private void clearData() { TextureManager.Instance().clear(); ImageManager.Instance().clear(); SpriteBatchManager.Instance().clear(); SpriteProxyManager.Instance().clear(); DisplayManager.Instance().clear(); AnimManager.Instance().clear(); GameObjManager.Instance().clear(); Timer.Clear(); PlayerManager.Instance().clear(); BombManager.Instance().clear(); }
public void removeBomb(Bomb b) { if (b.state == BombState.alive) { b.state = BombState.dead; b.spriteRef.sprite.image = b.image1; GameObjManager.Instance().remove(batchEnum.bomb, b); BombManager.Instance().addBomb(b); playBombHitSound(); PlayerManager.Instance().getPlayer(b.owner).addBombSprite(); } }
public static Player getPlayer(PlayerID _id) { PlayerManager p = PlayerManager.Instance(); Player returnPlayer = null; switch (_id) { case PlayerID.one: returnPlayer = p.p1; break; case PlayerID.two: returnPlayer = p.p2; break; } return(returnPlayer); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // TODO: use this.Content to load your game content here world = new World(new Vector2(0, 0), true); myContactListener myContactListener = new myContactListener(); world.ContactListener = myContactListener; Data.Instance().createData(); state = gameState.game; player1 = PlayerManager.Instance().getPlayer(PlayerID.one); player2 = PlayerManager.Instance().getPlayer(PlayerID.two); spriteBatch = new SpriteBatch(GraphicsDevice); // font = Content.Load<SpriteFont>("Font"); font = Content.Load <SpriteFont>("SpriteFont1"); }
override public void execute() { //PlayerManager pm = new PlayerManager CollisionManager.Player player = PlayerManager.Instance().getPlayer(this.id); player.playerShip.physicsObj.body.ApplyLinearImpulse(this.impulse, player.playerShip.physicsObj.body.Position); }
public override void execute() { CollisionManager.Player player = PlayerManager.Instance().getPlayer(this.id); player.createMissile(); }
public override void execute() { CollisionManager.Player player = PlayerManager.Instance().getPlayer(this.id); player.playerShip.physicsObj.body.Rotation += this.rotation; }
public void createShip1(Vector2 pos, float _rot) { World world = Game1.GameInstance.getWorld(); //////////////// For Sprite System use /////////////// Sprite shipSprite = (Sprite)DisplayManager.Instance().getDisplayObj(SpriteEnum.Ship); Sprite_Proxy proxyShip = new Sprite_Proxy(shipSprite, pos.X, pos.Y, shipScale, Color.Blue); Ship p1 = new Ship(GameObjType.p1ship, proxyShip); SBNode shipBatch = SpriteBatchManager.Instance().getBatch(batchEnum.ships); shipBatch.addDisplayObject(proxyShip); ////////////////////////////////////// // Box2D Body Setup///////////////////////// var shipShape = new PolygonShape(); Vector2[] verts = new Vector2[5]; verts[0] = new Vector2(-5.0f, -5.0f); verts[1] = new Vector2(4.8f, -0.10f); verts[2] = new Vector2(5.0f, 0.00f); verts[3] = new Vector2(4.8f, 0.10f); verts[4] = new Vector2(-5.0f, 5.0f); shipShape.Set(verts, 5); shipShape._centroid = new Vector2(0, 0); var fd = new FixtureDef(); fd.shape = shipShape; fd.restitution = 0.9f; fd.friction = 0.0f; fd.density = 1.0f; fd.userData = p1; BodyDef bd = new BodyDef(); bd.allowSleep = false; bd.fixedRotation = true; bd.type = BodyType.Dynamic; bd.position = p1.spriteRef.pos; var body = world.CreateBody(bd); body.CreateFixture(fd); body.SetUserData(p1); body.Rotation = _rot; /////////////////////////////////////// // Set sprite body reference PhysicsMan.Instance().addPhysicsObj(p1, body); ////////////////// // Set Player's ship and add it to the GameObjManager ////////////// PlayerManager.Instance().getPlayer(PlayerID.one).setShip(p1); GameObjManager.Instance().addGameObj(p1); }