Exemplo n.º 1
0
        /// <summary>
        /// Kills this object, in response to the given GameplayObject.
        /// </summary>
        /// <param name="source">The GameplayObject responsible for the kill.</param>
        /// <param name="cleanupOnly">
        /// If true, the object dies without any further effects.
        /// </param>
        public override void Die(GameplayObject source, bool cleanupOnly)
        {
            if (active)
            {
                if (!cleanupOnly)
                {
                    // play the explosion sound
                    AudioManager.PlaySoundEffect("explosion_medium");

                    // display the rocket explosion
                    if (ParticleEffectManager != null)
                    {
                        ParticleEffectManager.SpawnEffect(
                            ParticleEffectType.RocketExplosion, Position);
                    }
                }

                // stop the rocket-flying sound effect
                if (rocketSound != null)
                {
                    rocketSound.Stop(true);
                    rocketSound.Dispose();
                    rocketSound = null;
                }

                // stop the rocket-trail effect
                if (rocketTrailEffect != null)
                {
                    rocketTrailEffect.Stop(false);
                }
            }

            base.Die(source, cleanupOnly);
        }
Exemplo n.º 2
0
        /// <summary>
        /// Kills this ship, in response to the given GameplayObject.
        /// </summary>
        /// <param name="source">The GameplayObject responsible for the kill.</param>
        /// <param name="cleanupOnly">
        /// If true, the object dies without any further effects.
        /// </param>
        public override void Die(GameplayObject source, bool cleanupOnly)
        {
            if (active)
            {
                if (!cleanupOnly)
                {
                    // update the score
                    Ship ship = source as Ship;
                    if (ship == null)
                    {
                        Projectile projectile = source as Projectile;
                        if (projectile != null)
                        {
                            ship = projectile.Owner;
                        }
                    }
                    if (ship != null)
                    {
                        if (ship == this)
                        {
                            // reduce the score, since i blew myself up
                            ship.Score--;
                        }
                        else
                        {
                            // add score to the ship who shot this object
                            ship.Score++;
                        }
                    }
                    else
                    {
                        // if it wasn't a ship, then this object loses score
                        this.Score--;
                    }

                    // play the player-death sound
                    AudioManager.PlaySoundEffect("explosion_shockwave");
                    AudioManager.PlaySoundEffect("explosion_large");

                    // display the ship explosion
                    if (ParticleEffectManager != null)
                    {
                        ParticleEffectManager.SpawnEffect(
                            ParticleEffectType.ShipExplosion, Position);
                    }
                }

                // clear out the projectiles list
                foreach (Projectile projectile in projectiles)
                {
                    projectile.Die(null, true);
                }
                projectiles.Clear();

                // set the respawn timer
                respawnTimer = respawnTimerOnDeath;
            }

            base.Die(source, cleanupOnly);
        }
Exemplo n.º 3
0
        /// <summary>
        /// Initialize a ship to its default gameplay states.
        /// </summary>
        public override void Initialize()
        {
            if (!active)
            {
                // set the initial gameplay data values
                shipInput           = ShipInput.Empty;
                rotation            = 0f;
                velocity            = Vector2.Zero;
                life                = lifeMaximum;
                shield              = shieldMaximum;
                shieldRechargeTimer = 0f;
                safeTimer           = safeTimerMaximum;
                weapon              = new LaserWeapon(this);
                mineWeapon          = new MineWeapon(this);

                // play the player-spawn sound
                AudioManager.PlaySoundEffect("player_spawn");

                // add the ship-spawn particle effect
                if (ParticleEffectManager != null)
                {
                    ParticleEffectManager.SpawnEffect(ParticleEffectType.ShipSpawn,
                                                      this);
                }

                // clear out the projectiles list
                projectiles.Clear();
            }

            base.Initialize();
        }
Exemplo n.º 4
0
        /// <summary>
        /// Defines the interaction between the asteroid and a target GameplayObject
        /// when they touch.
        /// </summary>
        /// <param name="target">The GameplayObject that is touching this one.</param>
        /// <returns>True if the objects meaningfully interacted.</returns>
        public override bool Touch(GameplayObject target)
        {
            // if the asteroid has touched a player, then damage it
            Ship player = target as Ship;

            if (player != null)
            {
                // calculate damage as a function of how much the two GameplayObject's
                // velocities were going towards one another
                Vector2 playerAsteroidVector = Position - player.Position;
                if (playerAsteroidVector.LengthSquared() > 0)
                {
                    playerAsteroidVector.Normalize();

                    float rammingSpeed =
                        Vector2.Dot(playerAsteroidVector, player.Velocity) -
                        Vector2.Dot(playerAsteroidVector, Velocity);
                    float momentum = Mass * rammingSpeed;
                    player.Damage(this, momentum * momentumToDamageScalar);
                }
            }
            // if the asteroid didn't hit a projectile, play the asteroid-touch sound effect
            if ((target is Projectile) == false)
            {
                AudioManager.PlaySoundEffect("asteroid_touch");
            }
            return(true);
        }
Exemplo n.º 5
0
        /// <summary>
        /// Initialize the power-up to it's default gameplay states.
        /// </summary>
        public override void Initialize()
        {
            if (!active)
            {
                // play the spawn sound effect
                AudioManager.PlaySoundEffect("powerup_spawn");
            }

            base.Initialize();
        }
Exemplo n.º 6
0
        /// <summary>
        /// Initialize the rocket projectile to it's default gameplay states.
        /// </summary>
        public override void Initialize()
        {
            if (!active)
            {
                // get and play the rocket-flying sound effect

                AudioManager.PlaySoundEffect("rocket", true, out rocketSound);

                // start the rocket-trail effect
                if (ParticleEffectManager != null)
                {
                    rocketTrailEffect = ParticleEffectManager.SpawnEffect(
                        ParticleEffectType.RocketTrail, this);
                }
            }

            base.Initialize();
        }
Exemplo n.º 7
0
        /// <summary>
        /// Defines the interaction between this power-up and a target GameplayObject
        /// when they touch.
        /// </summary>
        /// <param name="target">The GameplayObject that is touching this one.</param>
        /// <returns>True if the objects meaningfully interacted.</returns>
        public override bool Touch(GameplayObject target)
        {
            // if it touched a ship, then create a particle system and play a sound
            Ship ship = target as Ship;

            if (ship != null)
            {
                // play the "power-up picked up" sound effect
                AudioManager.PlaySoundEffect("powerup_touch");

                // kill the power-up
                Die(target, false);

                // the ship keeps going as if it didn't hit anything
                return(false);
            }

            return(base.Touch(target));
        }
Exemplo n.º 8
0
        /// <summary>
        /// Kills this object, in response to the given GameplayObject.
        /// </summary>
        /// <param name="source">The GameplayObject responsible for the kill.</param>
        /// <param name="cleanupOnly">
        /// If true, the object dies without any further effects.
        /// </param>
        public override void Die(GameplayObject source, bool cleanupOnly)
        {
            if (active)
            {
                if (!cleanupOnly)
                {
                    // play the explosion sound effect
                    AudioManager.PlaySoundEffect("explosion_large");

                    // play the mine particle-effect
                    if (ParticleEffectManager != null)
                    {
                        ParticleEffectManager.SpawnEffect(
                            ParticleEffectType.MineExplosion, Position);
                    }
                }
            }

            base.Die(source, cleanupOnly);
        }
Exemplo n.º 9
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // Move to the previous menu entry?
            if (input.MenuUp)
            {
                selectedEntry--;

                if (selectedEntry < 0)
                {
                    selectedEntry = menuEntries.Count - 1;
                }

                AudioManager.PlaySoundEffect("menu_scroll");
            }

            // Move to the next menu entry?
            if (input.MenuDown)
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                {
                    selectedEntry = 0;
                }

                AudioManager.PlaySoundEffect("menu_scroll");
            }

            // Accept or cancel the menu?
            if (input.MenuSelect)
            {
                AudioManager.PlaySoundEffect("menu_select");
                OnSelectEntry(selectedEntry);
            }
            else if (input.MenuCancel)
            {
                OnCancel();
            }
        }
Exemplo n.º 10
0
        /// <summary>
        /// Fire the weapon in the direction given.
        /// </summary>
        /// <param name="direction">The direction that the weapon is firing in.</param>
        public virtual void Fire(Vector2 direction)
        {
            // if we can't fire yet, then we're done
            if (timeToNextFire > 0f)
            {
                return;
            }

            // the owner is no longer safe from damage
            owner.Safe = false;

            // set the timer
            timeToNextFire = fireDelay;

            // create and spawn the projectile
            CreateProjectiles(direction);

            // play the sound effect for firing
            if (String.IsNullOrEmpty(fireSoundEffect) == false)
            {
                AudioManager.PlaySoundEffect(fireSoundEffect);
            }
        }