protected override void Explode() { for (int i = 0; i < Config.Rand.Next(1, 5); i++) { Coin coin = new Coin(Config.CoinSpriteSheet); coin.Position = this.Position + new Vector2(Config.Rand.Next(0, 20) - 10, Config.Rand.Next(0, 20) - 10); //GameStateManagementGame.Instance.soundManager.PlaySound("ShipExplode", 0.3f); } base.Explode(); }
protected override void Explode() { for (int i = 0; i < rand.Next(1, 5); i++) { Coin coin = new Coin(Config.CoinSpriteSheet); coin.Position = this.Position + new Vector2(rand.Next(0, 20) - 10, rand.Next(0, 20) - 10); //GameStateManagementGame.Instance.soundManager.PlaySound("ShipExplode"); } for (int i = 0; i < 3; i++) { GameNode node = null; node = new BugDagger1(Config.BugDagger1SpriteSheet); node.Position = this.Position; } base.Explode(); }
void SpawnItem(LevelItem_1 item) { GameNode node = null; if (item.Type == ItemType_1.EnemyInterceptor) node = new EnemyInterceptor(Config.EnemyInterceptorSpriteSheet); else if (item.Type == ItemType_1.EnemyAvoider) node = new EnemyAvoider(Config.EnemyAvoiderSpriteSheet); else if (item.Type == ItemType_1.EnemyChaser) node = new EnemyChaser(Config.EnemyChaserSpriteSheet); else if (item.Type == ItemType_1.EnemyDasher) node = new EnemyDasher(Config.EnemyDasherSpriteSheet); else if (item.Type == ItemType_1.EnemyShooter) node = new EnemyShooter(Config.EnemyShooterSpriteSheet); else if (item.Type == ItemType_1.PowerupHealth) node = new PowerupHealth(Config.PowerupSlowAllSpriteSheet); else if (item.Type == ItemType_1.PowerupMissiles) node = new PowerupMissiles(Config.PowerupMissileSpriteSheet); else if (item.Type == ItemType_1.PowerupWeaponAutoBurst) node = new PowerupWeaponAutoBurst(Config.PowerupSlowAllSpriteSheet); else if (item.Type == ItemType_1.boss1) node = new boss1(Config.BossSpriteSheet); else if (item.Type == ItemType_1.PowerupDamageAll) node = new PowerupDamageAll(Config.PowerupSlowAllSpriteSheet); else if (item.Type == ItemType_1.PowerupFreeze) node = new PowerupFreeze(Config.PowerupMissileSpriteSheet); else if (item.Type == ItemType_1.PowerupDoubleShot) node = new PowerupDoubleShot(Config.PowerupSlowAllSpriteSheet); else if (item.Type == ItemType_1.PowerupTripleShot) node = new PowerupTripleShot(Config.PowerupSlowAllSpriteSheet); else if (item.Type == ItemType_1.PowerupAddBullet) node = new PowerupAddBullet(Config.PowerupAddProjectileSpriteSheet); else if (item.Type == ItemType_1.PowerupShotSpeed) node = new PowerupShotSpeed(Config.PowerupProjectileSpeedSpriteSheet); else if (item.Type == ItemType_1.Coin) node = new Coin(Config.CoinSpriteSheet); if (node != null) { //TODO: suppy levelItem Y position from item //node.Position = new Vector2(item.PositionX, -node.Sprite.Origin.Y); node.Position = new Vector2(item.PositionX, item.PositionY); node.Speed = item.Speed; node.Direction = item.Direction; } }
protected override void Explode() { for (int i = 0; i < Config.Rand.Next(1, 5); i++) { Coin coin = new Coin(Config.CoinSpriteSheet); coin.Position = this.Position + new Vector2(Config.Rand.Next(0, 20) - 10, Config.Rand.Next(0, 20) - 10); //GameStateManagementGame.Instance.soundManager.PlaySound("ShipExplode", 0.3f); } //EnemyChaser chaser = new EnemyChaser(Config.EnemySpriteSheet); //chaser.Speed = this.Speed; //chaser.Position = this.Position; //EnemyInterceptor interceptor = new EnemyInterceptor(Config.EnemySpikeSpriteSheet); //interceptor.Speed = this.Speed; //interceptor.Position = this.Position; //EnemyChaser chaser2 = new EnemyChaser(Config.EnemySpriteSheet); //chaser2.Position = this.Position; base.Explode(); }
protected override void Explode() { //if (this.ExplosionSpriteSheet != null) //{ //ParticleEffects.TriggerExplosionSquaresLarge(this.Position); //ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(10, 0)); //ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(10, 10)); //ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(0, 10)); //ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(10, -10)); //ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(-10, -10)); //ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(-10, 0)); //ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(-10, 10)); //ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(0, -10)); ParticleEffects.TriggerExplosionSquaresLarge(this.Position); ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(Config.Rand.Next(0, 100), 0)); ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(Config.Rand.Next(0, 100), Config.Rand.Next(0, 100))); ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(0, Config.Rand.Next(0, 100))); ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(Config.Rand.Next(0, 100), Config.Rand.Next(100, 200) - 200)); ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(Config.Rand.Next(100, 200) - 200, Config.Rand.Next(100, 200) - 200)); ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(Config.Rand.Next(100, 200) - 200, 0)); ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(Config.Rand.Next(100, 200) - 200, Config.Rand.Next(0, 100))); ParticleEffects.TriggerExplosionSquaresLarge(this.Position + new Vector2(0, Config.Rand.Next(100, 200) - 200)); //} for (int i = 0; i < 100; i++) { Coin coin = new Coin(Config.CoinSpriteSheet); coin.Position = this.Position + new Vector2(rand.Next(0, 200) - 100, rand.Next(0, 200) - 100); } //GameStateManagementGame.Instance.soundManager.PlaySound("ShipExplode"); base.Explode(); }