/// <summary> /// Creates a new SpacewarScreen /// </summary> public RetroScreen(Game game) : base(game) { //Retro backdrop = new SceneItem(game, new RetroStarfield(game)); scene.Add(backdrop); bullets = new RetroProjectiles(game); ship1 = new Ship(game, PlayerIndex.One, new Vector3(-250, 0, 0), bullets); ship1.Radius = 10f; scene.Add(ship1); ship2 = new Ship(game, PlayerIndex.Two, new Vector3(250, 0, 0), bullets); ship2.Radius = 10f; scene.Add(ship2); sun = new Sun(game, new RetroSun(game), new Vector3(SpacewarGame.Settings.SunPosition, 0.0f)); scene.Add(sun); scene.Add(bullets); paused = false; }
/// <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); scene.Add(backdrop); 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); } scene.Add(bullets); 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)); scene.Add(asteroids[i]); } scene.Add(ship1); scene.Add(ship2); //Added after other objects so they draw over the top scene.Add(particles); //Sun last so its on top sun = new Sun(game, new EvolvedSun(game), new Vector3(-.5f, -.5f, 0)); scene.Add(sun); //Reset health meters. SpacewarGame.Players[0].Health = 5; SpacewarGame.Players[1].Health = 5; }