예제 #1
0
 public GameEffect(GameWorld pGameWorld, string type, float pXPos, float pYPos)
 {
     aaGameWorld = pGameWorld;
     mType = type;
     AssignDisplayObject();
     mDispObj = new DisplayObject_Animated(aaGameWorld.aaDisplay, mKit.ASSET_NAME, pXPos, pYPos, (int)mKit.ORIGIN.X, (int)mKit.ORIGIN.Y, 0.1f, mKit.SRC_RECTX, mKit.SRC_RECTY, mKit.SRC_RECTWIDTH, mKit.SRC_RECTHEIGHT, Constants.LAYER_PROJECTILE_DEPTH, false);
     //mDispObj.Hide();
 }
예제 #2
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 public Entity(GameWorld pGameWorld, string pType, float pXPos, float pYPos, float pRotation = 0, float pXVel = 0, float pYVel = 0)
 {
     //Set Entity Type
     aaGameWorld = pGameWorld;
     mType = pType;
     SetEntityType();
     //Initialize Variables
     mXPos = pXPos;
     mYPos = pYPos;
     mXVel = pXVel;
     mYVel = pYVel;
     mRotation = pRotation;
     mDispObj = new DisplayObject(aaGameWorld.aaDisplay, mAssetKit.ASSET_NAME, mXPos, mYPos, (int)mAssetKit.ORIGIN.X, (int)mAssetKit.ORIGIN.Y, 0.1f, mAssetKit.SRC_RECTX, mAssetKit.SRC_RECTY, mAssetKit.SRC_RECTWIDTH, mAssetKit.SRC_RECTHEIGHT, mRotation, false);
 }
예제 #3
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        public Director(GameWorld pGameWorld)
        {
            aaGameWorld = pGameWorld;

            mGruntKit = new ShipKit_Grunt();
            mTankKit = new ShipKit_Tank();
            mBombKit = new ShipKit_Bomb();
            mStealthKit = new ShipKit_Stealth();
            mLaserKit = new ShipKit_Laser();

            mGruntBossKit = new ShipKit_Grunt_Boss();
            mTankBossKit = new ShipKit_Tank_Boss();
            mBombBossKit = new ShipKit_Bomb_Boss();
        }
예제 #4
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 public Projectile(GameWorld pGameWorld, uint pTeam, ProjectileType pType, float pXPos, float pYPos, float pRotation, ProjectileKit pProjKit, Ship pTarget = null, Ship pOwner = null)
 {
     mXPos = pXPos;
     mYPos = pYPos;
     mType = pType;
     aaGameWorld = pGameWorld;
     mTeam = pTeam;
     SetProjType();
     mRotation = pRotation;
     mProjKit = pProjKit;
     mTarget = pTarget;
     mOwner = pOwner;
     mDispObject = new DisplayObject(aaGameWorld.aaDisplay, mAssetKit.ASSET_NAME, mXPos, mYPos, (int)mAssetKit.ORIGIN.X, (int)mAssetKit.ORIGIN.Y, Constants.LAYER_PROJECTILE_DEPTH, mAssetKit.SRC_RECTX, mAssetKit.SRC_RECTY, mAssetKit.SRC_RECTWIDTH, mAssetKit.SRC_RECTHEIGHT, mRotation, false);
 }
예제 #5
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        public UIElement(Display pDisplay, GameWorld pGameWorld, string pAssetFile, int pPosX, int pPosY, int pOriginX, int pOriginY, float pDepth, int pSrc_RectX = 0, int pSrc_RectY = 0, int pWidth = -1, int pHeight = -1, float pRotation = 0, float pScale = 1.0f)
        {
            aaDisplay = pDisplay;
            aaGameWorld = pGameWorld;
            mAssetFile = pAssetFile;
            posX = pPosX;
            posY = pPosY;
            mOrigin = new Vector2(pOriginX, pOriginY);
            src_RectX = pSrc_RectX;
            src_RectY = pSrc_RectY;
            src_RectWidth = pWidth;
            src_RectHeight = pHeight;
            mDepth = pDepth;
            mRotation = pRotation;
            mOpacity = 1.0f;
            mScale = pScale;

            Hide();
        }
예제 #6
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        public EntityManager(GameWorld pGameWorld)
        {
            aaGameWorld = pGameWorld;

            pEnemyBulletAssetKit = new AssetKit_Proj_Bullet_01();
            pLaserAssetKit = new AssetKit_Proj_Laser_01();
            pMineAssetKit = new AssetKit_Proj_Mine_01();
            pMissileAssetKit = new AssetKit_Proj_Missile_01();
            pPlayerBulletAssetKit = new AssetKit_Proj_PlayerBullet_01();
            pAntiBulletAssetKit = new AssetKit_Proj_AntiBullet();
            pPlayerMineAssetKit = new AssetKit_PlayerMine();

            pEnemyBulletProjectileKit = new ProjectileKit_Enemy_Bullet();
            pLaserProjectileKit = new ProjectileKit_Laser();
            pMineProjectileKit = new ProjectileKit_Mine();
            pMissileProjectileKit = new ProjectileKit_Missile();
            pPlayerBulletProjectileKit = new ProjectileKit_Player_Bullet();
            pAntiBulletProjectileKit = new ProjectileKit_Antibullet();
            mNextProjectileID = 0;
        }
예제 #7
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        public UIElement_PlayerScore(Display pDisplay, GameWorld pGameWorld, SpriteFont pFont, int pPosX, int pPosY, Color pTextColor)
            : base(pDisplay, pGameWorld, "", pPosX, pPosY, 0, 0, 0, 0, 0, 0, 0, 0)
        {
            mFont = pFont;
            mColor = pTextColor;

            Show();
        }
예제 #8
0
 public UIElement_MenuButton(Display pDisplay, GameWorld pGameWorld, string pAssetFile, int pPosX, int pPosY, int pOriginX, int pOriginY, float pDepth, int pSrc_RectX = 0, int pSrc_RectY = 0, int pWidth = -1, int pHeight = 01, float pRotation = 0)
     : base(pDisplay, pGameWorld, pAssetFile, pPosX, pPosY, pOriginX, pOriginY, pDepth, pSrc_RectX, pSrc_RectY, pWidth, pHeight, pRotation)
 {
     baseSourceX = pSrc_RectX;
     baseSourceY = pSrc_RectY;
     currentButtonState = Mouse.GetState().LeftButton;
 }
예제 #9
0
 public UIElement_HealthBar_BarWhite(Display pDisplay, GameWorld pGameWorld, string pAssetFile, int pPosX, int pPosY, int pOriginX, int pOriginY, float pDepth, Ship pPlayer, int pSrc_RectX = 0, int pSrc_RectY = 0, int pWidth = -1, int pHeight = 01, float pRotation = 0)
     : base(pDisplay, pGameWorld, pAssetFile, pPosX, pPosY, pOriginX, pOriginY, pDepth, pSrc_RectX, pSrc_RectY, pWidth, pHeight, pRotation)
 {
     Show();
     mPlayer = pPlayer;
     mOrigRectWidth = pWidth;
 }
예제 #10
0
 public UIElement_AbilityIndicator(Display pDisplay, GameWorld pGameWorld, Ability pTrackedAbility, AssetKit pAssetKit, int pPosX, int pPosY, float pDepth, float pRotation = 0)
     : base(pDisplay, pGameWorld, pAssetKit.ASSET_NAME, pPosX, pPosY, (int)pAssetKit.ORIGIN.X, (int)pAssetKit.ORIGIN.Y, pDepth, pAssetKit.SRC_RECTX, pAssetKit.SRC_RECTY, pAssetKit.SRC_RECTWIDTH, pAssetKit.SRC_RECTHEIGHT, pRotation, 2.0f)
 {
     mTrackedAbility = pTrackedAbility;
     Show();
 }
예제 #11
0
        public Ship(GameWorld pGameWorld, string pType, uint pTeam, float pXPos, float pYPos, ShipKit pKit, bool pBoss = false, float pRotation = 0, float pXVel = 0, float pYVel = 0, float pMass = 0.001f) : base(pGameWorld, pType, pXPos, pYPos, pRotation, pXVel, pYVel)
        {
            mType   = pType;
            mMass   = pMass;
            mXForce = 0;
            mYForce = 0;

            mTeam = pTeam;

            aTurnPower = 5;
            mKit       = pKit;

            aThrustPower = mKit.THRUST_POWER;
            aMaxThrust   = mKit.THRUST_MAX;
            aTurnPower   = mKit.TURN_POWER;
            aHull        = mKit.HULL;
            mDead        = false;
            mBoss        = pBoss;

            BulletSpam          = new Ability_BulletSpam(this);
            Cloak               = new Ability_Cloak(this);
            FireBullet          = new Ability_FireBullet(this);
            FireMultipleBullets = new Ability_FireMultipleBullets(this);
            BulletStar          = new Ability_BulletStar(this);
            FireMine            = new Ability_FireMine(this);
            FireMissile         = new Ability_FireMissile(this);
            FireMultipleMissles = new Ability_FireMultipleMissles(this);
            ImmediateAboutFace  = new Ability_ImmediateAboutFace(this);
            ImproveHandling     = new Ability_ImproveHandling(this);
            MissileFlurry       = new Ability_MissileFlurry(this);
            PathLaser           = new Ability_PathLaser(this);
            SlowShip            = new Ability_SlowShip(this);
            SuicideBomb         = new Ability_SuicideBomb(this);
            ThrustShip          = new Ability_ThrustShip(this);
            TurnLeft            = new Ability_TurnLeft(this);
            TurnRight           = new Ability_TurnRight(this);
            ChargeLaser         = new Ability_ChargeLaser(this);
            Shield              = new Ability_SuperShield(this);
            DeployBombGrunts    = new Ability_DeployBombGrunts(this);
            SpawnSatellite      = new Ability_SpawnSatellite(this);
            QuickFix            = new Ability_QuickFix(this);
            OverchargeEngines   = new Ability_OverchargeEngines(this);
            TankShield          = new Ability_TankShield(this);
            DualWield           = new Ability_DualWield(this);
            WaveBlast           = new Ability_WaveBlast(this);
            WarpDrive           = new Ability_WarpDrive(this);
            FullShield          = new Ability_FullShield(this);
            RearGuns            = new Ability_RearGuns(this);
            AntiBullets         = new Ability_ShootAntiBullets(this);
            RapidFire           = new Ability_RapidFire(this);

            if (pType == "Player_Agility")
            {
                Ability1 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility1[0]);
                Ability2 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility2[0]);
                Ability3 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility3[0]);
                Ability4 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility4[0]);
            }
            else if (pType == "Player_Tank")
            {
                Ability1 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility1[1]);
                Ability2 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility2[1]);
                Ability3 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility3[1]);
                Ability4 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility4[1]);
            }
            else if (pType == "Player_Commando")
            {
                Ability1 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility1[2]);
                Ability2 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility2[2]);
                Ability3 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility3[2]);
                Ability4 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility4[2]);
            }

            mAllAbilities = new List <Ability>();

            mAllAbilities.Add(BulletSpam);
            mAllAbilities.Add(Cloak);
            mAllAbilities.Add(FireBullet);
            mAllAbilities.Add(FireMultipleBullets);
            mAllAbilities.Add(BulletStar);
            mAllAbilities.Add(FireMine);
            mAllAbilities.Add(FireMissile);
            mAllAbilities.Add(FireMultipleMissles);
            mAllAbilities.Add(ImmediateAboutFace);
            mAllAbilities.Add(ImproveHandling);
            mAllAbilities.Add(MissileFlurry);
            mAllAbilities.Add(PathLaser);
            mAllAbilities.Add(SlowShip);
            mAllAbilities.Add(SuicideBomb);
            mAllAbilities.Add(ThrustShip);
            mAllAbilities.Add(TurnLeft);
            mAllAbilities.Add(TurnRight);
            mAllAbilities.Add(ChargeLaser);
            mAllAbilities.Add(Shield);
            mAllAbilities.Add(DeployBombGrunts);
            mAllAbilities.Add(SpawnSatellite);
            mAllAbilities.Add(QuickFix);
            mAllAbilities.Add(DualWield);
            mAllAbilities.Add(OverchargeEngines);
            mAllAbilities.Add(TankShield);
            mAllAbilities.Add(WaveBlast);
            mAllAbilities.Add(WarpDrive);
            mAllAbilities.Add(FullShield);
            mAllAbilities.Add(RearGuns);
            mAllAbilities.Add(AntiBullets);
            mAllAbilities.Add(RapidFire);

            mActiveBehaviors = new List <Behavior>();
            mActiveBuffs     = new List <Buff>();

            mBehaviorsToRemove = new List <Behavior>();
            mBuffsToRemove     = new List <Buff>();

            mBuffsToTrigger = new List <Buff>();

            mCircleCollision = new CircleCollision(mXPos, mYPos, mKit.COLLISION_SIZE, null, this);
            aaGameWorld.CollisionShapes_Circle.Add(mCircleCollision);
        }
예제 #12
0
 public UIElement_ShipAimer(Display pDisplay, GameWorld pGameWorld, Ship pTrackedShip, string pAssetFile, int pPosX, int pPosY, int pOriginX, int pOriginY, float pDepth, int pSrc_RectX = 0, int pSrc_RectY = 0, int pWidth = -1, int pHeight = 01, float pRotation = 0)
     : base(pDisplay, pGameWorld, pAssetFile, pPosX, pPosY, pOriginX, pOriginY, pDepth, pSrc_RectX, pSrc_RectY, pWidth, pHeight, pRotation)
 {
     mShip = pTrackedShip;
     Show();
 }
예제 #13
0
 public UIElement_Text(Display pDisplay, GameWorld pGameWorld, SpriteFont pFont, int pPosX, int pPosY, Color pTextColor, string pText)
     : base(pDisplay, pGameWorld, "", pPosX, pPosY, 0, 0, 0, 0, 0, 0, 0, 0)
 {
     mFont = pFont;
     mColor = pTextColor;
     mText = pText;
     mPos = new Vector2(pPosX, pPosY);
 }
예제 #14
0
        public UIElement_ScoreTextBox(Display pDisplay, GameWorld pGameWorld, int pPosX, int pPosY)
            : base(pDisplay, pGameWorld, "", pPosX, pPosY, 0, 0, 0, 0, 0, 0, 0, 0)
        {
            mAcceptPressed = false;
            mCancelPressed = false;
            mFont = pDisplay.aaGame.mTextboxFont;
            mColor = Color.White;
            mTextBox = new UIElement_StaticMenuElement(pDisplay, pGameWorld, "Menu_MASTER", pPosX + mTextBoxXOffset, pPosY + mTextBoxYOffset, 0, 0, Constants.LAYER_UI_FRONT, 0, 197, 301, 39, 0);
            mNameLabel = new UIElement_StaticMenuElement(pDisplay, pGameWorld, "Menu_MASTER", pPosX + mNameLabelXOffset, pPosY + mNameLabelYOffset, 0, 0, Constants.LAYER_UI_FRONT, 302, 197, 150, 39, 0);
            mAcceptButton = new UIElement_MenuButton(pDisplay, pGameWorld, "Menu_MASTER", pPosX + mAcceptButtonXOffset, pPosY + mAcceptButtonYOffset, 0, 0, Constants.LAYER_UI_FRONT, 0, 157, 100, 39, 0);
            mCancelButton = new UIElement_MenuButton(pDisplay, pGameWorld, "Menu_MASTER", pPosX + mCancelButtonXOffset, pPosY + mCancelButtonYOffset, 0, 0, Constants.LAYER_UI_FRONT, 201, 157, 100, 39, 0);

            // Initialize the key dictionary
            characterByKey = new Dictionary<Keys, char>()
            {
                {Keys.A, 'a'},
                {Keys.B, 'b'},
                {Keys.C, 'c'},
                {Keys.D, 'd'},
                {Keys.E, 'e'},
                {Keys.F, 'f'},
                {Keys.G, 'g'},
                {Keys.H, 'h'},
                {Keys.I, 'i'},
                {Keys.J, 'j'},
                {Keys.K, 'k'},
                {Keys.L, 'l'},
                {Keys.M, 'm'},
                {Keys.N, 'n'},
                {Keys.O, 'o'},
                {Keys.P, 'p'},
                {Keys.Q, 'q'},
                {Keys.R, 'r'},
                {Keys.S, 's'},
                {Keys.T, 't'},
                {Keys.U, 'u'},
                {Keys.V, 'v'},
                {Keys.W, 'w'},
                {Keys.X, 'x'},
                {Keys.Y, 'y'},
                {Keys.Z, 'z'},
                {Keys.D0, '0'},
                {Keys.D1, '1'},
                {Keys.D2, '2'},
                {Keys.D3, '3'},
                {Keys.D4, '4'},
                {Keys.D5, '5'},
                {Keys.D6, '6'},
                {Keys.D7, '7'},
                {Keys.D8, '8'},
                {Keys.D9, '9'},
                {Keys.NumPad0, '0'},
                {Keys.NumPad1, '1'},
                {Keys.NumPad2, '2'},
                {Keys.NumPad3, '3'},
                {Keys.NumPad4, '4'},
                {Keys.NumPad5, '5'},
                {Keys.NumPad6, '6'},
                {Keys.NumPad7, '7'},
                {Keys.NumPad8, '8'},
                {Keys.NumPad9, '9'},
                {Keys.OemPeriod, '.'},
                {Keys.OemMinus, '-'},
                {Keys.Space, ' '}
            };
            mTextBoxText = new StringBuilder();
            mPreviousKeyState = Keyboard.GetState();
        }
예제 #15
0
        public override void LeaveState()
        {
            base.LeaveState();

            mGameReference.aaGameWorld.Destroy();

            mGameReference.aaGameWorld = null;
            aaGameWorld = null;

            mGameReference.IsMouseVisible = true;
        }
예제 #16
0
        public override void EnterState()
        {
            base.EnterState();

            mGameReference.IsMouseVisible = false;

            //Music plug
            mGameReference.mMusicMenu_Instance.Stop();
            mGameReference.mMusicGameplay_Instance.Play();

            aaGameWorld = new GameWorld(mGameReference.aaDisplay);
            aaGameWorld.Initialize();
            mGameReference.aaGameWorld = aaGameWorld;
        }
예제 #17
0
 public GraphicsEffectHandler(GameWorld pGameWorld)
 {
     aaGameWorld = pGameWorld;
     mExplosions = new List<GameEffect>();
 }
예제 #18
0
 public DisplayCamera(GameWorld pGameWorld = null)
 {
     aaGameWorld = pGameWorld;
 }
예제 #19
0
 public HealthPickup(Display pDisplay, GameWorld pGameWorld, string pAssetFile, Vector2 pPosition, Vector2 pOrigin, float pDepth, Rectangle pSrcRect, float pRotation = 0)
     : base(pDisplay, pGameWorld, pAssetFile, pPosition, pOrigin, pDepth, pSrcRect, pRotation)
 {
 }
예제 #20
0
        public Pickup(Display pDisplay, GameWorld pGameWorld, string pAssetFile, Vector2 pPosition, Vector2 pOrigin, float pDepth, Rectangle pSrcRect, float pRotation = 0)
        {
            mDisplay = pDisplay;
            mGameWorld = pGameWorld;
            mPickupDisplay = new DisplayObject(pDisplay, pAssetFile, pPosition.X, pPosition.Y, (int)pOrigin.X, (int)pOrigin.Y, pDepth, pSrcRect.X, pSrcRect.Y, pSrcRect.Width, pSrcRect.Height, pRotation, false);

            mCollisionCircle = new CircleCollision(pPosition.X, pPosition.Y, mPickupRadius);
            mCollisionCircle.mIsPickup = true;
            mCollisionCircle.mPickupOwner = this;
            mGameWorld.CollisionShapes_Circle.Add(mCollisionCircle);
        }
예제 #21
0
 public UIElement_StaticMenuElement(Display pDisplay, GameWorld pGameWorld, string pAssetFile, int pPosX, int pPosY, int pOriginX, int pOriginY, float pDepth, int pSrc_RectX = 0, int pSrc_RectY = 0, int pWidth = -1, int pHeight = 01, float pRotation = 0)
     : base(pDisplay, pGameWorld, pAssetFile, pPosX, pPosY, pOriginX, pOriginY, pDepth, pSrc_RectX, pSrc_RectY, pWidth, pHeight, pRotation)
 {
 }
예제 #22
0
        public Ship(GameWorld pGameWorld, string pType, uint pTeam, float pXPos, float pYPos, ShipKit pKit, bool pBoss = false, float pRotation = 0, float pXVel = 0, float pYVel = 0, float pMass = 0.001f)
            : base(pGameWorld, pType, pXPos, pYPos, pRotation, pXVel, pYVel)
        {
            mType = pType;
            mMass = pMass;
            mXForce = 0;
            mYForce = 0;

            mTeam = pTeam;

            aTurnPower = 5;
            mKit = pKit;

            aThrustPower = mKit.THRUST_POWER;
            aMaxThrust = mKit.THRUST_MAX;
            aTurnPower = mKit.TURN_POWER;
            aHull = mKit.HULL;
            mDead = false;
            mBoss = pBoss;

            BulletSpam = new Ability_BulletSpam(this);
            Cloak = new Ability_Cloak(this);
            FireBullet = new Ability_FireBullet(this);
            FireMultipleBullets = new Ability_FireMultipleBullets(this);
            BulletStar = new Ability_BulletStar(this);
            FireMine = new Ability_FireMine(this);
            FireMissile = new Ability_FireMissile(this);
            FireMultipleMissles = new Ability_FireMultipleMissles(this);
            ImmediateAboutFace = new Ability_ImmediateAboutFace(this);
            ImproveHandling = new Ability_ImproveHandling(this);
            MissileFlurry = new Ability_MissileFlurry(this);
            PathLaser = new Ability_PathLaser(this);
            SlowShip = new Ability_SlowShip(this);
            SuicideBomb = new Ability_SuicideBomb(this);
            ThrustShip = new Ability_ThrustShip(this);
            TurnLeft = new Ability_TurnLeft(this);
            TurnRight = new Ability_TurnRight(this);
            ChargeLaser = new Ability_ChargeLaser(this);
            Shield = new Ability_SuperShield(this);
            DeployBombGrunts = new Ability_DeployBombGrunts(this);
            SpawnSatellite = new Ability_SpawnSatellite(this);
            QuickFix = new Ability_QuickFix(this);
            OverchargeEngines = new Ability_OverchargeEngines(this);
            TankShield = new Ability_TankShield(this);
            DualWield = new Ability_DualWield(this);
            WaveBlast = new Ability_WaveBlast(this);
            WarpDrive = new Ability_WarpDrive(this);
            FullShield = new Ability_FullShield(this);
            RearGuns = new Ability_RearGuns(this);
            AntiBullets = new Ability_ShootAntiBullets(this);
            RapidFire = new Ability_RapidFire(this);

            if (pType == "Player_Agility")
            {
                Ability1 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility1[0]);
                Ability2 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility2[0]);
                Ability3 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility3[0]);
                Ability4 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility4[0]);
            }
            else if (pType == "Player_Tank")
            {
                Ability1 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility1[1]);
                Ability2 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility2[1]);
                Ability3 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility3[1]);
                Ability4 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility4[1]);
            }
            else if (pType == "Player_Commando")
            {
                Ability1 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility1[2]);
                Ability2 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility2[2]);
                Ability3 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility3[2]);
                Ability4 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility4[2]);
            }

            mAllAbilities = new List<Ability>();

            mAllAbilities.Add(BulletSpam);
            mAllAbilities.Add(Cloak);
            mAllAbilities.Add(FireBullet);
            mAllAbilities.Add(FireMultipleBullets);
            mAllAbilities.Add(BulletStar);
            mAllAbilities.Add(FireMine);
            mAllAbilities.Add(FireMissile);
            mAllAbilities.Add(FireMultipleMissles);
            mAllAbilities.Add(ImmediateAboutFace);
            mAllAbilities.Add(ImproveHandling);
            mAllAbilities.Add(MissileFlurry);
            mAllAbilities.Add(PathLaser);
            mAllAbilities.Add(SlowShip);
            mAllAbilities.Add(SuicideBomb);
            mAllAbilities.Add(ThrustShip);
            mAllAbilities.Add(TurnLeft);
            mAllAbilities.Add(TurnRight);
            mAllAbilities.Add(ChargeLaser);
            mAllAbilities.Add(Shield);
            mAllAbilities.Add(DeployBombGrunts);
            mAllAbilities.Add(SpawnSatellite);
            mAllAbilities.Add(QuickFix);
            mAllAbilities.Add(DualWield);
            mAllAbilities.Add(OverchargeEngines);
            mAllAbilities.Add(TankShield);
            mAllAbilities.Add(WaveBlast);
            mAllAbilities.Add(WarpDrive);
            mAllAbilities.Add(FullShield);
            mAllAbilities.Add(RearGuns);
            mAllAbilities.Add(AntiBullets);
            mAllAbilities.Add(RapidFire);

            mActiveBehaviors = new List<Behavior>();
            mActiveBuffs = new List<Buff>();

            mBehaviorsToRemove = new List<Behavior>();
            mBuffsToRemove = new List<Buff>();

            mBuffsToTrigger = new List<Buff>();

            mCircleCollision = new CircleCollision(mXPos, mYPos, mKit.COLLISION_SIZE, null, this);
            aaGameWorld.CollisionShapes_Circle.Add(mCircleCollision);
        }
예제 #23
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        public UIElement_WaveDisplay(Display pDisplay, GameWorld pGameWorld, SpriteFont pFont, int pPosX, int pPosY, Color pTextColor)
            : base(pDisplay, pGameWorld, "", pPosX, pPosY, 0, 0, 0, 0, 0, 0, 0, 0)
        {
            mFont = pFont;
            mColor = pTextColor;

            mElapsedTime = 0.0f;

            Hide();
        }
예제 #24
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 public GraphicsEffectHandler(GameWorld pGameWorld)
 {
     aaGameWorld = pGameWorld;
     mExplosions = new List <GameEffect>();
 }