1 | using System; |
---|
2 | using System.Collections.Generic; |
---|
3 | using Jypeli; |
---|
4 | using Jypeli.Assets; |
---|
5 | using Jypeli.Controls; |
---|
6 | using Jypeli.Effects; |
---|
7 | using Jypeli.Widgets; |
---|
8 | |
---|
9 | class player : PhysicsObject |
---|
10 | { |
---|
11 | public IntMeter health = new IntMeter(100,0,100); |
---|
12 | |
---|
13 | public player(double width, double height) |
---|
14 | : base(width, height) |
---|
15 | { |
---|
16 | health.LowerLimit += delegate |
---|
17 | { |
---|
18 | this.Destroy(); |
---|
19 | }; |
---|
20 | } |
---|
21 | } |
---|
22 | |
---|
23 | class enemy : PhysicsObject |
---|
24 | { |
---|
25 | public IntMeter health = new IntMeter(100, 0, 100); |
---|
26 | public IntMeter ScoreValue = new IntMeter(100, 0, int.MaxValue); |
---|
27 | public bool canShoot = false; |
---|
28 | public double explosion_scale = 50; |
---|
29 | |
---|
30 | public enemy(double width, double height) |
---|
31 | : base(width, height) |
---|
32 | { |
---|
33 | health.LowerLimit += delegate { this.Destroy(); }; |
---|
34 | } |
---|
35 | } |
---|
36 | class boss : PhysicsObject |
---|
37 | { |
---|
38 | public IntMeter health = new IntMeter(4000, 0, 4000); |
---|
39 | public IntMeter ScoreValue = new IntMeter(100, 0, int.MaxValue); |
---|
40 | public bool canShoot = false; |
---|
41 | public double explosion_scale = 100; |
---|
42 | |
---|
43 | public boss(double width, double height) |
---|
44 | : base(width, height) |
---|
45 | { |
---|
46 | health.LowerLimit += delegate { this.Destroy(); }; |
---|
47 | } |
---|
48 | } |
---|
49 | |
---|
50 | class bullet : PhysicsObject |
---|
51 | { |
---|
52 | public int damage; |
---|
53 | |
---|
54 | public bullet(double width, double height) |
---|
55 | : base(width, height) { } |
---|
56 | } |
---|
57 | class frontborder : PhysicsObject |
---|
58 | { |
---|
59 | |
---|
60 | public frontborder(double width, double height) |
---|
61 | : base(width, height) { } |
---|
62 | } |
---|
63 | class backborder : PhysicsObject |
---|
64 | { |
---|
65 | |
---|
66 | public backborder(double width, double height) |
---|
67 | : base(width, height) { } |
---|
68 | } |
---|
69 | |
---|
70 | public class LM2 : PhysicsGame |
---|
71 | { |
---|
72 | player player = new player(7, 8); |
---|
73 | PhysicsObject playership = new PhysicsObject(47, 46); |
---|
74 | double player_speed = 425; |
---|
75 | Vector stagespeed = new Vector(-500,0); |
---|
76 | Vector cntr = new Vector(0, 0); |
---|
77 | |
---|
78 | //Player |
---|
79 | Image player_ship_01 = LoadImage("player_ship_01"); |
---|
80 | Image player_ship_02 = LoadImage("player_ship_02"); |
---|
81 | Image hitbox = LoadImage("hitbox"); |
---|
82 | //Bullets |
---|
83 | Image bullet_green_laser01 = LoadImage("bullet_green_laser01"); |
---|
84 | Image bullet_player01 = LoadImage("bullet_player"); |
---|
85 | Image bullet_player02 = LoadImage("bullet_player02"); |
---|
86 | Image bullet_player03 = LoadImage("bullet_player03"); |
---|
87 | Image bullet_player04 = LoadImage("bullet_player04"); |
---|
88 | Image bullet_player05 = LoadImage("bullet_player05"); |
---|
89 | Image bullet_enemy_01 = LoadImage("bullet_enemy_01"); |
---|
90 | Image bullet_enemy_02 = LoadImage("bullet_enemy_02"); |
---|
91 | Image bullet_enemy_03 = LoadImage("bullet_enemy_03"); |
---|
92 | Image bullet_enemy_04 = LoadImage("bullet_enemy_04"); |
---|
93 | Image bullet_enemy_05 = LoadImage("bullet_enemy_05"); |
---|
94 | Image bullet_enemy_06 = LoadImage("bullet_enemy_06"); |
---|
95 | //Enemies |
---|
96 | Image enemy_ship_01 = LoadImage("enemy_ship_01"); |
---|
97 | Image enemy_ship_01_red = LoadImage("enemy_ship_01_red"); |
---|
98 | Image enemy_ship_01_blue = LoadImage("enemy_ship_01_blue"); |
---|
99 | Image enemy_ship_01_blue_inverted = LoadImage("enemy_ship_01_blue_inverted"); |
---|
100 | Image enemy_ship_02 = LoadImage("enemy_ship_02"); |
---|
101 | Image enemy_ship_03 = LoadImage("enemy_ship_03"); |
---|
102 | Image enemy_ship_04 = LoadImage("enemy_ship_04"); |
---|
103 | Image enemy_ship_05 = LoadImage("enemy_ship_05"); |
---|
104 | //Bosses |
---|
105 | Image boss_ship_01 = LoadImage("boss_ship_01"); |
---|
106 | //Powerups |
---|
107 | Image powerup_damage = LoadImage("powerup_damage"); |
---|
108 | Image powerup_spread = LoadImage("powerup_spread"); |
---|
109 | //Borders |
---|
110 | Image border_top = LoadImage("border_bottom"); |
---|
111 | Image border_bottom = LoadImage("border_top"); |
---|
112 | //Backgrounds |
---|
113 | Image space_bg = LoadImage("space_bg"); |
---|
114 | Image earth = LoadImage("earth"); |
---|
115 | //Explosion |
---|
116 | private Animation explosion_anim; |
---|
117 | //GUI |
---|
118 | Image title = LoadImage("title_screen"); |
---|
119 | Image press_start_img = LoadImage("Press_Start"); |
---|
120 | Image stage_1_clear = LoadImage("stage_1_clear"); |
---|
121 | Image stage_1_start = LoadImage("stage_1_start"); |
---|
122 | Image stage_2_clear = LoadImage("stage_2_clear"); |
---|
123 | Image stage_2_start = LoadImage("stage_2_start"); |
---|
124 | |
---|
125 | //SFX |
---|
126 | SoundEffect hurtsfx = LoadSoundEffect("hurt"); |
---|
127 | SoundEffect hitsfx = LoadSoundEffect("hit"); |
---|
128 | SoundEffect shootsfx = LoadSoundEffect("shoot"); |
---|
129 | SoundEffect powerupsfx = LoadSoundEffect("powerup"); |
---|
130 | SoundEffect explosionsfx = LoadSoundEffect("explosion"); |
---|
131 | SoundEffect enemy_shootsfx = LoadSoundEffect("enemy_shoot"); |
---|
132 | |
---|
133 | //Weapon |
---|
134 | double wpn_shootRate = 0.1; |
---|
135 | IntMeter wpn_damageRatio = new IntMeter(1, 1, 10); |
---|
136 | DoubleMeter wpn_spread = new DoubleMeter(1,1,10); |
---|
137 | |
---|
138 | //Collision ignore groups |
---|
139 | //2: player bullets/enemy bullets |
---|
140 | //3: enemies |
---|
141 | //4: powerups |
---|
142 | |
---|
143 | Timer wpn_timer = new Timer(); |
---|
144 | |
---|
145 | bool s001 = false; |
---|
146 | |
---|
147 | public override void Begin() |
---|
148 | { |
---|
149 | //Load SFX |
---|
150 | hurtsfx.Play(); |
---|
151 | //explosionsfx.Play(); |
---|
152 | //hitsfx.Play(); |
---|
153 | //shootsfx.Play(); |
---|
154 | //powerupsfx.Play(); |
---|
155 | //enemy_shootsfx.Play(); |
---|
156 | |
---|
157 | //Load Anim |
---|
158 | explosion_anim = LoadAnimation("explosionanim"); |
---|
159 | MediaPlayer.Play("Starmap"); |
---|
160 | MediaPlayer.IsRepeating = true; |
---|
161 | |
---|
162 | SetWindowSize(1280, 800, false); |
---|
163 | SmoothTextures = false; |
---|
164 | //Level.Size = new Vector(1280, 800); |
---|
165 | |
---|
166 | GameObject titlescreen = new GameObject(1280, 801); |
---|
167 | titlescreen.Position = Screen.Center; |
---|
168 | titlescreen.Image = title; |
---|
169 | Add(titlescreen); |
---|
170 | |
---|
171 | GameObject press_start = new GameObject(215, 59); |
---|
172 | press_start.Position = Screen.Center + new Vector(0, 90); |
---|
173 | press_start.Image = press_start_img; |
---|
174 | Add(press_start); |
---|
175 | |
---|
176 | Timer start = new Timer(); |
---|
177 | start.Interval = 0.7; |
---|
178 | start.Timeout += delegate |
---|
179 | { |
---|
180 | if (press_start.IsVisible) press_start.IsVisible = false; |
---|
181 | else press_start.IsVisible = true; |
---|
182 | }; |
---|
183 | start.Start(); |
---|
184 | |
---|
185 | Keyboard.Listen(Key.Escape, ButtonState.Pressed, ConfirmExit, null); |
---|
186 | ControllerOne.Listen(Button.Back, ButtonState.Pressed, ConfirmExit, null); |
---|
187 | ControllerOne.Listen(Button.Start, ButtonState.Pressed, Start, null); |
---|
188 | |
---|
189 | |
---|
190 | } |
---|
191 | |
---|
192 | void Start() |
---|
193 | { |
---|
194 | ClearAll(); |
---|
195 | MediaPlayer.Stop(); |
---|
196 | |
---|
197 | CreateLevel("level_01"); |
---|
198 | |
---|
199 | GameObject stage_01_start = new GameObject(405, 39); |
---|
200 | stage_01_start.Position = cntr; |
---|
201 | stage_01_start.Image = stage_1_start; |
---|
202 | Add(stage_01_start); |
---|
203 | |
---|
204 | double i = 0; |
---|
205 | Timer start = new Timer(); |
---|
206 | start.Interval = 0.1; |
---|
207 | start.Timeout += delegate |
---|
208 | { |
---|
209 | i++; |
---|
210 | if (i >= 15) stage_01_start.Destroy(); |
---|
211 | if (stage_01_start.IsVisible) stage_01_start.IsVisible = false; |
---|
212 | else stage_01_start.IsVisible = true; |
---|
213 | }; |
---|
214 | start.Start(15); |
---|
215 | Pause(); |
---|
216 | ControllerOne.Listen(Button.Start, ButtonState.Pressed, start_01, null); |
---|
217 | |
---|
218 | |
---|
219 | setwpn_timer(); |
---|
220 | } |
---|
221 | void start_01() |
---|
222 | { |
---|
223 | if (!s001) |
---|
224 | { |
---|
225 | s001 = true; |
---|
226 | Pause(); |
---|
227 | MediaPlayer.Play("Eladard"); |
---|
228 | } |
---|
229 | } |
---|
230 | |
---|
231 | //Stage creation |
---|
232 | void CreateLevel(string level) |
---|
233 | { |
---|
234 | TileMap lvl = TileMap.FromLevelAsset(level); |
---|
235 | lvl.SetTileMethod('x', border); |
---|
236 | lvl.SetTileMethod('y', bordertop); |
---|
237 | lvl.SetTileMethod('z', borderbottom); |
---|
238 | lvl.SetTileMethod('%', frontBorder); |
---|
239 | lvl.SetTileMethod('&', backBorder); |
---|
240 | lvl.SetTileMethod('P', AddPlayer); |
---|
241 | lvl.SetTileMethod('1', enemy_ship_1); |
---|
242 | lvl.SetTileMethod('R', enemy_ship_1_red); |
---|
243 | lvl.SetTileMethod('B', enemy_ship_1_bottom); |
---|
244 | lvl.SetTileMethod('T', enemy_ship_1_top); |
---|
245 | lvl.SetTileMethod('2', enemy_ship_2); |
---|
246 | lvl.SetTileMethod('3', enemy_ship_3); |
---|
247 | lvl.SetTileMethod('4', enemy_ship_4_top); |
---|
248 | lvl.SetTileMethod('$', enemy_ship_4_bottom); |
---|
249 | lvl.SetTileMethod('5', enemy_ship_5); |
---|
250 | lvl.SetTileMethod('B', boss_ship_1); |
---|
251 | lvl.Execute(35, 35); |
---|
252 | |
---|
253 | Level.Background.Color = Color.LightGray; |
---|
254 | GameObject bg = new GameObject(1280, 800); |
---|
255 | bg.Position = cntr; |
---|
256 | bg.Image = earth; |
---|
257 | bg.MoveTo(cntr - new Vector(1280, 0), 900); |
---|
258 | |
---|
259 | GameObject bg2 = new GameObject(1280, 800); |
---|
260 | bg2.Position = cntr+new Vector(1280,0); |
---|
261 | bg2.Image = earth; |
---|
262 | bg2.MoveTo(cntr, 900); |
---|
263 | |
---|
264 | Timer scroll = new Timer(); |
---|
265 | scroll.Interval = 0.001; |
---|
266 | scroll.Timeout += delegate |
---|
267 | { |
---|
268 | if (bg.Position.X <= cntr.X - 1279) |
---|
269 | { |
---|
270 | bg.Position = cntr; |
---|
271 | bg.MoveTo(cntr - new Vector(1280, 0), 900); |
---|
272 | }; |
---|
273 | if (bg2.Position.X <= cntr.X + 1) |
---|
274 | { |
---|
275 | bg2.Position = cntr+new Vector(1280,0); |
---|
276 | bg2.MoveTo(cntr, 900); |
---|
277 | }; |
---|
278 | }; |
---|
279 | scroll.Start(); |
---|
280 | Add(bg, -3); |
---|
281 | Add(bg2, -3); |
---|
282 | |
---|
283 | //AddPlayer(Screen.Center, 0, 0); |
---|
284 | AddControls(); |
---|
285 | AddHealthbar(); |
---|
286 | |
---|
287 | Camera.Position = player.Position; |
---|
288 | //Camera.ZoomFactor = 0.4; |
---|
289 | //edgeBorders(); |
---|
290 | } |
---|
291 | //Tiles for level |
---|
292 | void border(Vector position, double width, double height) |
---|
293 | { |
---|
294 | PhysicsObject border2 = PhysicsObject.CreateStaticObject(width*1.5, height); |
---|
295 | border2.Position = position; |
---|
296 | border2.Restitution = 0; |
---|
297 | border2.KineticFriction = 0; |
---|
298 | border2.StaticFriction = 0; |
---|
299 | border2.Color = Color.Black; |
---|
300 | border2.Tag = "border"; |
---|
301 | Add(border2, 1); |
---|
302 | } |
---|
303 | void bordertop(Vector position, double width, double height) |
---|
304 | { |
---|
305 | PhysicsObject border2 = PhysicsObject.CreateStaticObject(width * 1.5, height); |
---|
306 | border2.Position = position; |
---|
307 | border2.Restitution = 0; |
---|
308 | border2.KineticFriction = 0; |
---|
309 | border2.StaticFriction = 0; |
---|
310 | border2.Color = Color.Black; |
---|
311 | border2.Tag = "border"; |
---|
312 | border2.Image = border_top; |
---|
313 | Add(border2, 1); |
---|
314 | } |
---|
315 | void borderbottom(Vector position, double width, double height) |
---|
316 | { |
---|
317 | PhysicsObject border2 = PhysicsObject.CreateStaticObject(width * 1.5, height); |
---|
318 | border2.Position = position; |
---|
319 | border2.Restitution = 0; |
---|
320 | border2.KineticFriction = 0; |
---|
321 | border2.StaticFriction = 0; |
---|
322 | border2.Color = Color.Black; |
---|
323 | border2.Tag = "border"; |
---|
324 | border2.Image = border_bottom; |
---|
325 | Add(border2, 1); |
---|
326 | } |
---|
327 | void frontBorder(Vector position, double width, double height) |
---|
328 | { |
---|
329 | frontborder border = new frontborder(width, height); |
---|
330 | border.Position = position; |
---|
331 | border.Color = Color.White; |
---|
332 | border.Restitution = 0; |
---|
333 | border.Tag = "border"; |
---|
334 | border.IgnoresCollisionResponse = true; |
---|
335 | border.IgnoresPhysicsLogics = true; |
---|
336 | AddCollisionHandler<PhysicsObject, player>(border, frontBorderCollision); |
---|
337 | AddCollisionHandler<PhysicsObject, enemy>(border, frontBorderCollisionEnemy); |
---|
338 | Add(border); |
---|
339 | } |
---|
340 | void backBorder(Vector position, double width, double height) |
---|
341 | { |
---|
342 | backborder border = new backborder(width, height); |
---|
343 | border.Position = position; |
---|
344 | border.Color = Color.White; |
---|
345 | border.Restitution = 0; |
---|
346 | border.Tag = "border"; |
---|
347 | border.IgnoresCollisionResponse = true; |
---|
348 | border.IgnoresCollisionResponse = true; |
---|
349 | AddCollisionHandler<PhysicsObject, player>(border, backBorderCollision); |
---|
350 | //AddCollisionHandler<PhysicsObject, enemy>(border, backBorderCollisionEnemy); |
---|
351 | Add(border); |
---|
352 | } |
---|
353 | void frontBorderCollision(PhysicsObject border, PhysicsObject target) |
---|
354 | { |
---|
355 | player.health.Value = player.health.Value - player.health.Value; |
---|
356 | hurtsfx.Play(); |
---|
357 | explosionsfx.Play(); |
---|
358 | explosion_animation2(target); |
---|
359 | playership.Destroy(); |
---|
360 | |
---|
361 | } |
---|
362 | void frontBorderCollisionEnemy(PhysicsObject border, enemy enemy) |
---|
363 | { |
---|
364 | enemy.canShoot = true; |
---|
365 | |
---|
366 | } |
---|
367 | void backBorderCollision(PhysicsObject border, PhysicsObject target) |
---|
368 | { |
---|
369 | player.health.Value = player.health.Value - player.health.Value; |
---|
370 | hurtsfx.Play(); |
---|
371 | explosionsfx.Play(); |
---|
372 | explosion_animation2(target); |
---|
373 | playership.Destroy(); |
---|
374 | } |
---|
375 | void backBorderCollisionEnemy(PhysicsObject border, enemy enemy) |
---|
376 | { |
---|
377 | enemy.Destroy(); |
---|
378 | } |
---|
379 | |
---|
380 | //Player related |
---|
381 | void AddPlayer(Vector pos, double width, double height) |
---|
382 | { |
---|
383 | cntr = pos; |
---|
384 | |
---|
385 | player.Shape = Shape.Circle; |
---|
386 | player.Color = Color.Black; |
---|
387 | player.Restitution = 0; |
---|
388 | player.CanRotate = false; |
---|
389 | player.Mass = int.MaxValue; |
---|
390 | player.KineticFriction = 0; |
---|
391 | player.StaticFriction = 0; |
---|
392 | player.Image = hitbox; |
---|
393 | player.IgnoresGravity = true; |
---|
394 | player.Position = pos; |
---|
395 | player.Tag = "player1"; |
---|
396 | Add(player,2); |
---|
397 | |
---|
398 | playership.Image = player_ship_02; |
---|
399 | playership.IsVisible = true; |
---|
400 | playership.IgnoresCollisionResponse = true; |
---|
401 | playership.IgnoresPhysicsLogics = true; |
---|
402 | playership.Angle = Angle.FromDegrees(-90); |
---|
403 | playership.CanRotate = false; |
---|
404 | playership.Tag = "playership"; |
---|
405 | playership.Position = player.Position; |
---|
406 | |
---|
407 | FollowerBrain playershipbrain = new FollowerBrain(player); |
---|
408 | playershipbrain.Speed = 500; |
---|
409 | playershipbrain.DistanceFar = 5000; |
---|
410 | playershipbrain.DistanceClose = 0; |
---|
411 | playershipbrain.StopWhenTargetClose = true; |
---|
412 | playershipbrain.Active = true; |
---|
413 | playershipbrain.TurnWhileMoving = false; |
---|
414 | |
---|
415 | playership.Brain = playershipbrain; |
---|
416 | |
---|
417 | Add(playership, -1); |
---|
418 | } |
---|
419 | void AddHealthbar() |
---|
420 | { |
---|
421 | ProgressBar healthBar = new ProgressBar(135, 10); |
---|
422 | healthBar.BorderColor = Color.Black; |
---|
423 | healthBar.Color = Color.Black; |
---|
424 | healthBar.BarColor = Color.Red; |
---|
425 | healthBar.BindTo(player.health); |
---|
426 | healthBar.Angle = Angle.RightAngle; |
---|
427 | healthBar.Position = new Vector(Screen.LeftSafe + 30, Screen.BottomSafe + 200); |
---|
428 | Add(healthBar); |
---|
429 | } |
---|
430 | void AddControls() |
---|
431 | |
---|
432 | { |
---|
433 | ControllerOne.Listen(Button.Back, ButtonState.Pressed, ConfirmExit, null); |
---|
434 | ControllerOne.ListenAnalog(AnalogControl.LeftStick, -0.1, move, null); |
---|
435 | |
---|
436 | ControllerOne.Listen(Button.B, ButtonState.Pressed, shoot, null); |
---|
437 | ControllerOne.Listen(Button.B, ButtonState.Released, stopShoot, null); |
---|
438 | |
---|
439 | Keyboard.Listen(Key.Escape, ButtonState.Pressed, ConfirmExit, null); |
---|
440 | |
---|
441 | //cheat |
---|
442 | Keyboard.Listen(Key.U, ButtonState.Pressed, cheat_upgrade, null); |
---|
443 | Keyboard.Listen(Key.I, ButtonState.Pressed, cheat_damage, null); |
---|
444 | Keyboard.Listen(Key.H, ButtonState.Pressed, cheat_fullhp, null); |
---|
445 | |
---|
446 | } |
---|
447 | void move(AnalogState speed) |
---|
448 | { |
---|
449 | player.Velocity = speed.StateVector * player_speed / (ControllerOne.LeftTriggerState+1); |
---|
450 | } |
---|
451 | |
---|
452 | void cheat_upgrade() |
---|
453 | { |
---|
454 | wpn_spread.Value++; |
---|
455 | } |
---|
456 | void cheat_damage() |
---|
457 | { |
---|
458 | wpn_damageRatio.Value++; |
---|
459 | } |
---|
460 | void cheat_fullhp() |
---|
461 | { |
---|
462 | player.health.Value = 100; |
---|
463 | //MessageDisplay.Te |
---|
464 | } |
---|
465 | |
---|
466 | //Weapon system |
---|
467 | void shoot() |
---|
468 | { |
---|
469 | //wpn_timer.Stop(); |
---|
470 | wpn_timer.Interval = wpn_shootRate; |
---|
471 | |
---|
472 | wpn_timer.Start(); |
---|
473 | } |
---|
474 | void setwpn_timer() |
---|
475 | { |
---|
476 | wpn_timer.Timeout += delegate |
---|
477 | { |
---|
478 | if (!player.IsDestroyed) |
---|
479 | { |
---|
480 | if (ControllerOne.GetButtonState(Button.B) == ButtonState.Down) |
---|
481 | { |
---|
482 | Weapon(); |
---|
483 | wpn_timer.Interval = wpn_shootRate; |
---|
484 | shootsfx.Play(); |
---|
485 | } |
---|
486 | }; |
---|
487 | }; |
---|
488 | } |
---|
489 | void stopShoot() |
---|
490 | { |
---|
491 | wpn_timer.Stop(); |
---|
492 | } |
---|
493 | void Weapon() |
---|
494 | { |
---|
495 | if (wpn_spread.Value == 1) |
---|
496 | { |
---|
497 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 0), new Vector(40, 12) ); |
---|
498 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, 0), new Vector(40, 12) ); |
---|
499 | } |
---|
500 | else if (wpn_spread.Value == 2) |
---|
501 | { |
---|
502 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 0), new Vector(40, 12) ); |
---|
503 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, 0), new Vector(40, 12) ); |
---|
504 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 0), new Vector(40, 12) ); |
---|
505 | } |
---|
506 | else if (wpn_spread.Value == 3) |
---|
507 | { |
---|
508 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 15), new Vector(40, 12) ); |
---|
509 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -15), new Vector(40, 12) ); |
---|
510 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 20), new Vector(40, 12) ); |
---|
511 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -20), new Vector(40, 12) ); |
---|
512 | } |
---|
513 | else if (wpn_spread.Value == 4) |
---|
514 | { |
---|
515 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 25), new Vector(40, 12) ); |
---|
516 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -25), new Vector(40, 12) ); |
---|
517 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 0), new Vector(40, 12) ); |
---|
518 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 50), new Vector(40, 12) ); |
---|
519 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -50), new Vector(40, 12) ); |
---|
520 | } |
---|
521 | else if (wpn_spread.Value == 5) |
---|
522 | { |
---|
523 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 0), new Vector(40, 12) ); |
---|
524 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, 0), new Vector(40, 12) ); |
---|
525 | |
---|
526 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 50), new Vector(40, 12) ); |
---|
527 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -50), new Vector(40, 12) ); |
---|
528 | |
---|
529 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 55), new Vector(40, 12) ); |
---|
530 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -55), new Vector(40, 12) ); |
---|
531 | } |
---|
532 | else if (wpn_spread.Value == 6) |
---|
533 | { |
---|
534 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 25), new Vector(40, 12) ); |
---|
535 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -25), new Vector(40, 12) ); |
---|
536 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 0), new Vector(40, 12) ); |
---|
537 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 50), new Vector(40, 12) ); |
---|
538 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -50), new Vector(40, 12) ); |
---|
539 | |
---|
540 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 75), new Vector(40, 12) ); |
---|
541 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -75), new Vector(40, 12) ); |
---|
542 | } |
---|
543 | else if (wpn_spread.Value == 7) |
---|
544 | { |
---|
545 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 15), new Vector(40, 12) ); |
---|
546 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -15), new Vector(40, 12) ); |
---|
547 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 15), new Vector(40, 12) ); |
---|
548 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -15), new Vector(40, 12) ); |
---|
549 | |
---|
550 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 50), new Vector(40, 12) ); |
---|
551 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -50), new Vector(40, 12) ); |
---|
552 | |
---|
553 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 50), new Vector(40, 12) ); |
---|
554 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -50), new Vector(40, 12) ); |
---|
555 | } |
---|
556 | else if (wpn_spread.Value == 8) |
---|
557 | { |
---|
558 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 0), new Vector(40, 12) ); |
---|
559 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 25), new Vector(40, 12) ); |
---|
560 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -25), new Vector(40, 12) ); |
---|
561 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 25), new Vector(40, 12) ); |
---|
562 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -25), new Vector(40, 12) ); |
---|
563 | |
---|
564 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 50), new Vector(40, 12) ); |
---|
565 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -50), new Vector(40, 12) ); |
---|
566 | |
---|
567 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 50), new Vector(40, 12) ); |
---|
568 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -50), new Vector(40, 12) ); |
---|
569 | } |
---|
570 | else if (wpn_spread.Value == 9) |
---|
571 | { |
---|
572 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 15), new Vector(40, 12)); |
---|
573 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -15), new Vector(40, 12)); |
---|
574 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 15), new Vector(40, 12)); |
---|
575 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -15), new Vector(40, 12)); |
---|
576 | |
---|
577 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 50), new Vector(40, 12)); |
---|
578 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -50), new Vector(40, 12)); |
---|
579 | |
---|
580 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 50), new Vector(40, 12)); |
---|
581 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -50), new Vector(40, 12)); |
---|
582 | |
---|
583 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 75), new Vector(40, 12)); |
---|
584 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -75), new Vector(40, 12)); |
---|
585 | } |
---|
586 | else if (wpn_spread.Value == 10) |
---|
587 | { |
---|
588 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 25), new Vector(40, 12) ); |
---|
589 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -25), new Vector(40, 12)); |
---|
590 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 0), new Vector(40, 12)); |
---|
591 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 50), new Vector(40, 12)); |
---|
592 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -50), new Vector(40, 12) ); |
---|
593 | |
---|
594 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 75), new Vector(40, 12) ); |
---|
595 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -75), new Vector(40, 12) ); |
---|
596 | |
---|
597 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 100), new Vector(40, 12) ); |
---|
598 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -100), new Vector(40, 12) ); |
---|
599 | |
---|
600 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 125), new Vector(40, 12) ); |
---|
601 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -125), new Vector(40, 12) ); |
---|
602 | } |
---|
603 | } |
---|
604 | void Projectile(Vector pos, Vector vel, Vector size) |
---|
605 | { |
---|
606 | bullet projectile = new bullet(size.X, size.Y); |
---|
607 | projectile.Shape = Shape.Diamond; |
---|
608 | projectile.IgnoresGravity = true; |
---|
609 | projectile.Position = pos; |
---|
610 | projectile.Tag = "player_bullet"; |
---|
611 | |
---|
612 | if (wpn_damageRatio <= 2) projectile.Image = bullet_player01; |
---|
613 | else if (wpn_damageRatio.Value <= 4) projectile.Image = bullet_player03; |
---|
614 | else if (wpn_damageRatio.Value <= 6) projectile.Image = bullet_player04; |
---|
615 | else if (wpn_damageRatio.Value <= 8) projectile.Image = bullet_player02; |
---|
616 | else if (wpn_damageRatio.Value <= 10) projectile.Image = bullet_player05; |
---|
617 | |
---|
618 | projectile.damage = wpn_damageRatio.Value; |
---|
619 | projectile.IgnoresCollisionResponse = true; |
---|
620 | |
---|
621 | projectile.CollisionIgnoreGroup = 2; |
---|
622 | projectile.MaximumLifetime = TimeSpan.FromSeconds(1.57); |
---|
623 | |
---|
624 | AddCollisionHandler<bullet, frontborder>(projectile, destroy); |
---|
625 | AddCollisionHandler<bullet, enemy>(projectile, damageEnemy); |
---|
626 | |
---|
627 | Add(projectile, 0); |
---|
628 | projectile.Hit(vel/1.2); |
---|
629 | projectile.Angle = projectile.Velocity.Angle; |
---|
630 | } |
---|
631 | |
---|
632 | //Enemies |
---|
633 | void enemy_ship_1(Vector pos, double width, double height) |
---|
634 | { |
---|
635 | enemy enemyship = new enemy(70, 35); |
---|
636 | enemyship.Shape = Shape.Circle; |
---|
637 | enemyship.Color = Color.Black; |
---|
638 | enemyship.Position = pos; |
---|
639 | enemyship.IgnoresCollisionResponse = true; |
---|
640 | enemyship.CollisionIgnoreGroup = 3; |
---|
641 | enemyship.health.MaxValue = 6; |
---|
642 | enemyship.Image = enemy_ship_01; |
---|
643 | |
---|
644 | Add(enemyship, -1); |
---|
645 | enemyship.Hit(stagespeed); |
---|
646 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
647 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_1_frontborder); |
---|
648 | } |
---|
649 | void enemy_ship_1_frontborder(enemy enemyship, frontborder border) |
---|
650 | { |
---|
651 | enemyship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
652 | } |
---|
653 | void enemy_ship_1_red(Vector pos, double width, double height) |
---|
654 | { |
---|
655 | enemy enemyship = new enemy(70, 35); |
---|
656 | enemyship.Shape = Shape.Circle; |
---|
657 | enemyship.Color = Color.Black; |
---|
658 | enemyship.Position = pos; |
---|
659 | enemyship.IgnoresCollisionResponse = true; |
---|
660 | enemyship.health.MaxValue = 6; |
---|
661 | enemyship.Image = enemy_ship_01_red; |
---|
662 | enemyship.CollisionIgnoreGroup = 3; |
---|
663 | |
---|
664 | Add(enemyship, -1); |
---|
665 | enemyship.Hit(stagespeed); |
---|
666 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
667 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_1_red_frontborder); |
---|
668 | } |
---|
669 | void enemy_ship_1_red_frontborder(enemy enemyship, frontborder border) |
---|
670 | { |
---|
671 | if (!enemyship.canShoot) |
---|
672 | { |
---|
673 | enemyship.Angle = Angle.FromDegrees(180); |
---|
674 | enemyship.Velocity = -stagespeed; |
---|
675 | enemyship.Position = new Vector(border.X-1400, enemyship.Position.Y); |
---|
676 | enemyship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
677 | |
---|
678 | enemyship.canShoot = true; |
---|
679 | }; |
---|
680 | } |
---|
681 | void enemy_ship_1_bottom(Vector pos, double width, double height) |
---|
682 | { |
---|
683 | enemy enemyship = new enemy(35, 70); |
---|
684 | enemyship.Shape = Shape.Circle; |
---|
685 | enemyship.Color = Color.Black; |
---|
686 | enemyship.Position = pos; |
---|
687 | enemyship.IgnoresCollisionResponse = true; |
---|
688 | enemyship.CollisionIgnoreGroup = 3; |
---|
689 | enemyship.health.MaxValue = 6; |
---|
690 | enemyship.Image = enemy_ship_01_blue; |
---|
691 | enemyship.Angle = Angle.FromDegrees(90); |
---|
692 | |
---|
693 | Add(enemyship, -1); |
---|
694 | enemyship.Hit(stagespeed); |
---|
695 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
696 | AddCollisionHandler<PhysicsObject, frontborder>(enemyship, enemy_ship_1_bottom_frontborder); |
---|
697 | } |
---|
698 | void enemy_ship_1_bottom_frontborder(PhysicsObject enemyship, frontborder br) |
---|
699 | { |
---|
700 | enemyship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
701 | enemyship.Angle = Angle.FromDegrees(0); |
---|
702 | enemyship.Velocity = new Vector(0, -stagespeed.X/1.7); |
---|
703 | enemyship.Position = new Vector(cntr.X + enemyship.Y, -405); |
---|
704 | } |
---|
705 | void enemy_ship_1_top(Vector pos, double width, double height) |
---|
706 | { |
---|
707 | enemy enemyship = new enemy(35, 70); |
---|
708 | enemyship.Shape = Shape.Circle; |
---|
709 | enemyship.Color = Color.Black; |
---|
710 | enemyship.Position = pos; |
---|
711 | enemyship.IgnoresCollisionResponse = true; |
---|
712 | enemyship.CollisionIgnoreGroup = 3; |
---|
713 | enemyship.health.MaxValue = 6; |
---|
714 | enemyship.Image = enemy_ship_01_blue_inverted; |
---|
715 | enemyship.Angle = Angle.FromDegrees(90); |
---|
716 | |
---|
717 | Add(enemyship, -1); |
---|
718 | enemyship.Hit(stagespeed); |
---|
719 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
720 | AddCollisionHandler<PhysicsObject, frontborder>(enemyship, enemy_ship_1_top_frontborder); |
---|
721 | } |
---|
722 | void enemy_ship_1_top_frontborder(PhysicsObject enemysship, frontborder br) |
---|
723 | { |
---|
724 | enemysship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
725 | enemysship.Angle = Angle.FromDegrees(0); |
---|
726 | enemysship.Velocity = new Vector(0, stagespeed.X / 1.75); |
---|
727 | |
---|
728 | enemysship.Position = new Vector(cntr.X + enemysship.Y, 405); |
---|
729 | } |
---|
730 | void enemy_ship_2(Vector pos, double widht, double height) |
---|
731 | { |
---|
732 | enemy enemyship = new enemy(70, 30); |
---|
733 | enemyship.Shape = Shape.Circle; |
---|
734 | enemyship.Color = Color.Black; |
---|
735 | enemyship.Position = pos; |
---|
736 | enemyship.IgnoresCollisionResponse = true; |
---|
737 | enemyship.CollisionIgnoreGroup = 3; |
---|
738 | enemyship.health.MaxValue = 25; |
---|
739 | enemyship.Image = enemy_ship_02; |
---|
740 | |
---|
741 | Add(enemyship, -1); |
---|
742 | enemyship.Hit(stagespeed); |
---|
743 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
744 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_2_start_shooting); |
---|
745 | } |
---|
746 | void enemy_ship_2_start_shooting(enemy enemyship, frontborder border) |
---|
747 | { |
---|
748 | if (!enemyship.canShoot) |
---|
749 | { |
---|
750 | enemyship.canShoot = true; |
---|
751 | |
---|
752 | enemyship.Velocity = enemyship.Velocity / 2; |
---|
753 | |
---|
754 | double angle = 0; |
---|
755 | double i = 1; |
---|
756 | double c = 0; |
---|
757 | UnlimitedAngle angle2; |
---|
758 | |
---|
759 | Timer playsfx = new Timer(); |
---|
760 | playsfx.Interval = 0.05; |
---|
761 | playsfx.Timeout += delegate |
---|
762 | { |
---|
763 | enemy_shootsfx.Play(); |
---|
764 | }; |
---|
765 | |
---|
766 | Timer shoot = new Timer(); |
---|
767 | shoot.Interval = 0.01; |
---|
768 | shoot.Timeout += delegate |
---|
769 | { |
---|
770 | if (c >= 200){ |
---|
771 | shoot.Stop(); |
---|
772 | playsfx.Stop(); |
---|
773 | } |
---|
774 | else if (c != 200) |
---|
775 | { |
---|
776 | if (!enemyship.IsDestroyed) |
---|
777 | { |
---|
778 | angle = angle + i; |
---|
779 | i = i + 0.1; |
---|
780 | c++; |
---|
781 | angle2 = UnlimitedAngle.FromDegrees(angle); |
---|
782 | enemy_shoot_2(enemyship.Position, |
---|
783 | |
---|
784 | angle2.GetVector() * 500 |
---|
785 | ); |
---|
786 | } |
---|
787 | else |
---|
788 | { |
---|
789 | shoot.Stop(); |
---|
790 | playsfx.Stop(); |
---|
791 | } |
---|
792 | }; |
---|
793 | |
---|
794 | }; |
---|
795 | |
---|
796 | Timer wait = new Timer(); |
---|
797 | wait.Interval = 0.5; |
---|
798 | wait.Timeout += delegate |
---|
799 | { |
---|
800 | if (!enemyship.IsDestroyed) |
---|
801 | { |
---|
802 | shoot.Start(); |
---|
803 | playsfx.Start(); |
---|
804 | } |
---|
805 | else wait.Stop(); |
---|
806 | }; |
---|
807 | wait.Start(1); |
---|
808 | } |
---|
809 | } |
---|
810 | void enemy_ship_3(Vector pos, double width, double height) |
---|
811 | { |
---|
812 | enemy enemyship = new enemy(71, 56); |
---|
813 | enemyship.Shape = Shape.Circle; |
---|
814 | enemyship.Position = pos; |
---|
815 | enemyship.IgnoresCollisionResponse = true; |
---|
816 | enemyship.CollisionIgnoreGroup = 3; |
---|
817 | enemyship.health.MaxValue = 50; |
---|
818 | enemyship.Image = enemy_ship_03; |
---|
819 | enemyship.explosion_scale = 75; |
---|
820 | |
---|
821 | Add(enemyship,-1); |
---|
822 | enemyship.Hit(stagespeed); |
---|
823 | |
---|
824 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_3_start_shooting); |
---|
825 | AddCollisionHandler<enemy, player>(enemyship,damagePlayerEnemyShip2); |
---|
826 | } |
---|
827 | void enemy_ship_3_start_shooting(enemy enemyship, frontborder border) |
---|
828 | { |
---|
829 | if (!enemyship.canShoot) |
---|
830 | { |
---|
831 | enemyship.canShoot = true; |
---|
832 | enemyship.LifetimeLeft = TimeSpan.FromSeconds(60); |
---|
833 | enemyship.Velocity = enemyship.Velocity / 3; |
---|
834 | int i = 0; |
---|
835 | int e = 0; |
---|
836 | |
---|
837 | Timer playsfx = new Timer(); |
---|
838 | playsfx.Interval = 0.06; |
---|
839 | playsfx.Timeout += delegate |
---|
840 | { |
---|
841 | enemy_shootsfx.Play(); |
---|
842 | }; |
---|
843 | |
---|
844 | Timer wait = new Timer(); |
---|
845 | |
---|
846 | Timer enemy_shoot = new Timer(); |
---|
847 | enemy_shoot.Interval = 0.02; |
---|
848 | enemy_shoot.Timeout += delegate |
---|
849 | { |
---|
850 | if (e >= 4) |
---|
851 | { |
---|
852 | |
---|
853 | enemy_shoot.Stop(); |
---|
854 | playsfx.Stop(); |
---|
855 | enemyship.Velocity = stagespeed / 3; |
---|
856 | enemyship.LifetimeLeft = TimeSpan.FromSeconds(6); |
---|
857 | }; |
---|
858 | i++; |
---|
859 | if (i == 50 && e != 4) |
---|
860 | { |
---|
861 | enemy_shoot.Stop(); |
---|
862 | playsfx.Stop(); |
---|
863 | wait.Start(1); |
---|
864 | e++; |
---|
865 | }; |
---|
866 | if (enemyship.IsDestroyed) |
---|
867 | { |
---|
868 | enemy_shoot.Stop(); |
---|
869 | playsfx.Stop(); |
---|
870 | } |
---|
871 | if (e != 4) |
---|
872 | { |
---|
873 | enemy_shoot_1(enemyship.Position + new Vector(RandomGen.NextDouble(-30, 30), RandomGen.NextDouble(-30, 30))); |
---|
874 | } |
---|
875 | }; |
---|
876 | |
---|
877 | wait.Interval = 0.5; |
---|
878 | wait.Timeout += delegate |
---|
879 | { |
---|
880 | if (enemyship.IsDestroyed) wait.Stop(); |
---|
881 | i = 0; |
---|
882 | enemy_shoot.Start(50); |
---|
883 | playsfx.Start(); |
---|
884 | }; |
---|
885 | |
---|
886 | Timer enemy_start = new Timer(); |
---|
887 | enemy_start.Interval = 3; |
---|
888 | enemy_start.Timeout += delegate |
---|
889 | { |
---|
890 | if (!enemyship.IsDestroyed) |
---|
891 | { |
---|
892 | playsfx.Start(); |
---|
893 | enemy_shoot.Start(50); |
---|
894 | enemyship.Velocity = new Vector(0,0); |
---|
895 | }; |
---|
896 | }; |
---|
897 | enemy_start.Start(1); |
---|
898 | |
---|
899 | }; |
---|
900 | } |
---|
901 | void enemy_ship_4_top(Vector pos, double width, double height) |
---|
902 | { |
---|
903 | enemy enemyship = new enemy(43, 33); |
---|
904 | enemyship.Shape = Shape.Circle; |
---|
905 | enemyship.Color = Color.Black; |
---|
906 | enemyship.Position = pos; |
---|
907 | enemyship.IgnoresCollisionResponse = true; |
---|
908 | enemyship.CollisionIgnoreGroup = 3; |
---|
909 | enemyship.health.MaxValue = 10; |
---|
910 | enemyship.Image = enemy_ship_04; |
---|
911 | |
---|
912 | Add(enemyship, -1); |
---|
913 | enemyship.Hit(stagespeed); |
---|
914 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
915 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_4_top_frontborder); |
---|
916 | } |
---|
917 | void enemy_ship_4_top_frontborder(enemy enemysship, frontborder br) |
---|
918 | { |
---|
919 | if (!enemysship.canShoot) |
---|
920 | { |
---|
921 | enemysship.canShoot = true; |
---|
922 | |
---|
923 | //enemysship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
924 | enemysship.Velocity = new Vector(0, stagespeed.X); |
---|
925 | enemysship.Position = new Vector(cntr.X + enemysship.Y, 405); |
---|
926 | |
---|
927 | Timer chk = new Timer(); |
---|
928 | chk.Interval = 0.01; |
---|
929 | chk.Timeout += delegate |
---|
930 | { |
---|
931 | if (!enemysship.IsDestroyed) |
---|
932 | { |
---|
933 | if (enemysship.Y >= player.Y - 10 && enemysship.Y <= player.Y + 10) |
---|
934 | { |
---|
935 | enemysship.Velocity = stagespeed; |
---|
936 | if ((player.X - enemysship.X) > 0) enemysship.Velocity = -stagespeed; |
---|
937 | chk.Stop(); |
---|
938 | enemysship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
939 | } |
---|
940 | } |
---|
941 | else if (enemysship.IsDestroyed) chk.Stop(); |
---|
942 | }; |
---|
943 | |
---|
944 | chk.Start(); |
---|
945 | }; |
---|
946 | } |
---|
947 | void enemy_ship_4_bottom(Vector pos, double width, double height) |
---|
948 | { |
---|
949 | enemy enemyship = new enemy(43, 33); |
---|
950 | enemyship.Shape = Shape.Circle; |
---|
951 | enemyship.Color = Color.Black; |
---|
952 | enemyship.Position = pos; |
---|
953 | enemyship.IgnoresCollisionResponse = true; |
---|
954 | enemyship.CollisionIgnoreGroup = 3; |
---|
955 | enemyship.health.MaxValue = 10; |
---|
956 | enemyship.Image = enemy_ship_04; |
---|
957 | |
---|
958 | Add(enemyship, -1); |
---|
959 | enemyship.Hit(stagespeed); |
---|
960 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
961 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_4_bottom_frontborder); |
---|
962 | } |
---|
963 | void enemy_ship_4_bottom_frontborder(enemy enemysship, frontborder br) |
---|
964 | { |
---|
965 | if (!enemysship.canShoot) |
---|
966 | { |
---|
967 | enemysship.canShoot = true; |
---|
968 | enemysship.Velocity = new Vector(0, -stagespeed.X); |
---|
969 | enemysship.Position = new Vector(cntr.X + enemysship.Y, -405); |
---|
970 | |
---|
971 | Timer chk = new Timer(); |
---|
972 | chk.Interval = 0.01; |
---|
973 | chk.Timeout += delegate |
---|
974 | { |
---|
975 | if (!enemysship.IsDestroyed) |
---|
976 | { |
---|
977 | if (enemysship.Y >= player.Y - 10 && enemysship.Y <= player.Y + 10) |
---|
978 | { |
---|
979 | enemysship.Velocity = stagespeed; |
---|
980 | if ((player.X - enemysship.X) > 0) enemysship.Velocity = -stagespeed; |
---|
981 | chk.Stop(); |
---|
982 | enemysship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
983 | } |
---|
984 | } |
---|
985 | else if (enemysship.IsDestroyed) chk.Stop(); |
---|
986 | }; |
---|
987 | |
---|
988 | chk.Start(); |
---|
989 | }; |
---|
990 | } |
---|
991 | void enemy_ship_5(Vector pos, double width, double height) |
---|
992 | { |
---|
993 | enemy enemyship = new enemy(62, 49); |
---|
994 | enemyship.Shape = Shape.Circle; |
---|
995 | enemyship.Position = pos; |
---|
996 | enemyship.IgnoresCollisionResponse = true; |
---|
997 | enemyship.CollisionIgnoreGroup = 3; |
---|
998 | enemyship.health.MaxValue = 30; |
---|
999 | enemyship.Image = enemy_ship_05; |
---|
1000 | enemyship.explosion_scale = 60; |
---|
1001 | |
---|
1002 | Add(enemyship, -1); |
---|
1003 | enemyship.Hit(stagespeed); |
---|
1004 | |
---|
1005 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_5_start_shooting); |
---|
1006 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip2); |
---|
1007 | } |
---|
1008 | void enemy_ship_5_start_shooting(enemy enemyship, frontborder border) |
---|
1009 | { |
---|
1010 | if (!enemyship.canShoot) |
---|
1011 | { |
---|
1012 | enemyship.canShoot = true; |
---|
1013 | enemyship.LifetimeLeft = TimeSpan.FromSeconds(8.4); |
---|
1014 | enemyship.Velocity = enemyship.Velocity / 3; |
---|
1015 | |
---|
1016 | UnlimitedAngle angle = UnlimitedAngle.FromDegrees(0); |
---|
1017 | UnlimitedAngle angle2 = UnlimitedAngle.FromDegrees(90); |
---|
1018 | UnlimitedAngle angle3 = UnlimitedAngle.FromDegrees(180); |
---|
1019 | UnlimitedAngle angle4 = UnlimitedAngle.FromDegrees(270); |
---|
1020 | double i = 0; |
---|
1021 | |
---|
1022 | Timer shoot = new Timer(); |
---|
1023 | shoot.Interval = 0.06; |
---|
1024 | shoot.Timeout += delegate |
---|
1025 | { |
---|
1026 | if (!enemyship.IsDestroyed) |
---|
1027 | { |
---|
1028 | i = i + 12; |
---|
1029 | angle = UnlimitedAngle.FromDegrees(i); |
---|
1030 | angle2 = UnlimitedAngle.FromDegrees(i + 90); |
---|
1031 | angle3 = UnlimitedAngle.FromDegrees(i + 180); |
---|
1032 | angle4 = UnlimitedAngle.FromDegrees(i + 270); |
---|
1033 | |
---|
1034 | enemy_shoot_3(enemyship.Position, angle.GetVector() * 400); |
---|
1035 | enemy_shoot_3(enemyship.Position, angle2.GetVector() * 400); |
---|
1036 | enemy_shoot_3(enemyship.Position, angle3.GetVector() * 400); |
---|
1037 | enemy_shoot_3(enemyship.Position, angle4.GetVector() * 400); |
---|
1038 | |
---|
1039 | enemy_shootsfx.Play(); |
---|
1040 | } |
---|
1041 | else shoot.Stop(); |
---|
1042 | }; |
---|
1043 | |
---|
1044 | Timer wait = new Timer(); |
---|
1045 | wait.Interval = 1; |
---|
1046 | wait.Timeout += delegate |
---|
1047 | { |
---|
1048 | if (!enemyship.IsDestroyed) |
---|
1049 | { |
---|
1050 | shoot.Start(); |
---|
1051 | } |
---|
1052 | else shoot.Stop(); |
---|
1053 | }; |
---|
1054 | |
---|
1055 | wait.Start(1); |
---|
1056 | } |
---|
1057 | } |
---|
1058 | |
---|
1059 | void enemy_shoot_1(Vector pos) |
---|
1060 | { |
---|
1061 | bullet enemy_bullet = new bullet(27, 27); |
---|
1062 | enemy_bullet.Shape = Shape.Circle; |
---|
1063 | enemy_bullet.Position = pos; |
---|
1064 | enemy_bullet.IgnoresCollisionResponse = true; |
---|
1065 | enemy_bullet.CollisionIgnoreGroup = 2; |
---|
1066 | enemy_bullet.damage = 5; |
---|
1067 | enemy_bullet.MaximumLifetime = TimeSpan.FromSeconds(5); |
---|
1068 | enemy_bullet.Image = bullet_enemy_05; |
---|
1069 | |
---|
1070 | enemy_bullet.Hit((player.Position - enemy_bullet.Position).Normalize() * 300); |
---|
1071 | Add(enemy_bullet, 0); |
---|
1072 | AddCollisionHandler<bullet, player>(enemy_bullet, damagePlayerBullet); |
---|
1073 | } |
---|
1074 | |
---|
1075 | void enemy_shoot_2(Vector pos, Vector dir) |
---|
1076 | { |
---|
1077 | bullet enemy_bullet = new bullet(27, 27); |
---|
1078 | enemy_bullet.Shape = Shape.Circle; |
---|
1079 | enemy_bullet.Position = pos; |
---|
1080 | enemy_bullet.IgnoresCollisionResponse = true; |
---|
1081 | enemy_bullet.CollisionIgnoreGroup = 2; |
---|
1082 | enemy_bullet.damage = 5; |
---|
1083 | enemy_bullet.MaximumLifetime = TimeSpan.FromSeconds(5); |
---|
1084 | enemy_bullet.Image = bullet_enemy_02; |
---|
1085 | |
---|
1086 | Add(enemy_bullet, 0); |
---|
1087 | enemy_bullet.Hit(dir/9); |
---|
1088 | AddCollisionHandler<bullet, player>(enemy_bullet, damagePlayerBullet); |
---|
1089 | |
---|
1090 | Timer wait = new Timer(); |
---|
1091 | wait.Interval = 0.8; |
---|
1092 | wait.Timeout += delegate |
---|
1093 | { |
---|
1094 | enemy_bullet.Velocity = dir; |
---|
1095 | }; |
---|
1096 | wait.Start(1); |
---|
1097 | } |
---|
1098 | |
---|
1099 | void enemy_shoot_3(Vector pos, Vector dir) |
---|
1100 | { |
---|
1101 | bullet enemy_bullet = new bullet(27, 27); |
---|
1102 | enemy_bullet.Shape = Shape.Circle; |
---|
1103 | enemy_bullet.Position = pos; |
---|
1104 | enemy_bullet.IgnoresCollisionResponse = true; |
---|
1105 | enemy_bullet.CollisionIgnoreGroup = 2; |
---|
1106 | enemy_bullet.damage = 5; |
---|
1107 | enemy_bullet.MaximumLifetime = TimeSpan.FromSeconds(4); |
---|
1108 | enemy_bullet.Image = bullet_enemy_01; |
---|
1109 | |
---|
1110 | Add(enemy_bullet, 0); |
---|
1111 | enemy_bullet.Hit(dir); |
---|
1112 | AddCollisionHandler<bullet, player>(enemy_bullet, damagePlayerBullet); |
---|
1113 | |
---|
1114 | } |
---|
1115 | |
---|
1116 | //Bosses |
---|
1117 | void boss_ship_1(Vector pos, double width, double height) |
---|
1118 | { |
---|
1119 | boss boss_ship = new boss(196, 124); |
---|
1120 | boss_ship.Shape = Shape.Circle; |
---|
1121 | boss_ship.Position = pos; |
---|
1122 | boss_ship.IgnoresCollisionResponse = true; |
---|
1123 | boss_ship.CollisionIgnoreGroup = 3; |
---|
1124 | boss_ship.Image = boss_ship_01; |
---|
1125 | |
---|
1126 | Add(boss_ship, -1); |
---|
1127 | boss_ship.Hit(stagespeed); |
---|
1128 | AddCollisionHandler<boss, frontborder>(boss_ship, boss_01_start); |
---|
1129 | AddCollisionHandler<boss, bullet>(boss_ship, damageBoss); |
---|
1130 | AddCollisionHandler<boss, player>(boss_ship, damagePlayerBossShip); |
---|
1131 | } |
---|
1132 | void boss_01_start(boss boss, frontborder border) |
---|
1133 | { |
---|
1134 | if (!boss.canShoot) |
---|
1135 | { |
---|
1136 | boss.canShoot = true; |
---|
1137 | boss.Velocity = boss.Velocity / 8; |
---|
1138 | |
---|
1139 | Timer wait = new Timer(); |
---|
1140 | wait.Interval = 5; |
---|
1141 | wait.Timeout += delegate |
---|
1142 | { |
---|
1143 | MediaPlayer.Play("Andross"); |
---|
1144 | MediaPlayer.Volume = 1; |
---|
1145 | boss.Velocity = new Vector(0, 0); |
---|
1146 | boss.health.Value = boss.health.MaxValue; |
---|
1147 | boss_01_start_shooting(boss); |
---|
1148 | }; |
---|
1149 | wait.Start(1); |
---|
1150 | |
---|
1151 | Timer fade_volume = new Timer(); |
---|
1152 | fade_volume.Interval = 0.2; |
---|
1153 | fade_volume.Timeout += delegate |
---|
1154 | { |
---|
1155 | MediaPlayer.Volume = MediaPlayer.Volume - 0.1; |
---|
1156 | if (MediaPlayer.Volume == 0) |
---|
1157 | { |
---|
1158 | fade_volume.Stop(); |
---|
1159 | } |
---|
1160 | }; |
---|
1161 | fade_volume.Start(); |
---|
1162 | |
---|
1163 | } |
---|
1164 | } |
---|
1165 | void boss_01_start_shooting(boss boss) |
---|
1166 | { |
---|
1167 | int i = 0; |
---|
1168 | |
---|
1169 | double angle5 = 0; |
---|
1170 | double c = 1; |
---|
1171 | UnlimitedAngle angle05; |
---|
1172 | |
---|
1173 | Timer shoot2 = new Timer(); |
---|
1174 | shoot2.Interval = 0.01; |
---|
1175 | shoot2.Timeout += delegate |
---|
1176 | { |
---|
1177 | if (!boss.IsDestroyed) |
---|
1178 | { |
---|
1179 | angle5 = angle5 + c; |
---|
1180 | c = c + 0.1; |
---|
1181 | angle05 = UnlimitedAngle.FromDegrees(angle5); |
---|
1182 | boss_shoot_2(boss.Position, |
---|
1183 | |
---|
1184 | angle05.GetVector() * 500 |
---|
1185 | ); |
---|
1186 | } |
---|
1187 | else |
---|
1188 | { |
---|
1189 | shoot2.Stop(); |
---|
1190 | } |
---|
1191 | }; |
---|
1192 | Timer wait = new Timer(); |
---|
1193 | |
---|
1194 | Timer enemy_shoot1 = new Timer(); |
---|
1195 | enemy_shoot1.Interval = 0.02; |
---|
1196 | enemy_shoot1.Timeout += delegate |
---|
1197 | { |
---|
1198 | i++; |
---|
1199 | if (i == 100) |
---|
1200 | { |
---|
1201 | enemy_shoot1.Stop(); |
---|
1202 | shoot2.Start(); |
---|
1203 | wait.Start(1); |
---|
1204 | }; |
---|
1205 | if (boss.IsDestroyed) |
---|
1206 | { |
---|
1207 | enemy_shoot1.Stop(); |
---|
1208 | } |
---|
1209 | boss_shoot_1(boss.Position + new Vector(RandomGen.NextDouble(-50, 50), RandomGen.NextDouble(-50, 50))); |
---|
1210 | }; |
---|
1211 | |
---|
1212 | UnlimitedAngle angle = UnlimitedAngle.FromDegrees(0); |
---|
1213 | UnlimitedAngle angle2 = UnlimitedAngle.FromDegrees(90); |
---|
1214 | UnlimitedAngle angle3 = UnlimitedAngle.FromDegrees(180); |
---|
1215 | UnlimitedAngle angle4 = UnlimitedAngle.FromDegrees(270); |
---|
1216 | double b = 0; |
---|
1217 | |
---|
1218 | Timer shoot = new Timer(); |
---|
1219 | shoot.Interval = 0.08; |
---|
1220 | shoot.Timeout += delegate |
---|
1221 | { |
---|
1222 | if (!boss.IsDestroyed) |
---|
1223 | { |
---|
1224 | b = b + 12; |
---|
1225 | angle = UnlimitedAngle.FromDegrees(b); |
---|
1226 | angle2 = UnlimitedAngle.FromDegrees(b + 90); |
---|
1227 | angle3 = UnlimitedAngle.FromDegrees(b + 180); |
---|
1228 | angle4 = UnlimitedAngle.FromDegrees(b + 270); |
---|
1229 | |
---|
1230 | boss_shoot_3(boss.Position, angle.GetVector() * 400); |
---|
1231 | boss_shoot_3(boss.Position, angle2.GetVector() * 400); |
---|
1232 | boss_shoot_3(boss.Position, angle3.GetVector() * 400); |
---|
1233 | boss_shoot_3(boss.Position, angle4.GetVector() * 400); |
---|
1234 | |
---|
1235 | enemy_shootsfx.Play(); |
---|
1236 | } |
---|
1237 | else shoot.Stop(); |
---|
1238 | }; |
---|
1239 | |
---|
1240 | wait.Interval = 0.5; |
---|
1241 | wait.Timeout += delegate |
---|
1242 | { |
---|
1243 | if (boss.IsDestroyed) wait.Stop(); |
---|
1244 | i = 0; |
---|
1245 | enemy_shoot1.Start(100); |
---|
1246 | shoot2.Stop(); |
---|
1247 | }; |
---|
1248 | |
---|
1249 | enemy_shoot1.Start(); |
---|
1250 | shoot.Start(); |
---|
1251 | } |
---|
1252 | |
---|
1253 | void boss_shoot_1(Vector pos) |
---|
1254 | { |
---|
1255 | bullet enemy_bullet = new bullet(27, 27); |
---|
1256 | enemy_bullet.Shape = Shape.Circle; |
---|
1257 | enemy_bullet.Position = pos; |
---|
1258 | enemy_bullet.IgnoresCollisionResponse = true; |
---|
1259 | enemy_bullet.CollisionIgnoreGroup = 2; |
---|
1260 | enemy_bullet.damage = 5; |
---|
1261 | enemy_bullet.MaximumLifetime = TimeSpan.FromSeconds(5); |
---|
1262 | enemy_bullet.Image = bullet_enemy_06; |
---|
1263 | |
---|
1264 | enemy_bullet.Hit((player.Position - enemy_bullet.Position).Normalize() * 300); |
---|
1265 | Add(enemy_bullet, 0); |
---|
1266 | AddCollisionHandler<bullet, player>(enemy_bullet, damagePlayerBullet); |
---|
1267 | } |
---|
1268 | |
---|
1269 | |
---|
1270 | void boss_shoot_2(Vector pos, Vector dir) |
---|
1271 | { |
---|
1272 | bullet enemy_bullet = new bullet(27, 27); |
---|
1273 | enemy_bullet.Shape = Shape.Circle; |
---|
1274 | enemy_bullet.Position = pos; |
---|
1275 | enemy_bullet.IgnoresCollisionResponse = true; |
---|
1276 | enemy_bullet.CollisionIgnoreGroup = 2; |
---|
1277 | enemy_bullet.damage = 5; |
---|
1278 | enemy_bullet.MaximumLifetime = TimeSpan.FromSeconds(5); |
---|
1279 | enemy_bullet.Image = bullet_enemy_06; |
---|
1280 | |
---|
1281 | Add(enemy_bullet, 0); |
---|
1282 | enemy_bullet.Hit(dir / 9); |
---|
1283 | AddCollisionHandler<bullet, player>(enemy_bullet, damagePlayerBullet); |
---|
1284 | |
---|
1285 | Timer wait = new Timer(); |
---|
1286 | wait.Interval = 0.8; |
---|
1287 | wait.Timeout += delegate |
---|
1288 | { |
---|
1289 | enemy_bullet.Velocity = dir; |
---|
1290 | }; |
---|
1291 | wait.Start(1); |
---|
1292 | } |
---|
1293 | |
---|
1294 | void boss_shoot_3(Vector pos, Vector dir) |
---|
1295 | { |
---|
1296 | bullet enemy_bullet = new bullet(27, 27); |
---|
1297 | enemy_bullet.Shape = Shape.Circle; |
---|
1298 | enemy_bullet.Position = pos; |
---|
1299 | enemy_bullet.IgnoresCollisionResponse = true; |
---|
1300 | enemy_bullet.CollisionIgnoreGroup = 2; |
---|
1301 | enemy_bullet.damage = 5; |
---|
1302 | enemy_bullet.MaximumLifetime = TimeSpan.FromSeconds(4); |
---|
1303 | enemy_bullet.Image = bullet_enemy_06; |
---|
1304 | |
---|
1305 | Add(enemy_bullet, 0); |
---|
1306 | enemy_bullet.Hit(dir); |
---|
1307 | AddCollisionHandler<bullet, player>(enemy_bullet, damagePlayerBullet); |
---|
1308 | |
---|
1309 | } |
---|
1310 | |
---|
1311 | |
---|
1312 | //Power-ups |
---|
1313 | void powerup(Vector pos) |
---|
1314 | { |
---|
1315 | int a = RandomGen.NextInt(1, 11); |
---|
1316 | if (a == 1) |
---|
1317 | { |
---|
1318 | createPowerup(pos); |
---|
1319 | }; |
---|
1320 | } |
---|
1321 | void createPowerup(Vector pos) |
---|
1322 | { |
---|
1323 | int type = RandomGen.NextInt(1, 12); |
---|
1324 | |
---|
1325 | PhysicsObject powerup = new PhysicsObject(13, 13); |
---|
1326 | powerup.Position = pos; |
---|
1327 | powerup.Tag = "powerup"; |
---|
1328 | powerup.IgnoresCollisionResponse = true; |
---|
1329 | powerup.CollisionIgnoreGroup = 4; |
---|
1330 | powerup.MaximumLifetime = TimeSpan.FromSeconds(5); |
---|
1331 | |
---|
1332 | FollowerBrain powerup_follow = new FollowerBrain(player); |
---|
1333 | powerup_follow.DistanceFar = 300; |
---|
1334 | powerup_follow.Speed = 500; |
---|
1335 | powerup_follow.Active = true; |
---|
1336 | |
---|
1337 | powerup.Brain = powerup_follow; |
---|
1338 | |
---|
1339 | if (type <= 6) |
---|
1340 | { |
---|
1341 | powerup.Image = powerup_damage; |
---|
1342 | AddCollisionHandler(powerup, "playership", powerupdamage); |
---|
1343 | } |
---|
1344 | else if (type >= 7) |
---|
1345 | { |
---|
1346 | powerup.Image = powerup_spread; |
---|
1347 | AddCollisionHandler(powerup, "playership", powerupspread); |
---|
1348 | } |
---|
1349 | |
---|
1350 | Add(powerup, -2); |
---|
1351 | } |
---|
1352 | void powerupdamage(PhysicsObject powerup, PhysicsObject p) |
---|
1353 | { |
---|
1354 | wpn_damageRatio.Value++; |
---|
1355 | powerup.Destroy(); |
---|
1356 | powerupsfx.Play(); |
---|
1357 | } |
---|
1358 | void powerupspread(PhysicsObject powerup, PhysicsObject p) |
---|
1359 | { |
---|
1360 | wpn_spread.Value++; |
---|
1361 | powerup.Destroy(); |
---|
1362 | powerupsfx.Play(); |
---|
1363 | } |
---|
1364 | |
---|
1365 | //Misc |
---|
1366 | void destroy(PhysicsObject p, PhysicsObject target) |
---|
1367 | { |
---|
1368 | p.Destroy(); |
---|
1369 | } |
---|
1370 | void damagePlayerEnemyShip(enemy b, player p) |
---|
1371 | { |
---|
1372 | p.health.Value = p.health.Value - 5; |
---|
1373 | if (p.health <= 0) |
---|
1374 | { |
---|
1375 | explosionsfx.Play(); |
---|
1376 | explosion_animation2(playership); |
---|
1377 | playership.Destroy(); |
---|
1378 | } |
---|
1379 | b.Destroy(); |
---|
1380 | hurtsfx.Play(); |
---|
1381 | explosionsfx.Play(); |
---|
1382 | explosion_animation(b); |
---|
1383 | } |
---|
1384 | void damagePlayerEnemyShip2(enemy b, player p) |
---|
1385 | { |
---|
1386 | p.health.Value = p.health.Value - 5; |
---|
1387 | if (p.health <= 0) |
---|
1388 | { |
---|
1389 | explosionsfx.Play(); |
---|
1390 | explosion_animation2(playership); |
---|
1391 | playership.Destroy(); |
---|
1392 | } |
---|
1393 | hurtsfx.Play(); |
---|
1394 | } |
---|
1395 | void damagePlayerBossShip(boss b, player p) |
---|
1396 | { |
---|
1397 | p.health.Value = 0; |
---|
1398 | explosionsfx.Play(); |
---|
1399 | explosion_animation2(playership); |
---|
1400 | playership.Destroy(); |
---|
1401 | hurtsfx.Play(); |
---|
1402 | } |
---|
1403 | void damagePlayerBullet(bullet b, player p) |
---|
1404 | { |
---|
1405 | p.health.Value = p.health.Value - b.damage; |
---|
1406 | if (p.health <= 0) |
---|
1407 | { |
---|
1408 | explosion_animation2(playership); |
---|
1409 | playership.Destroy(); |
---|
1410 | explosionsfx.Play(); |
---|
1411 | } |
---|
1412 | b.Destroy(); |
---|
1413 | hurtsfx.Play(); |
---|
1414 | } |
---|
1415 | void damageEnemy(bullet b, enemy e) |
---|
1416 | { |
---|
1417 | e.health.Value = e.health.Value - b.damage; |
---|
1418 | if (e.health.Value <= 0) |
---|
1419 | { |
---|
1420 | powerup(e.Position); |
---|
1421 | explosionsfx.Play(); |
---|
1422 | explosion_animation(e); |
---|
1423 | }; |
---|
1424 | hitsfx.Play(); |
---|
1425 | b.Destroy(); |
---|
1426 | |
---|
1427 | } |
---|
1428 | void damageBoss(boss b, bullet bullet) |
---|
1429 | { |
---|
1430 | if (bullet.Tag == "player_bullet") |
---|
1431 | { |
---|
1432 | bullet.Destroy(); |
---|
1433 | b.health.Value = b.health.Value - bullet.damage; |
---|
1434 | if (b.health.Value <= 0) |
---|
1435 | { |
---|
1436 | explosion_animation_boss(b); |
---|
1437 | |
---|
1438 | Timer fade = new Timer(); |
---|
1439 | fade.Interval = 0.03; |
---|
1440 | fade.Timeout += delegate |
---|
1441 | { |
---|
1442 | MediaPlayer.Volume = MediaPlayer.Volume - 0.1; |
---|
1443 | if (MediaPlayer.Volume == 0) |
---|
1444 | { |
---|
1445 | fade.Stop(); |
---|
1446 | } |
---|
1447 | }; |
---|
1448 | fade.Start(); |
---|
1449 | |
---|
1450 | GameObject stage_clear = new GameObject(290,39); |
---|
1451 | stage_clear.Image = stage_1_clear; |
---|
1452 | stage_clear.Position = cntr; |
---|
1453 | |
---|
1454 | Timer stageclr = new Timer(); |
---|
1455 | stageclr.Interval = 0.8; |
---|
1456 | stageclr.Timeout += delegate |
---|
1457 | { |
---|
1458 | if (stage_clear.IsVisible) stage_clear.IsVisible = false; |
---|
1459 | else stage_clear.IsVisible = true; |
---|
1460 | }; |
---|
1461 | |
---|
1462 | Timer wait = new Timer(); |
---|
1463 | wait.Interval = 1; |
---|
1464 | wait.Timeout += delegate |
---|
1465 | { |
---|
1466 | Add(stage_clear,3); |
---|
1467 | stageclr.Start(); |
---|
1468 | SoundEffect.MasterVolume = 0.2; |
---|
1469 | MediaPlayer.Stop(); |
---|
1470 | MediaPlayer.Volume = 1; |
---|
1471 | MediaPlayer.IsRepeating = false; |
---|
1472 | MediaPlayer.Play("Stage Clear"); |
---|
1473 | }; |
---|
1474 | |
---|
1475 | wait.Start(1); |
---|
1476 | |
---|
1477 | } |
---|
1478 | hitsfx.Play(); |
---|
1479 | } |
---|
1480 | } |
---|
1481 | void explosion_animation(enemy enemyship) |
---|
1482 | { |
---|
1483 | GameObject explosion = new GameObject(enemyship.explosion_scale, enemyship.explosion_scale); |
---|
1484 | explosion.Position = enemyship.Position; |
---|
1485 | explosion.Animation = explosion_anim; |
---|
1486 | explosion.MaximumLifetime = TimeSpan.FromSeconds(0.2); |
---|
1487 | Add(explosion,-1); |
---|
1488 | explosion.Animation.Start(1); |
---|
1489 | } |
---|
1490 | void explosion_animation_boss(boss enemyship) |
---|
1491 | { |
---|
1492 | GameObject explosion = new GameObject(enemyship.explosion_scale, enemyship.explosion_scale); |
---|
1493 | explosion.Position = enemyship.Position; |
---|
1494 | explosion.Animation = explosion_anim; |
---|
1495 | explosion.MaximumLifetime = TimeSpan.FromSeconds(0.2); |
---|
1496 | Add(explosion, -1); |
---|
1497 | explosion.Animation.Start(1); |
---|
1498 | } |
---|
1499 | |
---|
1500 | void explosion_animation2(PhysicsObject plr) |
---|
1501 | { |
---|
1502 | GameObject explosion = new GameObject(80,80); |
---|
1503 | explosion.Position = plr.Position; |
---|
1504 | explosion.Animation = explosion_anim; |
---|
1505 | explosion.MaximumLifetime = TimeSpan.FromSeconds(0.2); |
---|
1506 | Add(explosion, -1); |
---|
1507 | explosion.Animation.Start(1); |
---|
1508 | |
---|
1509 | Timer wait = new Timer(); |
---|
1510 | wait.Interval = 1; |
---|
1511 | wait.Timeout += delegate |
---|
1512 | { |
---|
1513 | SoundEffect.MasterVolume = 0.2; |
---|
1514 | MediaPlayer.Volume = 0.2; |
---|
1515 | MultiSelectWindow gameover = new MultiSelectWindow("Game Over", "Quit"); |
---|
1516 | gameover.ItemSelected += select_gameover; |
---|
1517 | Add(gameover); |
---|
1518 | }; |
---|
1519 | wait.Start(1); |
---|
1520 | |
---|
1521 | } |
---|
1522 | void select_gameover(int selection) |
---|
1523 | { |
---|
1524 | switch (selection) |
---|
1525 | { |
---|
1526 | case 0: |
---|
1527 | ConfirmExit(); |
---|
1528 | break; |
---|
1529 | } |
---|
1530 | } |
---|
1531 | } |
---|