public GameEngine(PlayerShip playerShip, Level level, EnemySquadron enemySquadron, FriendSquadron friendSquadron, ExplosionEngine explosionEngine, SoundEngine soundEngine) { Level = level; EnemySquadron = enemySquadron; FriendSquadron = friendSquadron; PlayerShip = playerShip; ExplosionEngine = explosionEngine; _soundDump = new List<Sound>(); ExplosionList = new List<Explosion>(); SoundEngine = soundEngine; _soundVoiceDump = new List<SoundVoice>(); CollidableList.Add(PlayerShip); }
/// <summary> /// Updates the HUD with it's specified parameters that are important to the user. /// </summary> public void Update(GameTime gameTime, PlayerShip ship, List<Enemy> enemyList, List<Friend> friendList, Starbase friendBase, Starbase enemyBase, int amtEnemyLeft, int amtFriendLeft, Level level, TimeSpan timeLeft) { if (ship.Life <= 0) { //The ship is dead, we must show the respawn menu _respawn = true; } if (_respawn) { _spawnerManager.UpdateManager(); } _life = ship.Life * 10 + "%"; _lifeInt = ship.Life * 10; _shipPostion = "[PlayerPosition] " + ship.ShipPosition.ToString(); _speed = ship._shipSpeed * 100 + " m/s"; GenerateRadar(friendList, enemyList, ship, friendBase, enemyBase); _missles = ship.AmountMissles() + "M"; _amountEnemies = amtEnemyLeft; _amountFriends = amtFriendLeft; _timeLeft = timeLeft; _leavingBattlefield = ship.LeftBattle; _score = level.Score; }
public void GenerateRadar(List<Friend> friendList, List<Enemy> enemyList, PlayerShip player, Starbase friendBase, Starbase enemyBase) { _contactList.Clear(); //Adds Enemies to the radar. foreach (Enemy enemy in enemyList) { _contactList.Add(new Contact(Contact.ContactState.Enemy, new Vector2(enemy.ShipPosition.X / 10, enemy.ShipPosition.Z / 10))); } foreach (Friend friend in friendList) { _contactList.Add(new Contact(Contact.ContactState.Friend, new Vector2(friend.ShipPosition.X / 10, friend.ShipPosition.Z / 10))); } //Adds PlayerShip to the radar. _contactList.Add(new Contact(Contact.ContactState.Friend, new Vector2(player.ShipPosition.X / 10, player.ShipPosition.Z / 10))); //Add star bases to the radar _contactList.Add(new Contact(Contact.ContactState.FriendBase, new Vector2(friendBase.Position.X / 10, friendBase.Position.Z / 10))); _contactList.Add(new Contact(Contact.ContactState.EnemyBase, new Vector2(enemyBase.Position.X / 10, enemyBase.Position.Z / 10))); }
public Level(List<Collidable> collidableRef, float[] radiusArray, BasicModel[] asteroidModels, Planet levelPlanet, Starbase playerStarBase, Starbase enemyStarBase, Skybox skybox, Dock dock, Sun sun, PlayerShip pShip, int amtAsteroids, List<Objective> objectiveList, GraphicsDevice device, TimeSpan time, Vector3 minArea, Vector3 maxArea, Save save) { CollidableReference = collidableRef; _radiusArray = radiusArray; _asteroidList = new List<Asteroid>(); _skybox = skybox; _asteroidModels = asteroidModels; _dock = dock; _randomVar = new Random(); for (int i = 0; i < amtAsteroids; i++) { GenerateAsteroid(minArea, maxArea); } _levelSoundVoiceDump = new List<SoundVoice>(); foreach (Objective obj in objectiveList) { obj.Completed += (object sender, EventArgs args) => { //Vector3.Zero is used because position is irrelevant. _levelSoundVoiceDump.Add(new SoundVoice(SoundType.None, Vector3.Zero, false, SoundVoiceType.Completed)); }; obj.Failed += (object sender, EventArgs args) => { _levelSoundVoiceDump.Add(new SoundVoice(SoundType.None, Vector3.Zero, false, SoundVoiceType.Failed)); }; } pShip.LeftBattlefield += (object sender, EventArgs args) => { _levelSoundVoiceDump.Add(new SoundVoice(SoundType.None, Vector3.Zero, false, SoundVoiceType.Leaving)); }; _levelPlanet = levelPlanet; PlayerStarBase = playerStarBase; EnemyStarBase = enemyStarBase; ObjectiveList = objectiveList; _device = device; TimeRemaining = time; _sun = sun; StartGame += (object sender, EventArgs args) => { _levelSoundVoiceDump.Add(new SoundVoice(SoundType.None, Vector3.Zero, false, SoundVoiceType.Start)); }; WinGame += (object sender, EventArgs args) => { _levelSoundVoiceDump.Add(new SoundVoice(SoundType.None, Vector3.Zero, false, SoundVoiceType.Win)); }; LoseGame += (object sender, EventArgs args) => { _levelSoundVoiceDump.Add(new SoundVoice(SoundType.None, Vector3.Zero, false, SoundVoiceType.Lose)); }; StartGameEvent(); CollidableReference.Add(PlayerStarBase); CollidableReference.Add(EnemyStarBase); CollidableReference.AddRange(_asteroidList); CollidableReference.Add(_dock); foreach(Objective obj in ObjectiveList) { CollidableReference.Add(obj); } _save = save; }
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(); }