public void AddCarrier(ContentManager pContent, Vector2 pPosition, Vector2 pDestination) { int i = 0; if (EnemyCarrier.Count != 0) { while (i < EnemyCarrier.Count && EnemyCarrier[i] != null) { i++; } } Carrier var = new Carrier(pContent, this, i); EnemyCarrier.Insert(i, var); EnemyCarrier[i].SpawnAt(pPosition); EnemyCarrier[i].SetDestination(pDestination); EnemyCarrier[i].SetTarget(new Vector2(640, 360)); }
private void Gameplay_Update(int GameState, GameTime pGameTime, ContentManager Content) { if (keyboard != previousKeyboard && keyboard.IsKeyDown(Keys.Escape) && pause) { this.Game_State = 0; } if (keyboard.IsKeyDown(Keys.Escape)) { pause = true; this.Pause = mstate.Position; } if (keyboard != previousKeyboard && keyboard.IsKeyDown(Keys.Enter) && pause) { pause = false; Mouse.SetPosition(Pause.X, Pause.Y); } if (!pause) { foreach (Enemy var1 in enemyFighter) { var1.Update(pGameTime); } foreach (Sprite HUD in hud) { HUD.Update(pGameTime); } foreach (Right_HUD R_H in R_hud) { R_H.Update(pGameTime); } SSV.Update(pGameTime); cone.Update(pGameTime); //Enemies Update foreach (Fighter Enemies in EnemyFighter) { Point ID = Enemies.Update(pGameTime); if (ID != Point.Zero) { TargetID = ID; } Enemies.UpdatePositionAngle(cone); if (Enemies.FireWeapon) { int i = 0; if (EnemyMissile.Count != 0) { while (i < EnemyMissile.Count && EnemyMissile[i] != null) { i++; } } Missile var = new Missile(content, this, i, new Point(0, 0)); EnemyMissile.Insert(i, var); EnemyMissile[i].SpawnAt(Enemies.Position); EnemyMissile[i].SetDestination(new Vector2(640, 360)); Enemies.FireWeapon = false; } if (!Enemies.IsActive) { EnemyFighterDump.Add(Enemies); } } EnemyFighter = EnemyFighter.Except(EnemyFighterDump).ToList(); foreach (Frigate Enemies in EnemyFrigate) { Point ID = Enemies.Update(pGameTime); if (ID != Point.Zero) { TargetID = ID; } Enemies.UpdatePositionAngle(cone); if (Enemies.FireWeapon) { int i = 0; if (EnemySlug.Count != 0) { while (i < EnemySlug.Count && EnemySlug[i] != null) { i++; } } Slug var = new Slug(content, this); EnemySlug.Insert(i, var); EnemySlug[i].SpawnAt(Enemies.Position); EnemySlug[i].SetDestination(new Vector2(640, 360)); Enemies.FireWeapon = false; } if (!Enemies.IsActive) { EnemyFrigateDump.Add(Enemies); } } EnemyFrigate = EnemyFrigate.Except(EnemyFrigateDump).ToList(); foreach (Carrier Enemies in EnemyCarrier) { Point ID = Enemies.Update(pGameTime); if (ID != Point.Zero) { TargetID = ID; } Enemies.UpdatePositionAngle(cone); if (Enemies.FireWeapon) { AddFigther(content, Enemies.Position, new Vector2(640, 360)); Enemies.FireWeapon = false; } if (!Enemies.IsActive) { EnemyCarrierDump.Add(Enemies); } } EnemyCarrier = EnemyCarrier.Except(EnemyCarrierDump).ToList(); foreach (Dreadnought Enemies in EnemyDreadnought) { Point ID = Enemies.Update(pGameTime); if (ID != Point.Zero) { TargetID = ID; } Enemies.UpdatePositionAngle(cone); if (Enemies.FireWeapon) { int i = 0; if (EnemyCannon.Count != 0) { while (i < EnemyCannon.Count && EnemyCannon[i] != null) { i++; } } Cannon var = new Cannon(content, this, new Point(0, 0), 10); EnemyCannon.Insert(i, var); EnemyCannon[i].SpawnAt(Enemies.Position); Enemies.FireWeapon = false; } if (!Enemies.IsActive) { EnemyDreadnoughtDump.Add(Enemies); } } EnemyDreadnought = EnemyDreadnought.Except(EnemyDreadnoughtDump).ToList(); //endEnemies Update //Weapons Update foreach (Missile Missile in EnemyMissile) { Point ID = Missile.Update(GetPositionByID(Missile.TargetID)); if (ID != Point.Zero) { TargetID = ID; } if (Missile.Friendly == false && Missile.IsMoving == false) { Missile.Destroy = true; enemyMissileDump.Add(Missile); HB_hp -= 1; } else if (Missile.Friendly && !Missile.IsMoving) { DamageTarget(Missile.TargetID, 1); } } enemyMissile = enemyMissile.Except(enemyMissileDump).ToList(); foreach (Laser Lsr in Lasers) { Lsr.Update(); } foreach (Slug Slug in EnemySlug) { Slug.Update(); if (Slug.Friendly == false && Slug.IsMoving == false) { Slug.Destroy = true; enemySlugDump.Add(Slug); HB_hp -= 5; } else if (Slug.Friendly && !Slug.IsMoving) { DamageTarget(Slug.TargetID, 2); } } enemySlug = enemySlug.Except(enemySlugDump).ToList(); foreach (Cannon Cannon in EnemyCannon) { Cannon.Update(); //Add destroy here. } enemySlug = enemySlug.Except(enemySlugDump).ToList(); //endWeapons Update ladar.Update(pGameTime, cone.Lockin, cone.stopAngle_M); if (SpawnBlock == 200) { SpawnEnemy(Content); SpawnBlock = 0; } else { SpawnBlock += 1; } //PlayerWeapons PlayerWpn[0].Update(); PlayerWpn[1].Update(); PlayerWpn[2].Update(); PlayerWpn[3].Update(); PlayerWpn[4].Update(); if (keyboard.IsKeyDown(Keys.D1)) { if (PlayerWpn[0].CanFire) { int i = 0; if (EnemyMissile.Count != 0) { while (i < EnemyMissile.Count && EnemyMissile[i] != null) { i++; } } Missile var = new Missile(content, this, i, TargetID); EnemyMissile.Insert(i, var); EnemyMissile[i].SpawnAt(new Vector2(640, 360)); EnemyMissile[i].SetDestination(GetPositionByID(TargetID)); EnemyMissile[i].Friendly = true; PlayerWpn[0].FireWeapon(); } } else if (keyboard.IsKeyDown(Keys.D2)) { if (PlayerWpn[1].CanFire) { int i = 0; if (Lasers.Count != 0) { while (i < Lasers.Count && Lasers[i] != null) { i++; } } Laser var = new Laser(content, this, TargetID, 10); Lasers.Insert(i, var); Lasers[i].SpawnAt(new Vector2(640, 360)); PlayerWpn[1].FireWeapon(); } } else if (keyboard.IsKeyDown(Keys.D3)) { if (PlayerWpn[2].CanFire) { int i = 0; if (EnemySlug.Count != 0) { while (i < EnemySlug.Count && EnemySlug[i] != null) { i++; } } Slug var = new Slug(content, this); EnemySlug.Insert(i, var); EnemySlug[i].SpawnAt(new Vector2(640, 360)); EnemySlug[i].SetDestination(GetPositionByID(TargetID)); PlayerWpn[2].FireWeapon(); } } else if (keyboard.IsKeyDown(Keys.D4)) { if (PlayerWpn[3].CanFire) { int i = 0; if (EnemyCannon.Count != 0) { while (i < EnemyCannon.Count && EnemyCannon[i] != null) { i++; } } Cannon var = new Cannon(content, this, TargetID, 10); EnemyCannon.Insert(i, var); EnemyCannon[i].SpawnAt(new Vector2(640, 360)); PlayerWpn[3].FireWeapon(); DamageTarget(TargetID, 3); } } else if (keyboard.IsKeyDown(Keys.D5)) { if (PlayerWpn[4].CanFire) { foreach (Fighter var1 in EnemyFighter) { DamageTarget(var1.ID, 4); } foreach (Frigate var1 in EnemyFrigate) { DamageTarget(var1.ID, 4); } foreach (Carrier var1 in EnemyCarrier) { DamageTarget(var1.ID, 4); } foreach (Dreadnought var1 in EnemyDreadnought) { DamageTarget(var1.ID, 4); } } } //End Player Weapons //Dreadnought Countdown foreach (Dreadnought Dreadnought in EnemyDreadnought) { if (Dreadnought.IsMoving == false) { Dreadnought.cannonCountdown -= 1; //Console.WriteLine(Dreadnought.cannonCountdown); } if (Dreadnought.cannonCountdown == 0) { Dreadnought.cannonCountdown = 100; } } //end Dreadnought Countdown } }