); this.m_keysSteering.AddKeyPreset(KeysSteering.KeyPresets.awsdCtrlShift); this.m_keysSteering.AddPair("left", "right"); this.m_keysSteering.AddPair("up", "down"); //m_keysSteering.ReceiveEndogineKeys(m_endogine); m_keysSteering.KeyEvent+=new KeyEventHandler(m_keysSteering_KeyEvent); #endregion }
public Asteroid(GameMain a_gameMain, int a_nSize) { this.WrapRect = new ERectangleF(new EPointF(0,0), EndogineHub.Instance.Stage.Size.ToEPointF()) + new ERectangleF(-80,-80,160,160); m_gameMain = a_gameMain; m_gameMain.Asteroids.Add(this); m_nSize = a_nSize; Endogine.Animation.BhAnimator bh = new Endogine.Animation.BhAnimator(); bh.FrameSet = "asteroid01"; bh.Parent = this; bh.Animator.Mode = Endogine.Animation.Animator.Modes.Loop; this.Scaling = new EPointF(2,2)*(1f/(float)(4-m_nSize)); //this.TextureFilter = TextureFilters.High; }
public Shot(GameMain a_gameMain) { m_gameMain = a_gameMain; MemberName = "Particle"; }