/// <summary> /// Creates a new SpacewarScreen /// </summary> public EvolvedScreen(Game game) : base(game) { backdrop = new SceneItem(game, new EvolvedBackdrop(game)); const float factor = 46; backdrop.Center = new Vector3(.5f, .5f, 0); backdrop.Scale = new Vector3(16f * factor, 9f * factor, 1f); backdrop.Position = new Vector3(-.5f, -.5f, 0); nextScene.Add(backdrop, drawScene); bullets = new Projectiles(game); particles = new Particles(game); ship1 = new Ship(game, PlayerIndex.One, SpacewarGame.Players[0].ShipClass, SpacewarGame.Players[0].Skin, new Vector3(SpacewarGame.Settings.Ships[0].StartPosition, 0.0f), bullets, particles); ship1.Paused = true; ship1.Radius = 15f; if (SpacewarGame.Players[0].ShipClass == ShipClass.Pencil) { ship1.ExtendedExtent[0] = new Vector3(0.0f, 25.0f, 0.0f); ship1.ExtendedExtent[1] = new Vector3(0.0f, -25.0f, 0.0f); } ship2 = new Ship(game, PlayerIndex.Two, SpacewarGame.Players[1].ShipClass, SpacewarGame.Players[1].Skin, new Vector3(SpacewarGame.Settings.Ships[1].StartPosition, 0.0f), bullets, particles); ship2.Paused = true; ship2.Radius = 15f; if (SpacewarGame.Players[1].ShipClass == ShipClass.Pencil) { ship2.ExtendedExtent[0] = new Vector3(0.0f, 25f, 0.0f); ship2.ExtendedExtent[1] = new Vector3(0.0f, -25f, 0.0f); } nextScene.Add(bullets, drawScene); asteroids = new Asteroid[SpacewarGame.GameLevel + 2]; for (int i = 0; i < SpacewarGame.GameLevel + 2; i++) { asteroids[i] = new Asteroid(game, random.NextDouble() > .5 ? AsteroidType.Large : AsteroidType.Small, asteroidStarts[i]); asteroids[i].Scale = new Vector3(SpacewarGame.Settings.AsteroidScale, SpacewarGame.Settings.AsteroidScale, SpacewarGame.Settings.AsteroidScale); asteroids[i].Paused = true; asteroids[i].Velocity = (float)random.Next(100) * Vector3.Normalize(new Vector3((float)(random.NextDouble() - .5), (float)(random.NextDouble() - .5), 0)); nextScene.Add(asteroids[i], drawScene); } nextScene.Add(ship1, drawScene); nextScene.Add(ship2, drawScene); //Added after other objects so they draw over the top nextScene.Add(particles, drawScene); //Sun last so its on top sun = new Sun(game, new EvolvedSun(game), new Vector3(-.5f, -.5f, 0)); nextScene.Add(sun, drawScene); //Reset health meters. SpacewarGame.Players[0].Health = 5; SpacewarGame.Players[1].Health = 5; }
private void ReplaceScene(SceneItem sun, Ship one, Ship two, Asteroid[] astr, Particles part, Projectiles proj) { scene.Remove(this.sun); scene.Remove(ship1); scene.Remove(ship2); this.sun = sun; this.ship1 = one; this.ship2 = two; scene.Add(ship1); scene.Add(ship2); scene.Add(sun); for (int i = 0; i < astr.Length; i++) { asteroids[i] = astr[0].Copy(); if(!asteroids[i].Delete) scene.Add(asteroids[i]); } this.particles = part; scene.Add(particles); this.bullets = proj; scene.Add(bullets); }
public Ship(Game game, PlayerIndex player, ShipClass shipNumber, int shipSkin, Vector3 initialPosition, Projectiles bullets, Particles particles) : base(game, new EvolvedShape(game, EvolvedShapes.Ship, player, (int)shipNumber, shipSkin, LightingType.InGame), initialPosition) { this.player = player; this.bullets = bullets; this.particles = particles; this.evolved = true; //Evolved needs scaling scale = new Vector3(SpacewarGame.Settings.ShipScale); rotation = new Vector3(MathHelper.ToRadians(90), 0, 0); direction = new Vector3((float)(-Math.Sin(Rotation.Z)), (float)(Math.Cos(Rotation.Z)), 0); if (game != null) { IGraphicsDeviceService graphicsService = (IGraphicsDeviceService)game.Services.GetService(typeof(IGraphicsDeviceService)); batch = new SpriteBatch(graphicsService.GraphicsDevice); } if (shipNumber == ShipClass.Pencil) { extendedExtent = new Vector3[2]; } }
private void ReplaceScene(SceneItem sun, Ship one, Ship two, Particles part, Projectiles proj) { scene.Remove(this.sun); scene.Remove(ship1); scene.Remove(ship2); this.sun = sun; this.ship1 = one; this.ship2 = two; scene.Add(ship1); scene.Add(ship2); scene.Add(sun); this.particles = part; if(particles != null) scene.Add(particles); this.bullets = proj; scene.Add(bullets); }
public Ship(Game game, PlayerIndex player, Vector3 initialPosition, Projectiles bullets) : base(game, new RetroShip(game), initialPosition) { this.player = player; this.bullets = bullets; this.evolved = false; //Scale the ship to match the screen scale = new Vector3(8, 8, 8); }
public Ship(Game game, PlayerIndex player, ShipClass shipNumber, int shipSkin, Vector3 initialPosition, Projectiles bullets, Particles particles) : base(game, new EvolvedShape(game, EvolvedShapes.Ship, player, (int)shipNumber, shipSkin, LightingType.InGame), initialPosition) { this.player = player; this.bullets = bullets; this.particles = particles; this.evolved = true; //Evolved needs scaling scale = new Vector3(SpacewarGame.Settings.ShipScale, SpacewarGame.Settings.ShipScale, SpacewarGame.Settings.ShipScale); rotation = new Vector3(MathHelper.ToRadians(90), 0, 0); direction = new Vector3((float)(-Math.Sin(Rotation.Z)), (float)(Math.Cos(Rotation.Z)), 0); if (game != null) { IGraphicsDeviceService graphicsService = (IGraphicsDeviceService)game.Services.GetService(typeof(IGraphicsDeviceService)); batch = new SpriteBatch(graphicsService.GraphicsDevice); } if (shipNumber == ShipClass.Pencil) extendedExtent = new Vector3[2]; }