public PlayerShip(int shipIndex) { this.shipIndex = shipIndex; EventHandler.KeyDown += OnKeyDown; EventHandler.KeyUp += OnKeyUp; cannon = new Cannon(); cannon.Center = Center; cannon.Right = Right; cannon.Visible = false; AddChild(cannon); playerShip = LoadImage(); }
public SideCannons(int duration = 2500) { this.duration = duration; startTime = Environment.TickCount; Height = 100; Cannon c1 = new Cannon(); c1.Center = Center; c1.CenterY = Top; c1.ShotInterval = 150; AddChild(c1); Cannon c2 = new Cannon(); c2.Center = Center; c2.CenterY = Bottom; c2.ShotInterval = 150; AddChild(c2); }
private void DrawBackground() { for (int i = 0; i < map.Hoogte; i++) { for (int j = 0; j < map.Breedte; j++) { switch (map.GetElement(j, i)) { case 0: break; case 1: spriteArray[j, i] = new Grass(j, i, video, @"Sprites\grass\grass.png"); break; case 2: spriteArray[j, i] = new Grass(j, i, video, @"Sprites\grass\grassRight.png"); break; case 3: spriteArray[j, i] = new Grass(j, i, video, @"Sprites\grass\grassLeft.png"); break; case 4: spriteArray[j, i] = new Grass(j, i, video, @"Sprites\grass\grassCornerRight.png"); break; case 5: spriteArray[j, i] = new Grass(j, i, video, @"Sprites\grass\grassCornerLeft.png"); break; case 6: spriteArray[j, i] = new Sand(j, i, video, @"Sprites\sand\sand.png"); break; case 7: spriteArray[j, i] = new Sand(j, i, video, @"Sprites\sand\sandBorderLeft.png"); break; case 8: spriteArray[j, i] = new Sand(j, i, video, @"Sprites\sand\sandBorderRight.png"); break; case 9: spriteArray[j, i] = new Sand(j, i, video, @"Sprites\sand\sandCornerRight.png"); break; case 10: spriteArray[j, i] = new Sand(j, i, video, @"Sprites\sand\sandCornerLeft.png"); break; case 11: spriteArray[j, i] = new Finish(j, i, video); break; case 12: spriteArray[j, i] = new CoinBlock(j, i, video); break; case 13: spriteArray[j, i] = new InvisibleWall(j, i, video); break; case 14: spriteArray[j, i] = new Cannon(j, i, video); break; case 15: spriteArray[j, i] = new EnemyShell(j, i, video); break; case 16: spriteArray[j, i] = new Spikes(j, i, video, @"Sprites\enemies\spikesUp.png"); break; case 17: spriteArray[j, i] = new Spikes(j, i, video, @"Sprites\enemies\spikesDown.png"); break; case 18: spriteArray[j, i] = new Spikes(j, i, video, @"Sprites\enemies\spikesRight.png"); break; case 19: spriteArray[j, i] = new Spikes(j, i, video, @"Sprites\enemies\spikesLeft.png"); break; case 20: spriteArray[j, i] = new Block(j, i, video); break; case 21: spriteArray[j, i] = new AngryStone(j, i, video); break; case 22: spriteArray[j, i] = new DroppingGround(j, i, video); break; } } } }
//Constructor public Map(int tilesize) { int x=0; int y=0; tileSize = tilesize; currentDimension = 2; spriteArrMax = 0; sprites[000] = null; sprites[001] = new Player(-200, -200); sprites[002] = new Boo(-200, -200); sprites[003] = new Goomba(-200, -200, false, (short)rnd.Next(1, 4)); sprites[004] = new Koopa_green(-200, -200); sprites[005] = new Koopa_green(-200, -200, false, 1, 2); //jumping sprites[006] = new Koopa_green(-200, -200, false, 1, 3); //high jumping sprites[007] = new Koopa_red(-200, -200); sprites[008] = new Koopa_red(-200, -200, false, 1, 2); //jumping sprites[009] = new Koopa_red(-200, -200, false, 1, 3); //high jumping sprites[010] = new Bulletbill(-200, -200, false, (short)rnd.Next(1, 5)); sprites[011] = new Bulletbill(-200, -200, false, 3,true); //homing version (only type 3 !!!) sprites[012] = new Buzzybeetle(-200, -200, false); sprites[013] = new Spiny(-200, -200, false, 1, false); //Spiny sprites[014] = new Spiny(-200, -200, false, 1, true); //Spiny-Egg sprites[015] = new Piranhaplant(-200, -200, 1); //Green Piranha Plant sprites[016] = new Piranhaplant(-200, -200, 2); //Red Piranha Plant sprites[017] = new Hammerbros(-200, -200); sprites[018] = new Lakitu(-200, -200); sprites[019] = new Blooper(-200, -200,(short)rnd.Next(0,2)); sprites[020] = new CheepCheep(-200, -200,false, 0); //Green CheepCheep sprites[021] = new CheepCheep(-200, -200, false, 1); //Red CheepCheep sprites[022] = new Bowser_smb1(-200, -200, false, false); //smb1 Bowser sprites[023] = new Bowser_smb1(-200, -200, false, true); //smb1 Bowser with Hammers sprites[100] = null; sprites[101] = new Coin(-200, -200, (short)rnd.Next(1, 6)); //fixed Coin sprites[102] = new Coin(-200, -200, (short)rnd.Next(1, 6), false); //loose Coin sprites[103] = new Pow(-200, -200); sprites[104] = new Mushroom(-200, -200, false, (short)rnd.Next(1, 3)); sprites[105] = new Mushroom_p(-200, -200); sprites[106] = new Fireflower(-200, -200, (short)rnd.Next(1, 4)); sprites[107] = new Starman(-200, -200, false, (short)rnd.Next(1, 5)); sprites[108] = new OneUp(-200, -200); sprites[109] = new ThreeUp(-200, -200); sprites[110] = new Keyy(-200, -200, (short)rnd.Next(1, 3)); sprites[111] = new Spring_p(-200, -200); sprites[112] = new PSwitch_b(-200, -200); sprites[113] = new Cannon(-200, -200); sprites[200] = new Lava(-200, -200); sprites[201] = new Potaboo(-200, -200); sprites[202] = new Firebar(-200, -200); sprites[203] = new Winehead(-200, -200); sprites[204] = new Bricks(-200, -200, (short)rnd.Next(1, 5), (short)rnd.Next(102,114)); sprites[205] = new Qm(-200, -200, 1, 102); sprites[206] = new Keyhole(-200, -200); sprites[207] = new Generator(-200, -200, 3); //Sprite-generator sprites[208] = new WarpToWarp(-200, -200, true, 1, 0, warpNr); //Warp Start-Point sprites[209] = new WarpToWarp(-200, -200, false, 3, 0, warpNr); //Warp End-Point sprites[210] = new WarpToXYS(-200, -200, 200, 200); //Warp to XY Coordinates (S=Section of that level) sprites[211] = new RollingRock(-200, -200); sprites[212] = new Platform(-200, -200); sprites[213] = new Platform_pulley(-200, -200, 6); sprites[214] = new FixedSpring(-200, -200, 0); //Red normal fix spring sprites[215] = new FixedSpring(-200, -200, 1); //Green strong fix spring maxTextureSize = GL.GetInteger(OpenTK.Graphics.OpenGL.GetPName.MaxTextureSize); Console.WriteLine("BG: " + Texture.backGround); MyImage.activeTexture = Texture.backGround; GL.BindTexture(TextureTarget.Texture2D, Texture.backGround); GL.GetTexLevelParameter(TextureTarget.Texture2D, 0, GetTextureParameter.TextureWidth, out bgW); //Get Width and GL.GetTexLevelParameter(TextureTarget.Texture2D, 0, GetTextureParameter.TextureHeight, out bgH); //Height from the loaded Background MyImage.activeTexture = Texture.tileSet; GL.BindTexture(TextureTarget.Texture2D, Texture.tileSet); GL.GetTexLevelParameter(TextureTarget.Texture2D, 0, GetTextureParameter.TextureWidth, out tileSetW); //Get Width and GL.GetTexLevelParameter(TextureTarget.Texture2D, 0, GetTextureParameter.TextureHeight, out tileSetH); //Height from the loaded tileset currentIDArr[0, 1] = 2; //numer of diffrent collision-types currentIDArr[1, 1] = Texture.bgTilesArray.GetLength(0) - 1; //Max Back- / Fore-ground Object ID currentIDArr[2, 1] = ((tileSetW / tileSize) * (tileSetH / tileSize))-1; //max tileID currentIDArr[3, 1] = sprites.GetLength(0) - 1; //max spriteID currentIDArr[4, 1] = Texture.bgTilesArray.GetLength(0) - 1; //Max Back- / Fore-ground Object ID currentIDArr[3, 0] = 100; while (y < map.GetLength(0)) //fill a new map with empty and no collision { while (x < map.GetLength(1)) { map[y, x, 0] = 0; //collision info, 0=non-solid 1=solid 2=cloud (only top-solid) 3=Ladder 4=Lava/Instant-death 5=Spikes/1Hit map[y, x, 1] = 0; //Background Objects (not the actual Background !!!) map[y, x, 2] = currentIDArr[2,1]-3; //Tile-IDs, -1 means no block there map[y, x, 3] = 0; //sprite-IDs, -1 means that the sprites was spawned and won't spawn endless each loop map[y, x, 4] = 0; //Foreground Objects (no collision) x++; if (x == map.GetLength(1)) { y++; x = 0; } if (y == map.GetLength(0)) break; } } map[9, 9, 3] = 1; //Test Player map[11, 8, 2] = 0;//Block under Player map[11, 8, 0] = 1;//Solid under Player map[11, 9, 2] = 0;//Block under Player map[11, 9, 0] = 1;//Solid under Player map[11, 10, 2] = 0;//Block under Player map[11, 10, 0] = 1;//Solid under Player map[10, 10, 3] = 2; //Test Boo map[11, 11, 3] = 300; //Test Fireball (harms player) }