Inheritance: LuxEngine.Scene
Exemplo n.º 1
0
 public override void Initialize()
 {
     base.Initialize();
     weakShots = new ShotPool(LuxGame, World, true, 0, 20, 20, 40, 25, this.Content.Load<Texture2D>("bullet004-1"));
     strongShots = new ShotPool(LuxGame, World, true, 0, 30, 30, 40, 14, this.Content.Load<Texture2D>("bullet003-1"));
     Game.Components.Add(weakShots);
     Game.Components.Add(strongShots);
 }
Exemplo n.º 2
0
 public override void Initialize()
 {
     elapsed = 0;
     shootOrder = 0;
     secondShootOrder = 0;
     rank = 0;
     ShotPool redShots = new ShotPool(LuxGame, World, false, 0.3, 100, 100, shotHitBox, 15, bulletText, null);
     Game.Components.Add(redShots);
     ShotsOfType.Add(redShots);
     ShotPool blueShots = new ShotPool(LuxGame, World);
     shooter = new Enemy(LuxGame, World, 0, 0, 0, new List<ShotPool>() {blueShots}, null);
     shooter.Skin = new Sprite(shooter, new List<Texture2D>() { enemyTexture }, null);
     shooter.Skin.SetAnimation(enemyTexture.Name);
     Game.Components.Add(blueShots);
     Game.Components.Add(shooter);
     ShotPool bigShots = new ShotPool(LuxGame, World, false, 1.5, 150, 200, 20, 50, bigBulletText, null);
     bigShooter = new Enemy(LuxGame, World, 0, 0, 0, new List<ShotPool>() {bigShots}, null);
     bigShooter.Skin = new Sprite(bigShooter, new List<Texture2D>() { enemyTexture }, null);
     bigShooter.Skin.SetAnimation(enemyTexture.Name);
     Game.Components.Add(bigShots);
     for (int i = 0; i < 20; i++)
     {
         HomingMissile homingShoot = new HomingMissile(this.LuxGame, 0, false, (float)0.05, 20, 7, World, null);
         homingShoot.Skin = new Sprite(homingShoot, new List<Texture2D>() { bigBulletText }, null);
         homingShoot.Skin.SetAnimation(bigBulletText.Name);
         Game.Components.Add(homingShoot);
         Game.Components.Add(homingShoot.Skin);
         homingShots.Add(homingShoot);
         World.BadShots.Add(homingShoot);
     }
     for (int i = 0; i < 15; i++)
     {
         RotatingShot rotatingShot = new RotatingShot(this.LuxGame, World, 0, false, (float)0.02, 10, null);
         rotatingShot.Skin = new Sprite(rotatingShot, new List<Texture2D>() { bigBulletText }, null);
         rotatingShot.Skin.SetAnimation(bigBulletText.Name);
         Game.Components.Add(rotatingShot);
         Game.Components.Add(rotatingShot.Skin);
         rotatingShots.Add(rotatingShot);
         World.BadShots.Add(rotatingShot);
     }
     Game.Components.Add(bigShooter);
     rotationAngle = (float)0.02;
     currentDirectionVector = new Vector2(0, (float)2.5);
     remainingTimeDeterminer = 0;
     remainingTime = 0.3 * Math.Cos(remainingTimeDeterminer);
     base.Initialize();
 }
 public ShootingPattern(LuxGame game, ShotPool shots, Enemy enemy)
     : base(game)
 {
     this.shots = shots;
     this.enemy = enemy;
 }
Exemplo n.º 4
0
        public override void Initialize()
        {
            enemyTexture = this.Content.Load<Texture2D>("commonEnemy");

            base.Initialize();
            Texture2D bullet2Texture = this.Content.Load<Texture2D>("bullet002-1");
            hero = new Hero(this.LuxGame, this, 100, 1, 1, 5, 2, null);
            Sprite heroSprite = new Sprite(hero, new List<String>() { "hero" });
            hero.Skin = heroSprite;
            hero.Position = new Vector2(400, 400);

            win = new MenuWindow(this, new Vector2(10, 10), deadEnemyNumber.ToString());
            winLife = new MenuWindow(this, new Vector2(640, 10), hero.Life.ToString());
            winTime = new MenuWindow(this, new Vector2(250, 10), ((int)(30 - elapsed)).ToString());

            ListePosition.Add(new Vector2(100, 100));
            ListePosition.Add(new Vector2(700, 100));
            ListePosition.Add(new Vector2(400, 100));

            ShotPool shots = new ShotPool(LuxGame, this, false, 0.2, 150, 150, 8, 4, bullet2Texture, null);

            for (int i = 0; i < 3; i++)
            {
                ShootsHero shooter = new ShootsHero(this.LuxGame, this, shots, null);
                Game.Components.Add(shooter);
                shootsHeros.Add(shooter);
            }

            GenericEnemy enem;
            for (int i = 0; i < 3; i++)
            {
                enem = new GenericEnemy(LuxGame, this, 500, 10, 10, null);
                Sprite enemySkin = new Sprite(enem, new List<Texture2D>() { enemyTexture }, null);
                enem.Skin = enemySkin;
                enem.Skin.SetAnimation(enemyTexture.Name);
                enem.Position = new Vector2(400, 100);
                enemies.Add(enem);
                Game.Components.Add(enem);
                Game.Components.Add(enemySkin);
                shootsHeros[i].Associate(enem);
            }
            Game.Components.Add(shots);
            Game.Components.Add(hero);
            Game.Components.Add(heroSprite);

            // Phase de test
            shots = new ShotPool(LuxGame, this);
            Game.Components.Add(shots);

            heroSprite.SetAnimation("hero");
        }
Exemplo n.º 5
0
 public ShootsHero(LuxGame game, World world, ShotPool shots, Enemy enemy)
     : base(game, shots, enemy)
 {
     elapsedSec = 0;
     this.world = world;
 }
        public override void Initialize()
        {
            enemyTexture = this.Content.Load<Texture2D>("commonEnemy");

            base.Initialize();
            Texture2D bullet2Texture = this.Content.Load<Texture2D>("bullet002-1");
            hero = new Hero(this.LuxGame, this, 200, 1, 1, 5, 2, null);
            Sprite heroSprite = new Sprite(hero, new List<String>() { "hero" });
            hero.Skin = heroSprite;
            hero.Position = new Vector2(400, 400);

            ListePosition.Add(new Vector2(100, 100));
            ListePosition.Add(new Vector2(700, 100));
            ListePosition.Add(new Vector2(400, 100));

            ShotPool shots = new ShotPool(LuxGame, this, false, 0.2, 150, 150, 8, 4, bullet2Texture, null);

            GenericEnemy enem;
            for (int i = 0; i < 3; i++)
            {
                enem = new GenericEnemy(LuxGame, this, 500, 10, 10, null);
                Sprite enemySkin = new Sprite(enem, new List<Texture2D>() { enemyTexture }, null);
                enem.Skin = enemySkin;
                enem.Skin.SetAnimation(enemyTexture.Name);
                enem.Position = new Vector2(400, 100);
                enemies.Add(enem);
                Game.Components.Add(enem);
                Game.Components.Add(enemySkin);
            }
            foreach (Enemy enemy in enemies.ToList<Enemy>())
            {
                Game.Components.Add(new ShootsHero(this.LuxGame, this, shots, enemy));
            }
            Game.Components.Add(shots);
            Game.Components.Add(hero);
            Game.Components.Add(heroSprite);

            // Phase de test
            shots = new ShotPool(LuxGame, this);
            Game.Components.Add(shots);

            heroSprite.SetAnimation("hero");
        }