public Character(Texture2D _sprite, Vector2 _pos, Vector2 _vel, int _hp, LevelManager l) { sprite = _sprite; pos = _pos; vel = _vel; center = new Vector2(sprite.Width / 2.0f, sprite.Height / 2.0f); hp = _hp; hpMax = hp; alive = true; firing = false; fireCounter = 0; fireCounterMax = 15; scale = 1.0f; setBoxScale(new Vector2(1.0f, 1.0f)); updateBBoxPos(); boundingBox.X = (int)pos.X; boundingBox.Y = (int)pos.Y; friction = 0.9f; rotation = 0.0f; col = Color.White; effect = SpriteEffects.None; bounded = true; levelManager = l; }
public Camera(GraphicsDevice graphics, Vector2 _pos, Player _player, LevelManager _levelManager) { screenPos.X = graphics.Viewport.Width / 2; screenPos.Y = graphics.Viewport.Height / 2; pos = _pos; player = _player; zoom = 0.9f; levelManager = _levelManager; }
public Player(Texture2D _sprite, Vector2 _pos, Vector2 _vel, int _hp, LevelManager l) : base(_sprite, _pos, _vel, _hp, l) { setBoxScale(new Vector2(0.25f, 0.25f)); fireCounterMax = 10; numLives = 3; bombCooldown = 0; numEggs = 0; }
public TileBackground(Texture2D _sprite, Vector2 _pos, Vector2 _vel, int _hp, LevelManager l) : base(_sprite, _pos, _vel, _hp, l) { rect = l.getCurrentLevelArea(); rect.Inflate(10000, 10000); pos.X -= 5000; pos.Y -= 5000; center.X += 5000; center.Y += 5000; rotation = (float)Game1.random.NextDouble() * (float)Math.PI * 2.0f; }
public Bullet(Texture2D s, Vector2 p, Vector2 v, int _hp, LevelManager l, Color c, int d) : base(s, p, v, _hp, l) { friction = 1.0f; lifetimeThreshold = 20; lifetime = 90; damage = d; col = c; bounded = false; grow = false; stay = false; growScale = 0.0f; }
public Enemy1(Texture2D s, Vector2 p, Vector2 v, int _hp, LevelManager l, int t) : base(s, p, v, _hp, l) { fireCounterMax = 30; aiCounter = 0; aiCounterMax = 40; faceCounter = 0; faceCounterMax = Game1.random.Next(10, 15); maxVel = 4.0f; setBoxScale(new Vector2(0.9f, 0.9f)); type = t; chase = false; bulletDamage = type + 4; switch (type) { case 0: fireCounterMax = 30; hp = 30; bulletColor = Color.OrangeRed; break; case 1: fireCounterMax = 20; hp = 40; bulletColor = Color.OrangeRed; break; case 2: fireCounterMax = 12; hp = 60; bulletColor = Color.OrangeRed; break; case 3: fireCounterMax = 10; hp = 100; scale = 3.0f; setBoxScale(new Vector2(1.5f, 1.5f)); maxVel = 3.0f; bulletColor = Color.White; break; } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // load sprites and such playerSprite = Content.Load<Texture2D>("playership"); playerBulletSprite = Content.Load<Texture2D>("playerbullet"); starTex = new Texture2D[3]; starTex[0] = Content.Load<Texture2D>("star1"); starTex[1] = Content.Load<Texture2D>("star2"); starTex[2] = Content.Load<Texture2D>("star3"); backTex = new Texture2D[4]; backTex[0] = Content.Load<Texture2D>("background1"); backTex[1] = Content.Load<Texture2D>("background2"); backTex[2] = Content.Load<Texture2D>("background3"); backTex[3] = Content.Load<Texture2D>("background4"); earthTex = Content.Load<Texture2D>("earth"); enemySprites = new Texture2D[4]; enemySprites[0] = Content.Load<Texture2D>("enemy1"); enemySprites[1] = Content.Load<Texture2D>("enemy2"); enemySprites[2] = Content.Load<Texture2D>("enemy3"); enemySprites[3] = Content.Load<Texture2D>("boss"); eggSprite = Content.Load<Texture2D>("egg"); hollowEggSprite = Content.Load<Texture2D>("hollowegg"); portalSprite = Content.Load<Texture2D>("portal"); HPBoxSprite = Content.Load<Texture2D>("hpbox"); arrowSprite = Content.Load<Texture2D>("arrow"); sparkSprite = Content.Load<Texture2D>("spark"); explosionSprite = Content.Load<Texture2D>("explosion"); levelManager = new LevelManager(starTex, backTex, earthTex); player = new Player(playerSprite, new Vector2(0.0f, 0.0f), new Vector2(0.0f, 0.0f), 200, levelManager); characterManager = new CharacterManager(player); inputHandler = new InputHandler(player); player.setCharacterManager(characterManager); levelManager.setCharacterManager(characterManager); characterManager.setBulletSprite(playerBulletSprite); characterManager.setEnemySprites(enemySprites); characterManager.setEggSprite(eggSprite); characterManager.setPortalSprite(portalSprite); characterManager.setArrowSprite(arrowSprite); characterManager.setExplosionSprite(explosionSprite); characterManager.setSparkSprite(sparkSprite); characterManager.setLevelManager(levelManager); cam = new Camera(GraphicsDevice, new Vector2(0.0f, 0.0f), player, levelManager); characterManager.setCam(cam); soundManager = new SoundManager(Content); levelManager.setSoundManager(soundManager); characterManager.setSoundManager(soundManager); font = Content.Load<SpriteFont>("font"); intro = new string[6]; intro[0] = "This is ground control... your circuit's dead, there's something wrong...\n\n\n"; intro[1] = "On a routine mission, you stumble into a strange portal and find yourself"; intro[2] = "-alone-"; intro[3] = "in a parallel dimension."; intro[4] = "Search for the space eggs to survive and find your way home."; intro[5] = "Good luck !"; end = new string[4]; end[0] = "In your absence, the earth was destroyed."; end[1] = "You are now"; end[2] = "-alone-"; end[3] = "\n\nTHE END"; gameOver = false; levelManager.initLevel(0); Game1.points = 0; }
public void setLevelManager(LevelManager l) { levelManager = l; }