Exemplo n.º 1
0
        /// <summary>
        /// Gets a list of all of the strings that should be drawn
        /// </summary>
        /// <returns></returns>
        private List<Text> allStrings()
        {
            List<Text> strings = new List<Text>();
            #region Strings for Debugging
#if DEBUG
            int numDebugStrings = 0;
            List<String> debugStrings = new List<String>();
            if (SnailsPace.debugHelixPosition)
            {
				// Output helix's position
                debugStrings.Add("Helix: (" + Player.helix.position.X + ", " + Player.helix.position.Y + ")");
            }
            if (SnailsPace.debugCameraPosition)
            {
				// Output camera and crosshair coordinates
                debugStrings.Add("Camera: (" + Renderer.cameraPosition.X + ", " + Renderer.cameraPosition.Y + ", " + Renderer.cameraPosition.Z + ")");
                Vector3 cameraTargetPosition = gameRenderer.getCameraTargetPosition();
                debugStrings.Add("Target: (" + cameraTargetPosition.X + ", " + cameraTargetPosition.Y + ", " + cameraTargetPosition.Z + ")");

                Vector3 distance = cameraTargetPosition - Renderer.cameraPosition;
                debugStrings.Add("Distance: (" + distance.X + ", " + distance.Y + ", " + distance.Z + ")");
                debugStrings.Add("Crosshair: (" + Player.crosshair.position.X + ", " + Player.crosshair.position.Y + ")");
            }
            List<String>.Enumerator debugStringEnum = debugStrings.GetEnumerator();
            while (debugStringEnum.MoveNext())
            {
                Text debugString = new Text();
                debugString.color = Color.Yellow;
                debugString.content = debugStringEnum.Current;
                debugString.font = debugFont;
                debugString.position = new Vector2(2 * debugFont.Spacing, debugFont.Spacing + numDebugStrings++ * debugFont.LineSpacing);
                debugString.scale = Vector2.One;
                strings.Add(debugString);
            }
            debugStringEnum.Dispose();
#endif
            #endregion
            strings.AddRange(player.textStrings());
            return strings;
        }
Exemplo n.º 2
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="startPosition"></param>
        /// <param name="weaponName"></param>
        public Player(Vector2 startPosition, String weaponName, String nextLevel)
            : base()
        {
            if (allowLevelProgression)
            {
                this.nextLevel = nextLevel;
            }
            else
            {
                this.nextLevel = null;
            }
            saveObject = new GameObject();
            saveObject.affectedByGravity = false;
            saveObject.collidable = false;

            save(startPosition);
            Weapon[] oldInventory = new Weapon[0];
            if (helix != null)
            {
                oldInventory = helix.inventory;
            }
            helix = new Helix(startPosition, weaponName);
            if (SnailsPace.cheatAllWeapons)
            {
                helix.AddWeapon(Weapon.load("stinger"));
                helix.weapon.ammunition = 50;
                helix.weapon.cooldown *= 0.25;
                helix.AddWeapon(Weapon.load("grenadelauncher"));
                helix.weapon.ammunition = 20;
                helix.weapon.cooldown *= 1;
                helix.AddWeapon(Weapon.load("minigun"));
                helix.weapon.ammunition = 200;
                helix.weapon.cooldown *= 4;
                helix.AddWeapon(Weapon.load("flamethrower"));
                helix.weapon.ammunition = 20;
                helix.weapon.cooldown *= 1;
                helix.AddWeapon(Weapon.load("generic"));
            }
            load();

            // Crosshair creation
            Sprite crosshairSprite = new Sprite();
            crosshairSprite.image = new Image();
            crosshairSprite.image.filename = "Resources/Textures/Crosshair";
            crosshairSprite.image.blocks = new Vector2(1.0f, 1.0f);
            crosshairSprite.image.size = new Vector2(64.0f, 64.0f);
            crosshairSprite.visible = true;
            crosshairSprite.effect = "Resources/Effects/effects";
            crosshair = new GameObject();
            crosshair.sprites = new Dictionary<string, Sprite>();
            crosshair.sprites.Add("Crosshair", crosshairSprite);
            crosshair.position = new Vector2(0.0f, 0.0f);
            crosshair.layer = 0;
            crosshair.collidable = false;

            // Weapon
            weapon = new GameObject();
            weapon.sprites = new Dictionary<string, Sprite>();
            weapon.sprites.Add("Weapon", helix.weapon.sprite);
            weapon.position = helix.position;
            weapon.layer = -5;
            weapon.collidable = false;

            strings = new List<Text>();
            pointsText = new Text();
            pointsText.position = new Vector2(400, 0);
            pointsText.font = SnailsPace.getInstance().Content.Load<SpriteFont>("Resources/Fonts/Score");
            pointsText.color = Color.White;
            pointsText.scale = Vector2.One;
            pointsText.content = points.ToString();
            strings.Add(pointsText);
            recalculatePoints();
            Engine.player = this;
            Renderer.cameraTarget = helix;
        }