public HUDManager(GraphicsDevice device, SpriteBatch spriteBatch, SpawnerManager spawnerManager, SpriteFont font, SpriteFont hudfont, SpriteFont hudfontsmall, Texture2D[] radarImages, ShipOverlay friendOverlay, ShipOverlay enemyOverlay, Texture2D[] hudImages, Texture2D crosshair, Save save) { _font = font; _spriteBatch = spriteBatch; _elapsedTimeSeconds = TimeSpan.Zero; _contactList = new List<Contact>(); _radarImages = radarImages; _device = device; _life = "0"; _speed = ""; _missles = ""; _friendOverlay = friendOverlay; _enemyOverlay = enemyOverlay; _HUDImages = hudImages; _HUDFont = hudfont; _spawnerManager = spawnerManager; _crosshair = crosshair; _spaceBattle = save.Config.SpaceBattle; _spawnerManager.Selected += (object sender, EventArgs args) => { //A ship has been selected, therefore respawn is false. _respawn = false; }; _respawn = false; _HUDFontSmall = hudfontsmall; }
public PlayerShip(List<Collidable> collidableRef, CollidableType type, float boundingRadius, Model model, Vector3 shipPosition, GraphicsDevice device, Vector3 cameraFollowPosition, float scale, float minShipSpeed, float maxShipSpeed, float acceleration, float turningSpeed, float maxTurningSpeed, float minTurningSpeed, WeaponSystem2D weaponSystem2D, MissleSystem2D missleSystem2D, SpawnerManager spawnerManager, PlayerConfig[] playerConfigurations) { CollidableReference = collidableRef; _shipModel = new BasicModel(model, scale); ShipWorld = Matrix.CreateTranslation(shipPosition) * Matrix.CreateScale(scale); _dockingPosition = shipPosition; ShipPosition = shipPosition; _shipRotation = Quaternion.Identity; Camera = new Camera(device, cameraFollowPosition); _keyboard = new KeyboardInput(); _minShipSpeed = minShipSpeed; _maxShipSpeed = maxShipSpeed; _acceleration = acceleration; _turningSpeed = turningSpeed; _gamePadInput = new GamePadInput(); _weaponSystem2D = weaponSystem2D; _device = device; _shipRotation.Normalize(); //Collidable Properties this.CollidableType = type; this.BoundingSphereRadius = boundingRadius; _maxTurningSpeed = maxTurningSpeed; _minTurningSpeed = minTurningSpeed; Life = 0; _soundDump = new List<Sound>(); spawnerManager.Selected += (object sender, EventArgs args) => { SpawnerManager SM = sender as SpawnerManager; Spawn(SM._selected); }; _missleSystem2D = missleSystem2D; _playerConfigurations = playerConfigurations; }
public void LoadingThread() { GameEngine.CollidableList.Clear(); _save.Config.Win = false; _save.Config.End = false; _device = GraphicsDevice; // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); Texture2D[] Skywalls = { Game.Content.Load<Texture2D>(@"Game/Levels/Skybox/SkyBox_Back"), Game.Content.Load<Texture2D>(@"Game/Levels/Skybox/SkyBox_Bottom"), Game.Content.Load<Texture2D>(@"Game/Levels/Skybox/SkyBox_Front"), Game.Content.Load<Texture2D>(@"Game/Levels/Skybox/SkyBox_Left"), Game.Content.Load<Texture2D>(@"Game/Levels/Skybox/SkyBox_Right"), Game.Content.Load<Texture2D>(@"Game/Levels/Skybox/SkyBox_Top") }; SkyboxTEST = new Skybox(_device, Skywalls, Game.Content.Load<Model>(@"Game/Levels/Skybox/Skybox")); Texture2D[] ExplosionArray = { Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen0"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen1"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen2"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen3"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen4"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen5"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen6"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen7"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen8"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen9"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen10"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen11"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen12"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet1/screen13") }; Texture2D[] ExplosionArray2 = { Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen1"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen2"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen3"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen4"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen5"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen6"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen7"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen8"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen9"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen10"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen11"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen12"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen13"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen14"), Game.Content.Load<Texture2D>(@"Game/Images/Explosions/ExplosionSet2/screen15") }; #region Spawn Manager List<ShipProfile> shipProfiles = new List<ShipProfile>(); shipProfiles.Add(new ShipProfile(6, 5, 2, 2)); shipProfiles.Add(new ShipProfile(4, 5, 3, 3)); shipProfiles.Add(new ShipProfile(2, 4, 6, 6)); SpriteFont spawnerFont = Game.Content.Load<SpriteFont>(@"Game/Fonts/SpawnerFont"); Texture2D[] arrows = { Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ArrowLeft"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ArrowLeftShaded"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ArrowRight"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ArrowRightShaded") }; Texture2D[] bars = { Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/GreenBar"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/RedBar") }; Texture2D overlay = Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/Overlay"); Texture2D[] shipImages = { Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ShipImage"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ShipImage"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/Spawner/ShipImage") }; SpawnerManager spawnerManager = new SpawnerManager(_device, shipProfiles, spawnerFont, arrows, bars, overlay, shipImages, 3); #endregion WeaponSystem2D weaponSystem2D = new WeaponSystem2D(GameEngine.CollidableList, CollidableType.PlayerBullet, 1f, SoundType.Player_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"), 0.25f, _device, 10, new Vector3(0, 0, 0), 150, 300, 0.001f); WeaponSystem2D weaponSystem2D2 = new WeaponSystem2D(GameEngine.CollidableList, CollidableType.PlayerBullet, 1f, SoundType.Player_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"), 0.25f, _device, 10, new Vector3(0, 0, 0), 100, 300, 0.001f); WeaponSystem2D weaponSystem2D3 = new WeaponSystem2D(GameEngine.CollidableList, CollidableType.PlayerBullet, 1f, SoundType.Player_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"), 0.25f, _device, 10, new Vector3(0, 0, 0), 75, 300, 0.001f); MissleSystem2D missleSystem2D = new MissleSystem2D(GameEngine.CollidableList, CollidableType.FriendMissle, 1f, SoundType.PlayerMissle, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"), 1f, _device, 10, new Vector3(0, 0, 0), 1400, 100, 0.0001f, 14, 600); Model playerModel1 = Game.Content.Load<Model>("Game/Models/Viper/bomber"); float playermodelscale1 = 0.07f; //Player Configurations PlayerConfig[] playerConfigurations = new PlayerConfig[3]; playerConfigurations[0] = new PlayerConfig(new BasicModel(playerModel1, playermodelscale1), 13, new Vector3(0, 0.5f, -7), weaponSystem2D, missleSystem2D, 15, 25, -25, 2, 1.5f, 1.5f, 1f); playerConfigurations[1] = new PlayerConfig(new BasicModel(Game.Content.Load<Model>(@"Game/Models/Viper/inceptor"), playermodelscale1), 10, new Vector3(0, 0.5f, -7), weaponSystem2D2, missleSystem2D, 5, 30, -30, 2, 2f, 2f, 1f); playerConfigurations[2] = new PlayerConfig(new BasicModel(Game.Content.Load<Model>(@"Game/Models/Viper/ghoul"), playermodelscale1), 5, new Vector3(0, 0.5f, -7), weaponSystem2D3, missleSystem2D, 2, 40, -40, 2f, 2.5f, 2.5f, 1f); PlayerShip playerShipTEST = new PlayerShip(GameEngine.CollidableList, CollidableType.FriendlyShip, playerModel1.Meshes.ToList()[0].BoundingSphere.Radius * playermodelscale1, playerModel1, new Vector3(800, 40, -200), _device, new Vector3(0, 0.5f, -7), playermodelscale1, -30, 30, 2, 2, 1.5f, 1f, weaponSystem2D, missleSystem2D, spawnerManager, playerConfigurations); Planet planet; //Setting up the planet for the mission. switch (_save.Config.Mission) { case 0: planet = new Planet(Game.Content.Load<Model>("Game/Models/Planets/Planet2/earth"), new Vector3(2800, 0, 0), Quaternion.Identity, 0.01f, 15f); break; case 1: planet = new Planet(Game.Content.Load<Model>("Game/Models/Planets/Planet1/dradis"), new Vector3(-300, -2800, 1300), Quaternion.Identity, 0.01f, 120f); break; case 2: planet = new Planet(Game.Content.Load<Model>("Game/Models/Planets/Planet3/mars"), new Vector3(300, 2800, 1300), Quaternion.CreateFromAxisAngle(new Vector3(0,0,1), 2f), 0.01f, 60f); break; default: planet = new Planet(Game.Content.Load<Model>("Game/Models/Planets/Planet2/earth"), new Vector3(2800, 0, 0), Quaternion.Identity, 0.01f, 50f); break; } Starbase playerstarbase; Model playerBaseModel; float playerBaseScale; //Setting up the playerbase for the mission. switch (_save.Config.Mission) { case 0: playerBaseModel = Game.Content.Load<Model>("Game/Models/Starbase/PlayerBase/Station/Battlestation"); playerBaseScale = 25f; playerstarbase = new Starbase(CollidableType.FriendBase, playerBaseModel.Meshes.ToList()[0].BoundingSphere.Radius * playerBaseScale, playerBaseModel, new Vector3(0, -300, -1000), Quaternion.Identity, playerBaseScale); break; case 1: playerBaseModel = Game.Content.Load<Model>("Game/Models/Starbase/PlayerBase/Station/Battlestation2"); playerBaseScale = 50f; playerstarbase = new Starbase(CollidableType.FriendBase, playerBaseModel.Meshes.ToList()[0].BoundingSphere.Radius * playerBaseScale, playerBaseModel, new Vector3(0, -300, -1000), Quaternion.Identity, playerBaseScale); break; case 2: playerBaseModel = Game.Content.Load<Model>("Game/Models/Starbase/PlayerBase/Station/Battlestation2"); playerBaseScale = 50f; playerstarbase = new Starbase(CollidableType.FriendBase, playerBaseModel.Meshes.ToList()[0].BoundingSphere.Radius * playerBaseScale, playerBaseModel, new Vector3(0, -300, -1000), Quaternion.Identity, playerBaseScale); break; default: playerBaseModel = Game.Content.Load<Model>("Game/Models/Starbase/PlayerBase/Station/Battlestation"); playerBaseScale = 25f; playerstarbase = new Starbase(CollidableType.FriendBase, playerBaseModel.Meshes.ToList()[0].BoundingSphere.Radius * playerBaseScale, playerBaseModel, new Vector3(0, -300, -1000), Quaternion.Identity, playerBaseScale); break; } Model enemyBaseModel = Game.Content.Load<Model>("Game/Models/Starbase/EnemyBase/Station/sleeper7"); float enemyBaseScale = 40f; Starbase enemyStarBase = new Starbase(CollidableType.EnemyBase, enemyBaseModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyBaseScale, enemyBaseModel, new Vector3(950, 950, 950), Quaternion.CreateFromAxisAngle(Vector3.Up, 90f), enemyBaseScale); Model asteroid1 = Game.Content.Load<Model>(@"Game/Models/Asteroids/smallAsteroid"); float asteroid1Scale = 1f; Model asteroid3 = Game.Content.Load<Model>(@"Game/Models/Asteroids/largeAsteroid"); float asteroid3Scale = 5f; BasicModel[] basicAsteroidModel = { new BasicModel(asteroid1, asteroid1Scale), new BasicModel(asteroid3, asteroid3Scale) }; float[] radiusArray = { asteroid1.Meshes.ToList()[0].BoundingSphere.Radius * asteroid1Scale, asteroid3.Meshes.ToList()[0].BoundingSphere.Radius * asteroid3Scale }; Model dockModel = Game.Content.Load<Model>(@"Game/Models/Dock/Dock"); float dockScale = 0.15f; Dock dock = new Dock(CollidableType.Dock, dockModel.Meshes.ToList()[0].BoundingSphere.Radius * dockScale, new BasicModel(dockModel, dockScale), new Vector3(800, 40, -200), Quaternion.Identity); #region Objective Stuff List<Objective> objectiveList = new List<Objective>(); Model Bstation = Game.Content.Load<Model>(@"Game/Models/Station/BStation"); float BstationScale = 1f; switch (_save.Config.Mission) { case 0: objectiveList.Add(new ObjectiveDestroyable(CollidableType.Station, Bstation.Meshes.ToList()[0].BoundingSphere.Radius * BstationScale, 0.05f, new BasicModel(Bstation, BstationScale), new Vector3(600, 600, 600), Quaternion.Identity, "Protect the Relay Station for 3:00 Minutes", 800, new TimeSpan(0, 3, 0))); objectiveList.Add(new ObjectiveEnemy("Eliminate 10 Enemies: ", 10)); objectiveList.Add(new ObjectiveEnemyFrigate("Eliminate 1 Frigate: ", 1)); break; case 1: objectiveList.Add(new ObjectiveDestroyable(CollidableType.Station, Bstation.Meshes.ToList()[0].BoundingSphere.Radius * BstationScale, 0.05f, new BasicModel(Bstation, BstationScale), new Vector3(600, 600, 600), Quaternion.Identity, "Protect the Relay Station for 5:00 Minutes", 800, new TimeSpan(0, 5, 0))); objectiveList.Add(new ObjectiveDestroyable(CollidableType.Station, Bstation.Meshes.ToList()[0].BoundingSphere.Radius * BstationScale, 0.05f, new BasicModel(Bstation, BstationScale), new Vector3(800, 200, 500), Quaternion.CreateFromAxisAngle(new Vector3(0,0,1), 2f), "Protect the Secondary Station for 2:00 Minutes", 300, new TimeSpan(0, 2, 0))); objectiveList.Add(new ObjectiveEnemy("Eliminate 20 Enemies: ", 20)); objectiveList.Add(new ObjectiveEnemyFrigate("Eliminate 2 Frigates: ", 2)); break; case 2: objectiveList.Add(new ObjectiveDestroyable(CollidableType.Station, Bstation.Meshes.ToList()[0].BoundingSphere.Radius * BstationScale, 0.05f, new BasicModel(Bstation, BstationScale), new Vector3(600, 600, 600), Quaternion.Identity, "Protect the Relay Station for 6:00 Minutes", 800, new TimeSpan(0, 5, 0))); objectiveList.Add(new ObjectiveDestroyable(CollidableType.Station, Bstation.Meshes.ToList()[0].BoundingSphere.Radius * BstationScale, 0.05f, new BasicModel(Bstation, BstationScale), new Vector3(800, 200, 500), Quaternion.CreateFromAxisAngle(new Vector3(0,0,1), 2f), "Protect the Secondary Station for 4:00 Minutes", 400, new TimeSpan(0, 2, 0))); objectiveList.Add(new ObjectiveEnemy("Eliminate 30 Enemies: ", 30)); objectiveList.Add(new ObjectiveEnemyFrigate("Eliminate 3 Frigates: ", 3)); break; default: objectiveList.Add(new ObjectiveDestroyable(CollidableType.Station, Bstation.Meshes.ToList()[0].BoundingSphere.Radius * BstationScale, 0.05f, new BasicModel(Bstation, BstationScale), new Vector3(600, 600, 600), Quaternion.Identity, "Protect the Relay Station for 3:00 Minutes", 800, new TimeSpan(0, 3, 0))); objectiveList.Add(new ObjectiveEnemy("Eliminate 10 Enemies: ", 10)); objectiveList.Add(new ObjectiveEnemyFrigate("Eliminate 1 Frigate: ", 1)); break; } #endregion Sun sun; switch (_save.Config.Mission) { case 0: sun = new Sun(_device, Game.Content.Load<Texture2D>(@"Game/Images/Other/sun"), new Vector3(-300, 1300, 1300), 1000); break; case 1: sun = new Sun(_device, Game.Content.Load<Texture2D>(@"Game/Images/Other/sun"), new Vector3(-300, -1300, -1300), 1000); break; case 2: sun = new Sun(_device, Game.Content.Load<Texture2D>(@"Game/Images/Other/sun"), new Vector3(300, -1300, 1300), 1000); break; default: sun = new Sun(_device, Game.Content.Load<Texture2D>(@"Game/Images/Other/sun"), new Vector3(-300, 1300, 1300), 1000); break; } Level level = new Level(GameEngine.CollidableList, radiusArray, basicAsteroidModel, planet, playerstarbase, enemyStarBase, SkyboxTEST, dock, sun, playerShipTEST, 40, objectiveList, _device, new TimeSpan(0, 10, 0), new Vector3(0, 0, 0), new Vector3(1000, 1000, 1000), _save); #region Enemy Stuff Model enemyModel = Game.Content.Load<Model>("Game/Models/Raider/fighter1"); float enemyScale = 1f; List<Enemy> enemyList = new List<Enemy>(); enemyList.Add(new Enemy(CollidableType.EnemyShip, enemyModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyScale, new Vector3(900, 900, 900), Quaternion.CreateFromAxisAngle(Vector3.UnitX, 10), -30, 30, 30, 50, 10, 3)); WeaponSystem2D enemyWeaponSystem = new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 1f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bulletBlue"), 0.25f, _device, 125, new Vector3(0, 0, 0), 300, 300, 0.001f); List<EnemyFrigate> enemyFrigateList = new List<EnemyFrigate>(); Model enemyFrigateModel = Game.Content.Load<Model>("Game/Models/Frigate/PirateShip"); float enemyFrigateScale = 3f; List<WeaponSystem2D> frigateweaponSystemList = new List<WeaponSystem2D>(); switch (_save.Config.Mission) { case 0: frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 2.5f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"), 2.5f, _device, 100, new Vector3(0, 0.2f, 0), 300, 300, 0.001f)); frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 3f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"), 2.5f, _device, 100, new Vector3(5f, 0.2f, 0), 300, 300, 0.001f)); enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale, new Vector3(1000, 1000, 1000), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList)); break; case 1: frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 2.5f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"), 2.5f, _device, 100, new Vector3(0, 0.2f, 0), 300, 300, 0.001f)); frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 3f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"), 2.5f, _device, 100, new Vector3(5f, 0.2f, 0), 300, 300, 0.001f)); enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale, new Vector3(1000, 1000, 1000), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList)); enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale, new Vector3(1400, 1400, 1400), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList)); break; case 2: frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 2.5f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"), 2.5f, _device, 100, new Vector3(0, 0.2f, 0), 300, 300, 0.001f)); frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 3f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"), 2.5f, _device, 100, new Vector3(5f, 0.2f, 0), 300, 300, 0.001f)); enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale, new Vector3(1000, 1000, 1000), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList)); enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale, new Vector3(1400, 1400, 1400), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList)); enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale, new Vector3(1400, 900, 1400), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList)); break; default: frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 2.5f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"), 2.5f, _device, 100, new Vector3(0, 0.2f, 0), 300, 300, 0.001f)); frigateweaponSystemList.Add(new WeaponSystem2D(GameEngine.CollidableList, CollidableType.EnemyBullet, 3f, SoundType.Enemy_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bullet"), 2.5f, _device, 100, new Vector3(5f, 0.2f, 0), 300, 300, 0.001f)); enemyFrigateList.Add(new EnemyFrigate(new BasicModel(enemyFrigateModel, enemyFrigateScale), CollidableType.EnemyShip, enemyFrigateModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyFrigateScale, new Vector3(1000, 1000, 1000), Quaternion.Identity, -10, 10, 0.1f, 20, 10, 300, frigateweaponSystemList)); break; } EnemySquadron enemySquadron = new EnemySquadron(GameEngine.CollidableList, CollidableType.EnemyShip, enemyModel.Meshes.ToList()[0].BoundingSphere.Radius * enemyScale, new BasicModel(enemyModel, enemyScale), enemyList, enemyFrigateList, enemyWeaponSystem, new Vector3(950, 950, 950), 10, 40, 300); #endregion #region Friend Stuff Model friendModel = Game.Content.Load<Model>("Game/Models/Viper/inceptor"); float friendScale = 0.07f; List<Friend> friendList = new List<Friend>(); friendList.Add(new Friend(CollidableType.FriendlyShip, friendModel.Meshes.ToList()[0].BoundingSphere.Radius * friendScale, new Vector3(-300, -300, -1000), Quaternion.Identity, -30, 30, 30, 2, 10, 50, 3)); //new ParticleEngine(pEngine._device, pEngine._displacement, pEngine._textureArray, pEngine.size, pEngine.size, _particleEngine._delayReset) WeaponSystem2D friendWeaponSystem = new WeaponSystem2D(GameEngine.CollidableList, CollidableType.FriendBullet, 1f, SoundType.Friend_Shoot, Game.Content.Load<Texture2D>(@"Game/Images/Weapons/bulletRed"), 0.25f, _device, 125, new Vector3(0, 0, 0), 300, 300, 0.001f); FriendSquadron friendSquadron = new FriendSquadron(GameEngine.CollidableList, CollidableType.FriendlyShip, friendModel.Meshes.ToList()[0].BoundingSphere.Radius * friendScale, new BasicModel(friendModel, friendScale), friendList, friendWeaponSystem, new Vector3(0, -300, -1000), 15, 20, 100); #endregion ExplosionEngine explosionEngine = new ExplosionEngine(_device, ExplosionArray, 20, 5); SoundEffect[] soundEffectArray = { Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Player_Engine"), Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Player_Hit"), Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Player_Shoot"), Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Friend_Shoot"), Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Enemy_Shoot"), Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Explosion"), Game.Content.Load<SoundEffect>(@"Game/Audio/Effects/Player_Missle") }; SoundEffect[] voiceChatterSounds = new SoundEffect[30]; for (int i = 0; i < 30; i++) voiceChatterSounds[i] = Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Chatter/" + (i + 1)); SoundEffect[] musicSounds = new SoundEffect[6]; for (int i = 0; i < 6; i++) musicSounds[i] = Game.Content.Load<SoundEffect>(@"Game/Audio/Music/" + (i + 1)); #region Voices List<SoundEffect[]> SoundVoiceEffects = new List<SoundEffect[]>(); SoundEffect[] start = { Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/srt1"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/srt2"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/srt3") }; SoundVoiceEffects.Add(start); SoundEffect[] stationHit = { Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/sd1"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/sd2"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/sd3") }; SoundVoiceEffects.Add(stationHit); SoundEffect[] leaving = { Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/lb1"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/lb2"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/lb3") }; SoundVoiceEffects.Add(leaving); SoundEffect[] lose = { Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/bw1"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/bw2"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/bw3") }; SoundVoiceEffects.Add(lose); SoundEffect[] win = { Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/gw1"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/gw2"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/gw3") }; SoundVoiceEffects.Add(win); SoundEffect[] completed = { Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/boc1"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/boc2"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/boc3") }; SoundVoiceEffects.Add(completed); SoundEffect[] failed = { Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/bof1"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/bof2"), Game.Content.Load<SoundEffect>(@"Game/Audio/Voice/Battlestation/bof3") }; SoundVoiceEffects.Add(failed); #endregion SoundEngine soundEngine = new SoundEngine(soundEffectArray, voiceChatterSounds, musicSounds, SoundVoiceEffects, _save); Texture2D[] hudOverlay = { Game.Content.Load<Texture2D>(@"Game/Images/HUD/Overlay/BottomLeftCorner"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/Overlay/BottomRightCorner"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/Overlay/TopLeftCorner"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/Overlay/TopMiddle"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/Overlay/TopRightCorner") }; GameEngineTEST = new GameEngine(playerShipTEST, level, enemySquadron, friendSquadron, explosionEngine, soundEngine); Texture2D[] radarImages = { Game.Content.Load<Texture2D>(@"Game/Images/HUD/friend"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/enemy"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/friendBase"), Game.Content.Load<Texture2D>(@"Game/Images/HUD/enemyBase") }; ShipOverlay enemyOverlay = new ShipOverlay(Game.Content.Load<Texture2D>(@"Game/Images/HUD/EnemyOverlay"), _device, 3.7f); ShipOverlay friendOverlay = new ShipOverlay(Game.Content.Load<Texture2D>(@"Game/Images/HUD/FriendOverlay"), _device, 3f); HUDManager = new HUDManager(_device, _spriteBatch, spawnerManager, Game.Content.Load<SpriteFont>(@"Game/Fonts/Segoe"), Game.Content.Load<SpriteFont>(@"Game/Fonts/HUDFont"), Game.Content.Load<SpriteFont>(@"Game/Fonts/SHUDFont"), radarImages, friendOverlay, enemyOverlay, hudOverlay, Game.Content.Load<Texture2D>(@"Game/Images/HUD/crosshairs"), _save); _gameActive = true; FinishedLoadingEvent(); }