public void Intesects(Ufo ufo) { if (!ufo.die) { Ufo ufoDie = new Ufo(Game, ufo); Game.Components.Add(ufoDie); } Game.Components.Remove(ufo); }
public Ufo(Game game, Ufo ufo) : base(game) { base.texture = ufo.texture; this.frameSize = new Point(64, 64); this.currentFrame = ufo.currentFrame; this.position = ufo.position; this.sheetSize = new Point(MAXSHEETSIZE, 0); this.visible = true; this.enable = true; this.die = true; this.collisionOffset = new Point(2, 7); this.millisecondsPerFrame = 60; random = new Random((int)(DateTime.Now.Ticks));//this.GetHashCode()); }
private void UfoBonusYes() { List<Background> listBack = new List<Background>(); foreach (GameComponent gc in Components) if (gc is Background) { listBack.Add((Background)gc); } foreach (Background bg in listBack) Components.Remove(bg); backgoundManager.LoadPixelBackgroud(); ufoBonus = false; Components.Add(ufo = new Ufo(this, ref ufo_t)); ufo.PutinStartPosition(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { #region ISWIDESCREEN if (!GraphicsAdapter.DefaultAdapter.IsWideScreen) { if (graphics.GraphicsDevice.DisplayMode.AspectRatio == 1.25f) { ASPECTHD = 16.0f / 9.0f; ASPECTSD = 5f / 4f; ASPECTWIDTHRATIO = 1280f / 1280f; ASPECTHEIGHTRATIO = 1024f / 720f; ASPECTRATIO = ASPECTSD / ASPECTHD; VIEWPORTHEIGHT = 720f; VIEWPORTWIDTH = 1280f; } else { ASPECTHD = 16.0f / 9.0f; ASPECTSD = 4f / 3f; ASPECTWIDTHRATIO = 1024f / 1280f; ASPECTHEIGHTRATIO = 1024f / 720f; ASPECTRATIO = ASPECTSD / ASPECTHD; VIEWPORTHEIGHT = 720f; VIEWPORTWIDTH = 1280; } } #endregion #region BACKGROUND tileMap = Content.Load<Texture2D>(@"Barrier\" + nameTileMap); backgoundManager = new BackgroundPixelManager(this, ref tileMap, screen); Components.Add(backgoundManager); #endregion #region TANK tank = Content.Load<Texture2D>(@"Tank\" + nameTank); player = new Tank(this, ref tank, screen); Components.Add(player); player.PutinStartPosition(); #endregion #region INVASOR invasor = Content.Load<Texture2D>(@"Invasors\" + nameInvasor); invasorsManager = new InvasorsManager(this, ref invasor, difficult.normal.ToString()); Components.Add(invasorsManager); #endregion #region UFO ufo_t = Content.Load<Texture2D>(@"Ufo\" + "ufo_sheet"); ufo = new Ufo(this, ref ufo_t); Components.Add(ufo); ufo.PutinStartPosition(); #endregion #region PENTAGRAM pentagam_sheet = Content.Load<Texture2D>(@"Pentagram\pentagram_sheet"); pentagramP1 = new Pentagram(this, ref pentagam_sheet, Vector2.Zero); pentagramP2 = new Pentagram(this, ref pentagam_sheet, new Vector2(1280 - 120,0)); Components.Add(pentagramP1); Components.Add(pentagramP2); #endregion base.Initialize(); }
public void Intesects(Ufo ufo) { if (!ufo.die) { ufo.moveEffect.Stop(); Ufo ufoDie = new Ufo(Game, ufo); Game.Components.Add(ufoDie); } Game.Components.Remove(ufo); }