1 | using System; |
---|
2 | using System.Collections.Generic; |
---|
3 | using System.Linq; |
---|
4 | using System.Text; |
---|
5 | using Jypeli; |
---|
6 | using Jypeli.Assets; |
---|
7 | using Jypeli.Controls; |
---|
8 | using Jypeli.Effects; |
---|
9 | using Jypeli.Widgets; |
---|
10 | |
---|
11 | /// <summary> |
---|
12 | /// Base class for enemies. |
---|
13 | /// </summary> |
---|
14 | public class RREnemy : RRObject |
---|
15 | { |
---|
16 | public double shootingInterval = 0; |
---|
17 | private PhysicsGame thisGame = null; |
---|
18 | private Action<PhysicsObject, PhysicsObject> onCollision; |
---|
19 | |
---|
20 | private Timer shootingTimer; |
---|
21 | |
---|
22 | public RRWeapon weapon; |
---|
23 | |
---|
24 | public RREnemy(double width, double height) |
---|
25 | : base(width, height) |
---|
26 | { |
---|
27 | this.Tag = "E"; |
---|
28 | this.CollisionIgnoreGroup = 4; |
---|
29 | this.IgnoresExplosions = true; |
---|
30 | this.CanRotate = false; |
---|
31 | //this.IgnoresGravity = true; |
---|
32 | } |
---|
33 | |
---|
34 | public override void Destroy() |
---|
35 | { |
---|
36 | if (shootingTimer != null) { shootingTimer.Stop(); shootingTimer = null; } |
---|
37 | |
---|
38 | Explosion expl = new Explosion(100); |
---|
39 | expl.Position = this.Position; |
---|
40 | RampageRebellion.getGame().Add(expl); |
---|
41 | |
---|
42 | base.Destroy(); |
---|
43 | } |
---|
44 | |
---|
45 | /// <summary> |
---|
46 | /// Creates a new RREnemy |
---|
47 | /// </summary> |
---|
48 | /// <param name="x">XPosition</param> |
---|
49 | /// <param name="y">YPosition</param> |
---|
50 | /// <param name="gameObject">Game object</param> |
---|
51 | /// <param name="shootingInterval">How often this object shall shoot?</param> |
---|
52 | /// <param name="onColl">Collision handler</param> |
---|
53 | public RREnemy(double x, double y, PhysicsGame gameObject, double shootingInterval, Action<PhysicsObject, PhysicsObject> onColl) |
---|
54 | : this(x, y) |
---|
55 | { |
---|
56 | thisGame = gameObject; |
---|
57 | this.shootingInterval = shootingInterval; |
---|
58 | this.onCollision = onColl; |
---|
59 | |
---|
60 | weapon = new RRWeapon(20, 20, true, 50.0, 10.0); |
---|
61 | weapon.randomizedAngleSlate = 10; |
---|
62 | this.Add(weapon); |
---|
63 | |
---|
64 | createShooterDelegates(); |
---|
65 | |
---|
66 | RampageRebellion.getGame().AddCollisionHandler<RREnemy, PhysicsObject>(this, collisionOnBorders); |
---|
67 | SoundEffect EnemyShot = Jypeli.Game.LoadSoundEffect("BlankSound"); |
---|
68 | weapon.projectileGenerator.ignoresCollisionResponse = true; |
---|
69 | weapon.projectileGenerator.shotSound = EnemyShot; |
---|
70 | weapon.ProjectileCollision = projectileCollisionHandler; |
---|
71 | } |
---|
72 | |
---|
73 | /// <summary> |
---|
74 | /// Timeout trigger. Execute whatever you need to do here |
---|
75 | /// </summary> |
---|
76 | public virtual void onTimerTimeout() |
---|
77 | { |
---|
78 | //We need to align things. So let's set the angle |
---|
79 | //Let's set both for the heck of it. |
---|
80 | weapon.Angle = this.Angle + Angle.FromDegrees(-90); |
---|
81 | weapon.setBaseAngle(this.Angle + Angle.FromDegrees(-90)); |
---|
82 | PhysicsObject p = weapon.Shoot(); |
---|
83 | |
---|
84 | //So, we might need to shoot. Shall we? |
---|
85 | } |
---|
86 | |
---|
87 | /// <summary> |
---|
88 | /// Creates the timer methods required for enemies shooting at their own pace |
---|
89 | /// </summary> |
---|
90 | |
---|
91 | public virtual void createShooterDelegates() |
---|
92 | { |
---|
93 | //Assume we need a delegate |
---|
94 | |
---|
95 | shootingTimer = new Timer(); |
---|
96 | //shootingTimer.Interval = shootingInterval; // should get inherited from SmallEnemy! |
---|
97 | shootingTimer.Interval = RandomGen.NextDouble(0.7, 1.5); |
---|
98 | shootingTimer.Start(); |
---|
99 | |
---|
100 | shootingTimer.Timeout += onTimerTimeout; |
---|
101 | } |
---|
102 | |
---|
103 | /// <summary> |
---|
104 | /// Handles collision between an enemy and the level boundary. |
---|
105 | /// </summary> |
---|
106 | /// <param name="enemy">Colliding enemy</param> |
---|
107 | /// <param name="target">Target of collision</param> |
---|
108 | public void collisionOnBorders(RREnemy enemy, PhysicsObject target) |
---|
109 | { |
---|
110 | //if (!(enemy.Tag.ToString() == "B" || target.Tag.ToString() == "B")) System.Diagnostics.Debugger.Log(0, "-", "2: " + enemy.Tag.ToString() + " on " + target.Tag.ToString() + "\n"); |
---|
111 | |
---|
112 | if (onCollision != null) onCollision(enemy, target); |
---|
113 | |
---|
114 | if (target.Tag.ToString() == "B") |
---|
115 | { |
---|
116 | enemy.Destroy(); |
---|
117 | RampageRebellion.getGame().SCOREMETER.Value -= (int)Math.Round(enemy.ScoreValue); |
---|
118 | } |
---|
119 | } |
---|
120 | |
---|
121 | public void projectileCollisionHandler(PhysicsObject collider, PhysicsObject collidee) |
---|
122 | { |
---|
123 | if (onCollision != null) onCollision(collider, collidee); |
---|
124 | |
---|
125 | if (!(collider.Tag.ToString() == "B" || collidee.Tag.ToString() == "B")) System.Diagnostics.Debugger.Log(0, "-", "1: " + collider.Tag.ToString() + " on " + collidee.Tag.ToString() + "\n"); |
---|
126 | |
---|
127 | RRProjectile projectile = collider as RRProjectile; |
---|
128 | if (collidee.Tag.ToString() == "B" || collidee.Tag.ToString() == "BS") projectile.Destroy(); // If the bullet hits the wall or the bomb shockwave, destroy it |
---|
129 | else if (collidee.Tag.ToString() == "P") //It is a player? Oh noes! |
---|
130 | { |
---|
131 | RRShip ship = collidee as RRShip; |
---|
132 | ship.Health -= projectile.Damage; |
---|
133 | if (ship.Health < 0) ship.Health = 0; |
---|
134 | |
---|
135 | //System.Diagnostics.Debugger.Log(0, "Info", Convert.ToString(proj.ScoreValue) + "\n"); |
---|
136 | //RampageRebellion.getGame().SCOREMETER.Value -= rr.ScoreValue; |
---|
137 | //RampageRebellion.getGame().POWERMETER.Value -= rr.PowerValue; |
---|
138 | RampageRebellion.getGame().meterHandlerFunc(ship); |
---|
139 | |
---|
140 | projectile.Destroy(); |
---|
141 | if (ship.Health <= 0) |
---|
142 | { |
---|
143 | RampageRebellion.getGame().onPlayerDeath(ship); |
---|
144 | } |
---|
145 | } |
---|
146 | } |
---|
147 | } |
---|
148 | |
---|
149 | public class SmallEnemy : RREnemy |
---|
150 | { |
---|
151 | // Base constructor requires *some* size, so give it 1.0 for now |
---|
152 | public SmallEnemy(double x, double y, double multiplier = 1.0) |
---|
153 | : base(1.0, 1.0, null, 1, null) |
---|
154 | { |
---|
155 | this.X = x; |
---|
156 | this.Y = y; |
---|
157 | this.Width = RampageRebellion.SMALLENEMY_SIZE; |
---|
158 | this.Height = RampageRebellion.SMALLENEMY_SIZE; |
---|
159 | this.Color = Color.HotPink; |
---|
160 | this.Mass = 20; |
---|
161 | this.LinearDamping = 0.92; |
---|
162 | this.Tag = "SE"; |
---|
163 | this.Health = (double)RampageRebellion.SMALLENEMY_HP * multiplier; |
---|
164 | this.ScoreValue = (double)RampageRebellion.SMALLENEMY_SVALUE * multiplier; |
---|
165 | this.PowerValue = (double)RampageRebellion.SMALLENEMY_PVALUE * multiplier; |
---|
166 | this.shootingInterval = RandomGen.NextDouble(0.1, 3.0); |
---|
167 | Image smallEnemySprite = Jypeli.Game.LoadImage("SmallEnemySprite"); |
---|
168 | this.Image = smallEnemySprite; |
---|
169 | } |
---|
170 | } |
---|
171 | |
---|
172 | public class MediumEnemy : RREnemy |
---|
173 | { |
---|
174 | // Base constructor requires *some* size, so give it 1.0 for now |
---|
175 | public MediumEnemy(double x, double y) |
---|
176 | : base(1.0, 1.0, null, 1, null) |
---|
177 | { |
---|
178 | this.X = x; |
---|
179 | this.Y = y; |
---|
180 | this.Width = RampageRebellion.MEDENEMY_SIZE; |
---|
181 | this.Height = RampageRebellion.MEDENEMY_SIZE; |
---|
182 | this.Color = Color.HotPink; |
---|
183 | this.Mass = 50; |
---|
184 | this.LinearDamping = 0.92; |
---|
185 | this.Tag = "SE"; |
---|
186 | this.Health = RampageRebellion.MEDENEMY_HP; |
---|
187 | this.ScoreValue = RampageRebellion.MEDENEMY_SVALUE; |
---|
188 | this.PowerValue = RampageRebellion.MEDENEMY_PVALUE; |
---|
189 | this.shootingInterval = 1.0; |
---|
190 | Image mediumEnemySprite = Jypeli.Game.LoadImage("MediumEnemySprite"); |
---|
191 | this.Image = mediumEnemySprite; |
---|
192 | } |
---|
193 | } |
---|
194 | |
---|
195 | public class BigEnemy : RREnemy |
---|
196 | { |
---|
197 | // Base constructor requires *some* size, so give it 1.0 for now |
---|
198 | public BigEnemy(double x, double y) |
---|
199 | : base(1.0, 1.0, null, 1, null) |
---|
200 | { |
---|
201 | this.X = x; |
---|
202 | this.Y = y; |
---|
203 | this.Width = RampageRebellion.BIGENEMY_SIZE; |
---|
204 | this.Height = RampageRebellion.BIGENEMY_SIZE; |
---|
205 | this.Color = Color.HotPink; |
---|
206 | this.Mass = 75; |
---|
207 | this.LinearDamping = 0.92; |
---|
208 | this.Tag = "LE"; |
---|
209 | this.Health = RampageRebellion.BIGENEMY_HP; |
---|
210 | this.ScoreValue = RampageRebellion.BIGENEMY_PVALUE; |
---|
211 | this.shootingInterval = 1.0; |
---|
212 | } |
---|
213 | } |
---|
214 | |
---|
215 | public class BossEnemy : RREnemy |
---|
216 | { |
---|
217 | // Base constructor requires *some* size, so give it 1.0 for now |
---|
218 | public BossEnemy(double x, double y) |
---|
219 | : base(1.0, 1.0, null, 1, null) |
---|
220 | { |
---|
221 | this.X = x; |
---|
222 | this.Y = y; |
---|
223 | this.Width = RampageRebellion.BOSS_SIZE; |
---|
224 | this.Height = RampageRebellion.BOSS_SIZE; |
---|
225 | this.Color = Color.HotPink; |
---|
226 | this.Mass = 5000; |
---|
227 | this.LinearDamping = 0.92; |
---|
228 | this.Tag = "LE"; |
---|
229 | this.Health = RampageRebellion.BOSS_HP; |
---|
230 | this.ScoreValue = RampageRebellion.BOSS_SVALUE; |
---|
231 | this.PowerValue = RampageRebellion.BOSS_PVALUE; |
---|
232 | this.shootingInterval = 1.0; |
---|
233 | Image bossEnemySprite = Jypeli.Game.LoadImage("BossSprite"); |
---|
234 | this.Image = bossEnemySprite; |
---|
235 | } |
---|
236 | } |
---|