示例#1
0
        public AmmoGib(MoneyManager mon, Ship ship, Vector3 pos, Game1 game, int type)
            : base()
        {
            this.value = value;
            this.model = ModelLibrary.bombProjectile;
            this.pos = pos;
            this.ship = ship;
            this.game = game;
            this.type = type;
            moneyManager = mon;
            weps = ship.weapons;
            scale = new Vector3(.3f, .3f, .3f);

            setColor(type);

            glow = new MoneyGibGlow(TextureManager.square, this, game);
            game.modelManager.addEffect(glow);

            initDirection.X = (float)Utilities.random.NextDouble()*2-1;
            initDirection.Y = (float)Utilities.random.NextDouble()*2-1;
            initDirection.Z = (float)Utilities.random.NextDouble()*2-1;
            initDirection.Normalize();

            currentDirection = initDirection;

            rot = currentDirection;

            speed = Utilities.nextFloat()*5+17;
            changeDirectionSpeed = Utilities.nextFloat() + 4.5f;

            col = new CircleCollider(pos, 0.05f);
            collected = false;
        }
示例#2
0
 public Weapon(WeaponSystem wepSys, Ship ship, Game1 game)
 {
     this.wepSys = wepSys;
     this.ship = ship;
     this.game = game;
     cooldown = 0;
     level = 1;
     projectiles = new List<Projectile>();
     toDelete = new List<Projectile>();
 }
示例#3
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        public WeaponMissiles(WeaponSystem wepSys, Ship ship, Game1 game)
            : base(wepSys, ship, game)
        {
            icon = TextureManager.icoAst;
            name = "Asteroid sorter";

            damage = 0.25f;
            rateOfFire = 0.9f;
            range = 0.9f;

            coolMax = 15;
            laserPos = 0;
            EXPMAX = 250;
        }
示例#4
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        public WeaponWave(WeaponSystem wepSys, Ship ship, Game1 game)
            : base(wepSys, ship, game)
        {
            icon = TextureManager.icoWave;
            name = "Pulse Generator";
            ammoName = "Wave";

            damage = 0.7f;
            rateOfFire = 0.4f;
            range = 0.3f;

            coolMax = 90;
            ammoMax = 24;
            ammo = ammoMax;

            EXPMAX = 250;
        }
示例#5
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        public QuickSelect(Hud hud, Game1 game, SpriteFont font)
        {
            this.hud = hud;
            this.game = game;
            this.font = font;
            wepSys = game.ship.weapons;

            solidWhite = new Texture2D(game.GraphicsDevice, 1, 1);
            solidWhite.SetData(new Color[] { Color.White });

            out4 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut4");
            out4_1 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut4-1");
            out4_2 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut4-2");
            out4_3 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut4-3");
            out4_4 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut4-4");

            out5 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut5");
            out5_1 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut5-1");
            out5_2 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut5-2");
            out5_3 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut5-3");
            out5_4 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut5-4");
            out5_5 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut5-5");

            fill4 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsFill4");
            fill5 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsFill5");

            hi1 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsHi1");
            hi2 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsHi2");
            hi3 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsHi3");
            hi4 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsHi4");
            hi5 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsHi5");

            barMask = game.Content.Load<Texture2D>(@"Hud/Masks/qsMask");

            imgW = out4.Bounds.Width;
            imgH = out4.Bounds.Height;

            currentFill = fill4;
            currentOut = out4;
            currentHi = hi1;

            targ1 = new RenderTarget2D(game.GraphicsDevice, 123, 15);
            targ2 = new RenderTarget2D(game.GraphicsDevice, 123, 15);
            sb = new SpriteBatch(game.GraphicsDevice);
            alphaMap = TextureManager.alphaMap;
        }
示例#6
0
        public WeaponBomb(WeaponSystem wepSys, Ship ship, Game1 game)
            : base(wepSys, ship, game)
        {
            icon = TextureManager.icoBomb;
            name = "Exobomb";

            rateOfFire = 0.2f;
            damage = 1;
            range = 0.8f;
            coolMax = 90;
            softCoolmax = 60;
            ammoMax = 8;
            ammo = ammoMax;
            EXPMAX = 250;

            splos = new List<BombExplosion>();
            sploToDelete = new List<BombExplosion>();
        }
示例#7
0
        public WeaponLaser(WeaponSystem wepSys, Ship ship, Game1 game)
            : base(wepSys, ship, game)
        {
            icon = TextureManager.icoPew;
            name = "Laser Cutters";
            ammoName = "Charge";

            damage = 0.3f;
            rateOfFire = 0.9f;
            range = 0.9f;

            coolMax = 15;
            laserPos = 0;

            ammoMax = 200;
            ammo = ammoMax;

            EXPMAX = 250;
        }
示例#8
0
        public HudWeapon(Hud hud, SpriteFont font, Game1 game)
            : base(hud, font, game)
        {
            wepSys = game.ship.weapons;
            wakeThresh = 5;
            wepPos = new Vector2(45, 45);
            wepAmmoPos = new Vector2(325, 90);

            barTarg = new RenderTarget2D(game.GraphicsDevice, 180, 15);
            maskTarg = new RenderTarget2D(game.GraphicsDevice, 180, 15);
            sb = new SpriteBatch(game.GraphicsDevice);

            hudWepF = game.Content.Load<Texture2D>(@"Hud/hudWepF");
            hudWepB = game.Content.Load<Texture2D>(@"Hud/hudWepB");
            hudWepF2 = game.Content.Load<Texture2D>(@"Hud/hudWepO2");
            hudWepB2 = game.Content.Load<Texture2D>(@"Hud/hudWepF2");
            mask = game.Content.Load<Texture2D>(@"Hud/Masks/expBar");
            alphaMap = TextureManager.alphaMap;
        }
示例#9
0
        public TurretSelect(Hud hud, Game1 game, SpriteFont font)
        {
            this.hud = hud;
            this.game = game;
            this.font = font;
            qs = hud.quickSelect;
            wepSys = game.ship.weapons;

            imgW = qs.out4.Bounds.Width;
            imgH = qs.out4.Bounds.Height;

            currentHi = hud.quickSelect.hi1;
            newTurr = true;

            loadImages();

            rTarg = new RenderTarget2D(game.GraphicsDevice, 512, 512);
            sb = new SpriteBatch(game.GraphicsDevice);
            modelManager = new TsModelManager(game);
        }
示例#10
0
        public ExpSelect(Hud hud, Game1 game, SpriteFont font)
        {
            this.hud = hud;
            this.game = game;
            this.font = font;
            qs = hud.quickSelect;
            wepSys = game.ship.weapons;

            imgW = qs.out4.Bounds.Width;
            imgH = qs.out4.Bounds.Height;

            currentHi = hud.quickSelect.hi1;

            helpO = game.Content.Load<Texture2D>(@"Hud/qhelpO");
            helpF = game.Content.Load<Texture2D>(@"Hud/qhelpF");

            targ1 = new RenderTarget2D(game.GraphicsDevice, 123, 15);
            targ2 = new RenderTarget2D(game.GraphicsDevice, 123, 15);
            sb = new SpriteBatch(game.GraphicsDevice);
            alphaMap = TextureManager.alphaMap;
        }
示例#11
0
        public WeaponDrill(WeaponSystem wepSys, Ship ship, Game1 game)
            : base(wepSys, ship, game)
        {
            icon = TextureManager.icoDrill;
            name = "Omega Drill";

            damage = 1;
            rateOfFire = 0;
            range = 0.1f;

            level = 3;

            coolMax = 90;
            softCoolmax = 60;
            ammoMax = 16;
            ammo = ammoMax;
            col = new CircleCollider(ship.pos+ship.direction, 0.5f);
            active = false;

            dome = new DrillDome(game, this);
            game.modelManager.addEffect(dome);
            finishingRange = new OOBB(ship.pos + ship.direction * 15, ship.direction, 3, 30);
            spins = new DrillSpinControl(game, this);
        }
示例#12
0
        public Ship(Game1 game)
            : base(game)
        {
            this.game = game;

            lastNodePos = Vector2.Zero;
            pos = new Vector3(90, 4.5f, 0);
            moveSpeed = 0;
            accel = 0.5f;
            maxSpeed = 0.2f;
            boostSpeed = 0.6f;
            direction = new Vector3(0, 0, -1);
            currentTurnSpeed = 0;
            maxTurnSpeed = MathHelper.PiOver4 / 30;

            boundingBox = new OOBB(pos, direction, 1.5f, 1.5f); // Need to be changed to be actual ship dimentions
            circleCol = new CircleCollider(pos, 0.75f);

            shipModel = new ShipModel(this, game);
            //shipModel = new ShipModel(game.Content.Load<Model>(@"Models/Enemies/Cubes/guncube"), this);
            skyboxModel = new SkyboxModel(game.Content.Load<Model>(@"Models/Misc/Skybox/skybox"), this);
            speedCyl = new SpeedCylModel(game.Content.Load<Model>(@"Models/Misc/speedCyl"), this, ((Game1)Game));
            rbowTun = new RainbowTunnelModel(game.Content.Load<Model>(@"Models/Misc/Rbow/rbowTun"), this, ((Game1)Game));

            game.modelManager.addObject(shipModel);
            game.modelManager.add(skyboxModel);
            game.modelManager.addObject(rbowTun);
            game.modelManager.addTransparent(speedCyl);

            weapons = new WeaponSystem(this, this.game);
            moneyManager = new MoneyManager(this.game);
            particles = new ShipParticleSystem(this.game, this);
            shipHealth = new ShipHealthSystem(this.game, this);

            game.Components.Add(weapons);
            game.Components.Add(moneyManager);
            game.Components.Add(particles);
            game.Components.Add(shipHealth);

            ((WeaponDrill)weapons.weapons.ElementAt(4)).dome.setShip(this);
            alive = true;
        }