예제 #1
0
        public override void Reload()
        {
            winSize = DefaultSettings.Settings["WindowSize"];
            PhysicsManager = new PhysicsEngine(new Region(0, (float)winSize.Width, 0, (float)winSize.Height), 10);

            PhysicsManager.AddUniversalForce(DefaultForces.LinearDrag);
            //PhysicsManager.AddUniversalForce(DefaultForces.Gravity);

            int maxAstroids = 10;

            var world = new List<WorldObject>();
            Random rand = new Random();

            var player = new Player(
                new Vector2((float)rand.NextDouble() * (winSize.Width - 50), (float)rand.NextDouble() * (winSize.Height - 50)),
                0f);

            world.Add(player);
            PhysicsManager.ActiveBodies.Add(player);

            int nx = 30;
            int ny = 30;
            var rad = 4f;
            var buf = 2f;
            var pos = new Vector2(winSize.Width / 2 - nx * (2f * rad + buf) / 2f, winSize.Height / 2 - ny * (2f * rad + buf) / 2f);
            for (int xi = 0; xi < nx; xi++)
            {
                for (int yi = 0; yi < ny; yi++)
                {
                    var pert = 0.1f * buf * (float)MathUtils.Rand.NextDouble() * MathUtils.RandDirection(); //minor perturbation from perfect grid.
                    var cent = pos + new Vector2((2f * rad + buf) * xi, (2f * rad + buf) * yi) + pert;
                    var obs = new InertRoid(cent, rad);

                    world.Add(obs);
                    PhysicsManager.ActiveBodies.Add(obs);
                }
            }

            ActiveMap = new Map(world);  // Create map from world

            // Walls -- invisible
            var w0 = new ROIDS.Sandbox.VertWallBody(new Vector2(0, winSize.Height / 2), winSize.Height);
            var w1 = new ROIDS.Sandbox.VertWallBody(new Vector2(winSize.Width, winSize.Height / 2), winSize.Height);

            var w2 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, 0), winSize.Width);
            var w3 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, winSize.Height), winSize.Width);

            PhysicsManager.MapBodies.Add(w0);
            PhysicsManager.MapBodies.Add(w1);
            PhysicsManager.MapBodies.Add(w2);
            PhysicsManager.MapBodies.Add(w3);

            //
            Console.WriteLine("CONTROLS:");
            Console.WriteLine("[LCLICK] - trigger explosion");
            Console.WriteLine("[RCLICK] - infect area");
        }
예제 #2
0
        public override void Reload()
        {
            winSize = DefaultSettings.Settings["WindowSize"];
            PhysicsManager = new PhysicsEngine(new Region(0, (float)winSize.Width, 0, (float)winSize.Height), 10);

            PhysicsManager.AddUniversalForce(DefaultForces.LinearDrag);
            //PhysicsManager.AddUniversalForce(DefaultForces.Gravity);

            var world = new List<WorldObject>();
            Random rand = new Random();

            ActiveMap = new Map(world);  // Create map from world

            // Walls -- invisible
            var w0 = new ROIDS.Sandbox.VertWallBody(new Vector2(0, winSize.Height / 2), winSize.Height);
            var w1 = new ROIDS.Sandbox.VertWallBody(new Vector2(winSize.Width, winSize.Height / 2), winSize.Height);

            var w2 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, 0), winSize.Width);
            var w3 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, winSize.Height), winSize.Width);

            PhysicsManager.MapBodies.Add(w0);
            PhysicsManager.MapBodies.Add(w1);
            PhysicsManager.MapBodies.Add(w2);
            PhysicsManager.MapBodies.Add(w3);

            //
            Console.WriteLine("HIT PERIOD TO DISABLE GRFX");
        }
예제 #3
0
        public override void Reload()
        {
            winSize = DefaultSettings.Settings["WindowSize"];
            PhysicsManager = new PhysicsEngine(new Region(0, (float)winSize.Width, 0, (float)winSize.Height), 10);

            PhysicsManager.AddUniversalForce(DefaultForces.LinearDrag);
            //PhysicsManager.AddUniversalForce(DefaultForces.Gravity);

            var world = new List<WorldObject>();
            ActiveMap = new Map(world);
            Random rand = new Random();

            var player = new Player(
                new Vector2((float)rand.NextDouble() * (winSize.Width - 50), (float)rand.NextDouble() * (winSize.Height - 50)),
                0f);

            SpawnObject<Actor>(player);

            //
            //
            //

            int goodRoidNumber = 10;
            int BadRoidNumber = 5;

            for (int i = 0; i < goodRoidNumber; i++)
            {
                var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50));
                var rad = 15f + (float)MathUtils.Rand.NextDouble() * 20;
                var gr = new GoodRoid(pos, rad, 50f, .1f, Vector2.Zero);
                SpawnObject<Actor>(gr);
            }

            for (int i = 0; i < BadRoidNumber; i++)
            {
                var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50));
                var rad = 15f + (float)MathUtils.Rand.NextDouble() * 20;
                var br = new BadRoid(pos, rad, 50f, .1f, Vector2.Zero);
                SpawnObject<Actor>(br);
            }

            //
            //
            //

            // Walls -- invisible
            var w0 = new ROIDS.Sandbox.VertWallBody(new Vector2(0, winSize.Height / 2), winSize.Height);
            var w1 = new ROIDS.Sandbox.VertWallBody(new Vector2(winSize.Width, winSize.Height / 2), winSize.Height);

            var w2 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, 0), winSize.Width);
            var w3 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, winSize.Height), winSize.Width);

            PhysicsManager.MapBodies.Add(w0);
            PhysicsManager.MapBodies.Add(w1);
            PhysicsManager.MapBodies.Add(w2);
            PhysicsManager.MapBodies.Add(w3);

            //
            Console.WriteLine("CONTROLS:");
            Console.WriteLine("[LCLICK] - launch charge");
            Console.WriteLine("[RCLICK] - launch sensor");
            Console.WriteLine("[SPACE] - detonate all charges");
        }
예제 #4
0
파일: Roids.cs 프로젝트: tylermenezes/ROIDS
        public override void Reload()
        {
            var winSize = DefaultSettings.Settings["WindowSize"];
            PhysicsManager = new PhysicsEngine(new Region(0, (float)winSize.Width, 0, (float)winSize.Height), 10);

            PhysicsManager.AddUniversalForce(DefaultForces.LinearDrag);

            var world = new List<WorldObject>();
            ActiveMap = new Map(world);

            /*
             * Setup Map
             */

            int goodRoidNumber = 10;
            int badRoidNumber = 5;
            int bombRoidNumber = 5;

            int chargesAllowed = 5;
            int sensorsAllowed = 5;

            PlayerProfile = new PlayerProfile(1000, // Health
                badRoidNumber, goodRoidNumber); // Roids

            Random rand = new Random();

            var player = new Player(
                new Vector2((float)rand.NextDouble() * (winSize.Width - 50), (float)rand.NextDouble() * (winSize.Height - 50)),
                0f);
            player.GotHurt += new PlayerEventHandler(player_GotHurt);
            SpawnObject<Actor>(player);

            for (int i = 0; i < chargesAllowed; i++)
                PlayerProfile.AddCharge(new Charge(50, 15));

            for (int i = 0; i < sensorsAllowed; i++)
                PlayerProfile.AddSensor(new Sensor(60f));

            for (int i = 0; i < goodRoidNumber; i++)
            {
                var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50));
                var rad = 15f + (float)MathUtils.Rand.NextDouble() * Asteroid.MaxRadius;
                var gr = new GoodRoid(pos, rad, 1000f, .1f, new Vector2((float)MathUtils.Rand.NextDouble() * 300, (float)MathUtils.Rand.NextDouble() * 300));
                gr.Destroyed += new WorldObjectEventHandler(goodRoid_Destroyed);
                SpawnObject<Actor>(gr);
            }

            for (int i = 0; i < badRoidNumber; i++)
            {
                var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50));
                var rad = 15f + (float)MathUtils.Rand.NextDouble() * Asteroid.MaxRadius;
                var br = new BadRoid(pos, rad, 1000f, .1f, new Vector2((float)MathUtils.Rand.NextDouble()*300,(float)MathUtils.Rand.NextDouble()*300));
                br.Destroyed += new WorldObjectEventHandler(badRoid_Destroyed);
                SpawnObject<Actor>(br);
            }
            for (int i = 0; i < bombRoidNumber; i++)
            {
                var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50));
                var rad = 15f + (float)MathUtils.Rand.NextDouble() * Asteroid.MaxRadius;
                var br = new BombRoid(pos, rad);
                SpawnObject<Actor>(br);

            }

            //
            //
            //

            // Walls -- invisible
            var w0 = new ROIDS.Sandbox.VertWallBody(new Vector2(0, winSize.Height / 2), winSize.Height);
            var w1 = new ROIDS.Sandbox.VertWallBody(new Vector2(winSize.Width, winSize.Height / 2), winSize.Height);

            var w2 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, 0), winSize.Width);
            var w3 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, winSize.Height), winSize.Width);

            PhysicsManager.MapBodies.Add(w0);
            PhysicsManager.MapBodies.Add(w1);
            PhysicsManager.MapBodies.Add(w2);
            PhysicsManager.MapBodies.Add(w3);

            this.Write("Health: {0}\nCharges: {1}\nSensors: {2}\nRoids to Blast: {3}",
                PlayerProfile.Health,
                PlayerProfile.ChargesLeft,
                PlayerProfile.SensorsLeft,
                PlayerProfile.RoidsToBlast);
        }