1 | using System; |
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2 | using System.Collections.Generic; |
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3 | using Jypeli; |
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4 | using Jypeli.Assets; |
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5 | using Jypeli.Controls; |
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6 | using Jypeli.Effects; |
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7 | using Jypeli.Widgets; |
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8 | |
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9 | class player : PhysicsObject |
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10 | { |
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11 | public IntMeter health = new IntMeter(100, 0, 100); |
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12 | |
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13 | public player(double width, double height) |
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14 | : base(width, height) |
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15 | { |
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16 | health.LowerLimit += delegate |
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17 | { |
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18 | this.Destroy(); |
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19 | }; |
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20 | IgnoresGravity = true; |
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21 | } |
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22 | } |
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23 | |
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24 | class droid : PhysicsObject |
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25 | { |
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26 | public droid(double width, double height) |
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27 | : base(width, height) |
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28 | { |
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29 | IgnoresGravity = true; |
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30 | } |
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31 | } |
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32 | |
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33 | class enemy : PhysicsObject |
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34 | { |
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35 | public IntMeter health = new IntMeter(100, 0, 100); |
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36 | public IntMeter ScoreValue = new IntMeter(100, 0, int.MaxValue); |
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37 | public bool canShoot = false; |
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38 | public double explosion_scale = 50; |
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39 | |
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40 | public enemy(double width, double height) |
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41 | : base(width, height) |
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42 | { |
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43 | health.LowerLimit += delegate { this.Destroy(); }; |
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44 | IgnoresGravity = true; |
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45 | } |
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46 | } |
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47 | class boss : PhysicsObject |
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48 | { |
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49 | public IntMeter health = new IntMeter(10000, 0, 10000); |
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50 | public IntMeter ScoreValue = new IntMeter(100, 0, int.MaxValue); |
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51 | public bool canShoot = false; |
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52 | public double explosion_scale = 100; |
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53 | |
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54 | public boss(double width, double height) |
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55 | : base(width, height) |
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56 | { |
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57 | health.LowerLimit += delegate { this.Destroy(); }; |
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58 | IgnoresGravity = true; |
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59 | } |
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60 | } |
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61 | |
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62 | class bullet : PhysicsObject |
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63 | { |
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64 | public int damage; |
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65 | |
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66 | public bullet(double width, double height) |
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67 | : base(width, height) { } |
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68 | } |
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69 | class frontborder : PhysicsObject |
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70 | { |
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71 | |
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72 | public frontborder(double width, double height) |
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73 | : base(width, height) { IgnoresGravity = true; } |
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74 | } |
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75 | class backborder : PhysicsObject |
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76 | { |
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77 | |
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78 | public backborder(double width, double height) |
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79 | : base(width, height) { IgnoresGravity = true; } |
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80 | } |
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81 | class bulletdes : PhysicsObject |
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82 | { |
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83 | public bulletdes(double width, double height) |
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84 | : base(width, height) { IgnoresGravity = true; } |
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85 | } |
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86 | |
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87 | public class Gradiant : PhysicsGame |
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88 | { |
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89 | player player = new player(7, 8); |
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90 | PhysicsObject playership = new PhysicsObject(47, 46); |
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91 | double player_speed = 425; |
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92 | Vector stagespeed = new Vector(-500,0); |
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93 | Vector cntr = new Vector(0, 0); |
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94 | |
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95 | //Player |
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96 | Image player_ship_01 = LoadImage("player_ship_01"); |
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97 | Image player_ship_02 = LoadImage("player_ship_02"); |
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98 | Image hitbox = LoadImage("hitbox"); |
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99 | Image droid_image = LoadImage("droid"); |
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100 | //Bullets |
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101 | Image bullet_green_laser01 = LoadImage("bullet_green_laser01"); |
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102 | Image bullet_player01 = LoadImage("bullet_player"); |
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103 | Image bullet_player02 = LoadImage("bullet_player02"); |
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104 | Image bullet_player03 = LoadImage("bullet_player03"); |
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105 | Image bullet_player04 = LoadImage("bullet_player04"); |
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106 | Image bullet_player05 = LoadImage("bullet_player05"); |
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107 | Image bullet_droid = LoadImage("bullet_droid"); |
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108 | Image bullet_enemy_01 = LoadImage("bullet_enemy_01"); |
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109 | Image bullet_enemy_02 = LoadImage("bullet_enemy_02"); |
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110 | Image bullet_enemy_03 = LoadImage("bullet_enemy_03"); |
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111 | Image bullet_enemy_04 = LoadImage("bullet_enemy_04"); |
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112 | Image bullet_enemy_05 = LoadImage("bullet_enemy_05"); |
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113 | Image bullet_enemy_06 = LoadImage("bullet_enemy_06"); |
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114 | //Enemies |
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115 | Image enemy_ship_01 = LoadImage("enemy_ship_01"); |
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116 | Image enemy_ship_01_red = LoadImage("enemy_ship_01_red"); |
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117 | Image enemy_ship_01_blue = LoadImage("enemy_ship_01_blue"); |
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118 | Image enemy_ship_01_blue_inverted = LoadImage("enemy_ship_01_blue_inverted"); |
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119 | Image enemy_ship_02 = LoadImage("enemy_ship_02"); |
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120 | Image enemy_ship_03 = LoadImage("enemy_ship_03"); |
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121 | Image enemy_ship_04 = LoadImage("enemy_ship_04"); |
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122 | Image enemy_ship_05 = LoadImage("enemy_ship_05"); |
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123 | //Bosses |
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124 | Image boss_ship_01 = LoadImage("boss_ship_01"); |
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125 | //Powerups |
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126 | Image powerup_damage = LoadImage("powerup_damage"); |
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127 | Image powerup_spread = LoadImage("powerup_spread"); |
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128 | //Borders |
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129 | Image border_top = LoadImage("border_bottom"); |
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130 | Image border_bottom = LoadImage("border_top"); |
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131 | //Backgrounds |
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132 | Image space_bg = LoadImage("space_bg"); |
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133 | Image earth = LoadImage("earth"); |
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134 | //Explosion |
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135 | private Animation explosion_anim; |
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136 | private Animation droid_anim; |
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137 | private Animation droid2_anim; |
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138 | //GUI |
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139 | Image title = LoadImage("title_screen"); |
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140 | Image title_02 = LoadImage("title_screen_02"); |
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141 | Image press_start_img = LoadImage("Press_Start"); |
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142 | Image controls = LoadImage("controls"); |
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143 | Image stage_1_clear = LoadImage("stage_1_clear"); |
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144 | Image stage_1_start = LoadImage("stage_1_start"); |
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145 | Image stage_2_clear = LoadImage("stage_2_clear"); |
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146 | Image stage_2_start = LoadImage("stage_2_start"); |
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147 | Image damage_up = LoadImage("damage_up"); |
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148 | Image spread_up = LoadImage("spread_up"); |
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149 | Image cursor_gui = LoadImage("cursor"); |
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150 | |
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151 | Image aj = LoadImage("aj-weed"); |
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152 | |
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153 | //SFX |
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154 | SoundEffect hurtsfx = LoadSoundEffect("hurt"); |
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155 | SoundEffect hitsfx = LoadSoundEffect("hit"); |
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156 | SoundEffect shootsfx = LoadSoundEffect("shoot"); |
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157 | SoundEffect powerupsfx = LoadSoundEffect("powerup"); |
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158 | SoundEffect explosionsfx = LoadSoundEffect("explosion"); |
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159 | SoundEffect enemy_shootsfx = LoadSoundEffect("enemy_shoot"); |
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160 | |
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161 | //Weapon |
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162 | double wpn_shootRate = 0.1; |
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163 | IntMeter wpn_damageRatio = new IntMeter(1, 1, 10); |
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164 | DoubleMeter wpn_spread = new DoubleMeter(1,1,10); |
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165 | |
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166 | double drd_shootRate = 0.1; |
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167 | double drd_type = 1; |
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168 | IntMeter drd_damageRatio = new IntMeter(1, 1, 20); |
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169 | //drd types |
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170 | //1: spreadshot |
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171 | //2: missile |
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172 | //3: laser |
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173 | |
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174 | //Collision ignore groups |
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175 | //2: player bullets/enemy bullets |
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176 | //3: enemies |
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177 | //4: powerups |
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178 | |
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179 | Timer wpn_timer = new Timer(); |
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180 | |
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181 | GameObject control_gui; |
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182 | GameObject press_start; |
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183 | GameObject cursor; |
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184 | bool s001 = false; |
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185 | |
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186 | public override void Begin() |
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187 | { |
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188 | |
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189 | //Load SFX |
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190 | hurtsfx.Play(); |
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191 | |
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192 | //Load Anim |
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193 | explosion_anim = LoadAnimation("explosionanim"); |
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194 | droid_anim = LoadAnimation("droidanim"); |
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195 | droid2_anim = LoadAnimation("droid2anim"); |
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196 | |
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197 | MediaPlayer.Play("Starmap"); |
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198 | MediaPlayer.IsRepeating = true; |
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199 | |
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200 | SetWindowSize(1280, 800, false); |
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201 | |
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202 | Level.Size = new Vector(Screen.Width,Screen.Height); |
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203 | SmoothTextures = false; |
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204 | |
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205 | GameObject titlescreen = new GameObject(1280, 801); |
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206 | titlescreen.Position = Screen.Center; |
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207 | titlescreen.Image = title_02; |
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208 | Add(titlescreen,-3); |
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209 | |
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210 | press_start = new GameObject(215, 59); |
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211 | press_start.Position = Screen.Center + new Vector(0, 90); |
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212 | press_start.Image = press_start_img; |
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213 | Add(press_start); |
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214 | |
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215 | control_gui = new GameObject(345, 247); |
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216 | control_gui.Position = Screen.Center + new Vector(66, -112); |
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217 | control_gui.Image = controls; |
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218 | Add(control_gui); |
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219 | |
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220 | Timer start = new Timer(); |
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221 | start.Interval = 0.06; |
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222 | start.Timeout += delegate |
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223 | { |
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224 | if (press_start.IsVisible) press_start.IsVisible = false; |
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225 | else press_start.IsVisible = true; |
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226 | }; |
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227 | start.Start(); |
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228 | |
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229 | Keyboard.Listen(Key.Escape, ButtonState.Pressed, ConfirmExit, null); |
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230 | ControllerOne.Listen(Button.Back, ButtonState.Pressed, ConfirmExit, null); |
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231 | ControllerOne.Listen(Button.Start, ButtonState.Pressed, Start, null); |
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232 | |
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233 | |
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234 | } |
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235 | void Select_ship() |
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236 | { |
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237 | ClearControls(); |
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238 | Keyboard.Listen(Key.Escape, ButtonState.Pressed, ConfirmExit, null); |
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239 | ControllerOne.Listen(Button.Back, ButtonState.Pressed, ConfirmExit, null); |
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240 | |
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241 | control_gui.Destroy(); |
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242 | press_start.Destroy(); |
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243 | |
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244 | cursor = new GameObject(21, 19); |
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245 | cursor.Image = cursor_gui; |
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246 | cursor.Position = Screen.Center; |
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247 | |
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248 | Add(cursor); |
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249 | |
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250 | Timer cursor_blink = new Timer(); |
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251 | cursor_blink.Interval = 0.33; |
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252 | cursor_blink.Timeout += delegate |
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253 | { |
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254 | if (cursor.IsVisible) cursor.IsVisible = false; |
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255 | else if (!cursor.IsVisible) cursor.IsVisible = true; |
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256 | if (cursor.IsDestroyed) cursor_blink.Stop(); |
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257 | }; |
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258 | //cursor_blink.Start(); |
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259 | } |
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260 | |
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261 | void Start() |
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262 | { |
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263 | ClearAll(); |
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264 | MediaPlayer.Stop(); |
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265 | |
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266 | CreateLevel("level_01"); |
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267 | |
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268 | GameObject stage_01_start = new GameObject(405, 39); |
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269 | stage_01_start.Position = cntr; |
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270 | stage_01_start.Image = stage_1_start; |
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271 | Add(stage_01_start); |
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272 | |
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273 | double i = 0; |
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274 | Timer start = new Timer(); |
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275 | start.Interval = 0.1; |
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276 | start.Timeout += delegate |
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277 | { |
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278 | i++; |
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279 | if (i >= 15) stage_01_start.Destroy(); |
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280 | if (stage_01_start.IsVisible) stage_01_start.IsVisible = false; |
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281 | else stage_01_start.IsVisible = true; |
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282 | }; |
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283 | start.Start(15); |
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284 | Pause(); |
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285 | ControllerOne.Listen(Button.Start, ButtonState.Pressed, start_01, null); |
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286 | |
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287 | |
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288 | setwpn_timer(); |
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289 | } |
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290 | void start_01() |
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291 | { |
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292 | if (!s001) |
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293 | { |
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294 | s001 = true; |
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295 | Pause(); |
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296 | MediaPlayer.Play("Venom"); |
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297 | } |
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298 | } |
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299 | |
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300 | //Stage creation |
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301 | void CreateLevel(string level) |
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302 | { |
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303 | Gravity = new Vector(1000, 0); |
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304 | |
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305 | TileMap lvl = TileMap.FromLevelAsset(level); |
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306 | lvl.SetTileMethod('x', border); |
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307 | lvl.SetTileMethod('y', bordertop); |
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308 | lvl.SetTileMethod('z', borderbottom); |
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309 | lvl.SetTileMethod('%', frontBorder); |
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310 | lvl.SetTileMethod('&', backBorder); |
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311 | lvl.SetTileMethod('#', bulletdes); |
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312 | lvl.SetTileMethod('P', AddPlayer); |
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313 | lvl.SetTileMethod('1', enemy_ship_1); |
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314 | lvl.SetTileMethod('R', enemy_ship_1_red); |
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315 | lvl.SetTileMethod('B', enemy_ship_1_bottom); |
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316 | lvl.SetTileMethod('T', enemy_ship_1_top); |
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317 | lvl.SetTileMethod('2', enemy_ship_2); |
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318 | lvl.SetTileMethod('3', enemy_ship_3); |
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319 | lvl.SetTileMethod('4', enemy_ship_4_top); |
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320 | lvl.SetTileMethod('$', enemy_ship_4_bottom); |
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321 | lvl.SetTileMethod('5', enemy_ship_5); |
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322 | lvl.SetTileMethod('G', boss_ship_1); |
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323 | lvl.Execute(35, 35); |
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324 | |
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325 | Level.Background.Color = Color.LightGray; |
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326 | GameObject bg = new GameObject(1280, 800); |
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327 | bg.Position = cntr; |
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328 | bg.Image = earth; |
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329 | bg.MoveTo(cntr - new Vector(1280, 0), 900); |
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330 | |
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331 | GameObject bg2 = new GameObject(1280, 800); |
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332 | bg2.Position = cntr+new Vector(1280,0); |
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333 | bg2.Image = earth; |
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334 | bg2.MoveTo(cntr, 900); |
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335 | |
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336 | Timer scroll = new Timer(); |
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337 | scroll.Interval = 0.001; |
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338 | scroll.Timeout += delegate |
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339 | { |
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340 | if (bg.Position.X <= cntr.X - 1279) |
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341 | { |
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342 | bg.Position = cntr; |
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343 | bg.MoveTo(cntr - new Vector(1280, 0), 900); |
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344 | }; |
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345 | if (bg2.Position.X <= cntr.X + 1) |
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346 | { |
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347 | bg2.Position = cntr+new Vector(1280,0); |
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348 | bg2.MoveTo(cntr, 900); |
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349 | }; |
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350 | }; |
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351 | scroll.Start(); |
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352 | Add(bg, -3); |
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353 | Add(bg2, -3); |
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354 | |
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355 | AddControls(); |
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356 | AddHealthbar(); |
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357 | |
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358 | Camera.Position = player.Position; |
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359 | //Camera.ZoomFactor = 0.4; |
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360 | //edgeBorders(); |
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361 | } |
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362 | //Tiles for level |
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363 | void border(Vector position, double width, double height) |
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364 | { |
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365 | PhysicsObject border2 = PhysicsObject.CreateStaticObject(width*1.5, height); |
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366 | border2.Position = position; |
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367 | border2.Restitution = 0; |
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368 | border2.KineticFriction = 0; |
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369 | border2.StaticFriction = 0; |
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370 | border2.Color = Color.Black; |
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371 | border2.Tag = "border"; |
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372 | Add(border2, 1); |
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373 | } |
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374 | void bordertop(Vector position, double width, double height) |
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375 | { |
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376 | PhysicsObject border2 = PhysicsObject.CreateStaticObject(width * 1.5, height); |
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377 | border2.Position = position; |
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378 | border2.Restitution = 0; |
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379 | border2.KineticFriction = 0; |
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380 | border2.StaticFriction = 0; |
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381 | border2.Color = Color.Black; |
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382 | border2.Tag = "border"; |
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383 | border2.Image = border_top; |
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384 | Add(border2, 1); |
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385 | } |
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386 | void borderbottom(Vector position, double width, double height) |
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387 | { |
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388 | PhysicsObject border2 = PhysicsObject.CreateStaticObject(width * 1.5, height); |
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389 | border2.Position = position; |
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390 | border2.Restitution = 0; |
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391 | border2.KineticFriction = 0; |
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392 | border2.StaticFriction = 0; |
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393 | border2.Color = Color.Black; |
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394 | border2.Tag = "border"; |
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395 | border2.Image = border_bottom; |
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396 | Add(border2, 1); |
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397 | } |
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398 | void frontBorder(Vector position, double width, double height) |
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399 | { |
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400 | frontborder border = new frontborder(width, height); |
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401 | border.Position = position; |
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402 | border.Color = Color.White; |
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403 | border.Restitution = 0; |
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404 | border.Tag = "border"; |
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405 | border.IgnoresCollisionResponse = true; |
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406 | border.IgnoresPhysicsLogics = true; |
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407 | AddCollisionHandler<PhysicsObject, player>(border, frontBorderCollision); |
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408 | AddCollisionHandler<PhysicsObject, enemy>(border, frontBorderCollisionEnemy); |
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409 | Add(border); |
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410 | } |
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411 | void backBorder(Vector position, double width, double height) |
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412 | { |
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413 | backborder border = new backborder(width, height); |
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414 | border.Position = position; |
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415 | border.Color = Color.White; |
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416 | border.Restitution = 0; |
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417 | border.Tag = "border"; |
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418 | border.IgnoresCollisionResponse = true; |
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419 | border.IgnoresCollisionResponse = true; |
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420 | AddCollisionHandler<PhysicsObject, player>(border, backBorderCollision); |
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421 | //AddCollisionHandler<PhysicsObject, enemy>(border, backBorderCollisionEnemy); |
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422 | Add(border); |
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423 | } |
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424 | void bulletdes(Vector position, double width, double height) |
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425 | { |
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426 | bulletdes border = new bulletdes(width, height); |
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427 | border.Position = position; |
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428 | border.Color = Color.Red; |
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429 | border.Restitution = 0; |
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430 | border.Tag = "border"; |
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431 | border.IgnoresCollisionResponse = true; |
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432 | border.IgnoresPhysicsLogics = true; |
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433 | Add(border); |
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434 | } |
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435 | void frontBorderCollision(PhysicsObject border, PhysicsObject target) |
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436 | { |
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437 | player.health.Value = player.health.Value - player.health.Value; |
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438 | hurtsfx.Play(); |
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439 | explosionsfx.Play(); |
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440 | explosion_animation2(target); |
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441 | playership.Destroy(); |
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442 | |
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443 | } |
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444 | void frontBorderCollisionEnemy(PhysicsObject border, enemy enemy) |
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445 | { |
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446 | enemy.canShoot = true; |
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447 | |
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448 | } |
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449 | void backBorderCollision(PhysicsObject border, PhysicsObject target) |
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450 | { |
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451 | player.health.Value = player.health.Value - player.health.Value; |
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452 | hurtsfx.Play(); |
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453 | explosionsfx.Play(); |
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454 | explosion_animation2(target); |
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455 | playership.Destroy(); |
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456 | } |
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457 | void backBorderCollisionEnemy(PhysicsObject border, enemy enemy) |
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458 | { |
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459 | enemy.Destroy(); |
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460 | } |
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461 | |
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462 | //Player related |
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463 | void AddPlayer(Vector pos, double width, double height) |
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464 | { |
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465 | cntr = pos; |
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466 | |
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467 | player.Shape = Shape.Circle; |
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468 | player.Color = Color.Black; |
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469 | player.Restitution = 0; |
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470 | player.CanRotate = false; |
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471 | player.Mass = int.MaxValue; |
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472 | player.KineticFriction = 0; |
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473 | player.StaticFriction = 0; |
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474 | player.Image = hitbox; |
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475 | player.IgnoresGravity = true; |
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476 | player.Position = pos; |
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477 | player.Tag = "player1"; |
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478 | Add(player,2); |
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479 | |
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480 | playership.Image = player_ship_02; |
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481 | playership.IsVisible = true; |
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482 | playership.IgnoresCollisionResponse = true; |
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483 | playership.IgnoresPhysicsLogics = true; |
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484 | playership.Angle = Angle.FromDegrees(-90); |
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485 | playership.CanRotate = false; |
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486 | playership.Tag = "playership"; |
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487 | playership.Position = player.Position; |
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488 | |
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489 | FollowerBrain playershipbrain = new FollowerBrain(player); |
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490 | playershipbrain.Speed = 500; |
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491 | playershipbrain.DistanceFar = 5000; |
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492 | playershipbrain.DistanceClose = 0; |
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493 | playershipbrain.StopWhenTargetClose = true; |
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494 | playershipbrain.Active = true; |
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495 | playershipbrain.TurnWhileMoving = false; |
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496 | |
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497 | playership.Brain = playershipbrain; |
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498 | |
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499 | Add(playership, -1); |
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500 | if (drd_type == 1) |
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501 | { |
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502 | droid(new Vector(-30, 50)); |
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503 | droid(new Vector(-30, -50)); |
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504 | droid(new Vector(-50, 30)); |
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505 | droid(new Vector(-50, -30)); |
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506 | } |
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507 | } |
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508 | void AddHealthbar() |
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509 | { |
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510 | ProgressBar healthBar = new ProgressBar(135, 10); |
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511 | healthBar.BorderColor = Color.Black; |
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512 | healthBar.Color = Color.Black; |
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513 | healthBar.BarColor = Color.Red; |
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514 | healthBar.BindTo(player.health); |
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515 | healthBar.Angle = Angle.RightAngle; |
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516 | healthBar.Position = new Vector(Screen.LeftSafe + 30, Screen.BottomSafe + 200); |
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517 | Add(healthBar); |
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518 | } |
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519 | void AddControls() |
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520 | |
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521 | { |
---|
522 | ControllerOne.Listen(Button.Back, ButtonState.Pressed, ConfirmExit, null); |
---|
523 | ControllerOne.ListenAnalog(AnalogControl.LeftStick, -0.1, move, null); |
---|
524 | |
---|
525 | ControllerOne.Listen(Button.B, ButtonState.Pressed, shoot, null); |
---|
526 | ControllerOne.Listen(Button.B, ButtonState.Released, stopShoot, null); |
---|
527 | |
---|
528 | Keyboard.Listen(Key.Escape, ButtonState.Pressed, ConfirmExit, null); |
---|
529 | |
---|
530 | //cheat |
---|
531 | Keyboard.Listen(Key.U, ButtonState.Pressed, cheat_upgrade, null); |
---|
532 | Keyboard.Listen(Key.I, ButtonState.Pressed, cheat_damage, null); |
---|
533 | Keyboard.Listen(Key.H, ButtonState.Pressed, cheat_fullhp, null); |
---|
534 | |
---|
535 | } |
---|
536 | void move(AnalogState speed) |
---|
537 | { |
---|
538 | player.Velocity = speed.StateVector * player_speed / (ControllerOne.LeftTriggerState+1); |
---|
539 | } |
---|
540 | |
---|
541 | void cheat_upgrade() |
---|
542 | { |
---|
543 | wpn_spread.Value++; |
---|
544 | } |
---|
545 | void cheat_damage() |
---|
546 | { |
---|
547 | wpn_damageRatio.Value++; |
---|
548 | } |
---|
549 | void cheat_fullhp() |
---|
550 | { |
---|
551 | player.health.Value = 100; |
---|
552 | //MessageDisplay.Te |
---|
553 | } |
---|
554 | |
---|
555 | //Weapon system |
---|
556 | void shoot() |
---|
557 | { |
---|
558 | //wpn_timer.Stop(); |
---|
559 | wpn_timer.Interval = wpn_shootRate; |
---|
560 | |
---|
561 | wpn_timer.Start(); |
---|
562 | } |
---|
563 | void setwpn_timer() |
---|
564 | { |
---|
565 | wpn_timer.Timeout += delegate |
---|
566 | { |
---|
567 | if (!player.IsDestroyed) |
---|
568 | { |
---|
569 | if (ControllerOne.GetButtonState(Button.B) == ButtonState.Down) |
---|
570 | { |
---|
571 | Weapon(); |
---|
572 | wpn_timer.Interval = wpn_shootRate; |
---|
573 | shootsfx.Play(); |
---|
574 | } |
---|
575 | }; |
---|
576 | }; |
---|
577 | } |
---|
578 | void stopShoot() |
---|
579 | { |
---|
580 | wpn_timer.Stop(); |
---|
581 | } |
---|
582 | void Weapon() |
---|
583 | { |
---|
584 | if (wpn_spread.Value == 1) |
---|
585 | { |
---|
586 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 0), new Vector(40, 12) ); |
---|
587 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, 0), new Vector(40, 12) ); |
---|
588 | } |
---|
589 | else if (wpn_spread.Value == 2) |
---|
590 | { |
---|
591 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 0), new Vector(40, 12) ); |
---|
592 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, 0), new Vector(40, 12) ); |
---|
593 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 0), new Vector(40, 12) ); |
---|
594 | } |
---|
595 | else if (wpn_spread.Value == 3) |
---|
596 | { |
---|
597 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 15), new Vector(40, 12) ); |
---|
598 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -15), new Vector(40, 12) ); |
---|
599 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 20), new Vector(40, 12) ); |
---|
600 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -20), new Vector(40, 12) ); |
---|
601 | } |
---|
602 | else if (wpn_spread.Value == 4) |
---|
603 | { |
---|
604 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 25), new Vector(40, 12) ); |
---|
605 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -25), new Vector(40, 12) ); |
---|
606 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 0), new Vector(40, 12) ); |
---|
607 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 50), new Vector(40, 12) ); |
---|
608 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -50), new Vector(40, 12) ); |
---|
609 | } |
---|
610 | else if (wpn_spread.Value == 5) |
---|
611 | { |
---|
612 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 0), new Vector(40, 12) ); |
---|
613 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, 0), new Vector(40, 12) ); |
---|
614 | |
---|
615 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 50), new Vector(40, 12) ); |
---|
616 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -50), new Vector(40, 12) ); |
---|
617 | |
---|
618 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 55), new Vector(40, 12) ); |
---|
619 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -55), new Vector(40, 12) ); |
---|
620 | } |
---|
621 | else if (wpn_spread.Value == 6) |
---|
622 | { |
---|
623 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 25), new Vector(40, 12) ); |
---|
624 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -25), new Vector(40, 12) ); |
---|
625 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 0), new Vector(40, 12) ); |
---|
626 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 50), new Vector(40, 12) ); |
---|
627 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -50), new Vector(40, 12) ); |
---|
628 | |
---|
629 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 75), new Vector(40, 12) ); |
---|
630 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -75), new Vector(40, 12) ); |
---|
631 | } |
---|
632 | else if (wpn_spread.Value == 7) |
---|
633 | { |
---|
634 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 15), new Vector(40, 12) ); |
---|
635 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -15), new Vector(40, 12) ); |
---|
636 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 15), new Vector(40, 12) ); |
---|
637 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -15), new Vector(40, 12) ); |
---|
638 | |
---|
639 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 50), new Vector(40, 12) ); |
---|
640 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -50), new Vector(40, 12) ); |
---|
641 | |
---|
642 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 50), new Vector(40, 12) ); |
---|
643 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -50), new Vector(40, 12) ); |
---|
644 | } |
---|
645 | else if (wpn_spread.Value == 8) |
---|
646 | { |
---|
647 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 0), new Vector(40, 12) ); |
---|
648 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 25), new Vector(40, 12) ); |
---|
649 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -25), new Vector(40, 12) ); |
---|
650 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 25), new Vector(40, 12) ); |
---|
651 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -25), new Vector(40, 12) ); |
---|
652 | |
---|
653 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 50), new Vector(40, 12) ); |
---|
654 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -50), new Vector(40, 12) ); |
---|
655 | |
---|
656 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 50), new Vector(40, 12) ); |
---|
657 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -50), new Vector(40, 12) ); |
---|
658 | } |
---|
659 | else if (wpn_spread.Value == 9) |
---|
660 | { |
---|
661 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 15), new Vector(40, 12)); |
---|
662 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -15), new Vector(40, 12)); |
---|
663 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 15), new Vector(40, 12)); |
---|
664 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -15), new Vector(40, 12)); |
---|
665 | |
---|
666 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 50), new Vector(40, 12)); |
---|
667 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -50), new Vector(40, 12)); |
---|
668 | |
---|
669 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 50), new Vector(40, 12)); |
---|
670 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -50), new Vector(40, 12)); |
---|
671 | |
---|
672 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 75), new Vector(40, 12)); |
---|
673 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -75), new Vector(40, 12)); |
---|
674 | } |
---|
675 | else if (wpn_spread.Value == 10) |
---|
676 | { |
---|
677 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 25), new Vector(40, 12) ); |
---|
678 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -25), new Vector(40, 12)); |
---|
679 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 0), new Vector(40, 12)); |
---|
680 | Projectile(player.Position + new Vector(10, 0), new Vector(1200, 50), new Vector(40, 12)); |
---|
681 | Projectile(player.Position + new Vector(10, -0), new Vector(1200, -50), new Vector(40, 12) ); |
---|
682 | |
---|
683 | Projectile(player.Position + new Vector(10, 5), new Vector(1200, 75), new Vector(40, 12) ); |
---|
684 | Projectile(player.Position + new Vector(10, -5), new Vector(1200, -75), new Vector(40, 12) ); |
---|
685 | |
---|
686 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 100), new Vector(40, 12) ); |
---|
687 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -100), new Vector(40, 12) ); |
---|
688 | |
---|
689 | Projectile(player.Position + new Vector(10, 10), new Vector(1200, 125), new Vector(40, 12) ); |
---|
690 | Projectile(player.Position + new Vector(10, -10), new Vector(1200, -125), new Vector(40, 12) ); |
---|
691 | } |
---|
692 | } |
---|
693 | void Projectile(Vector pos, Vector vel, Vector size) |
---|
694 | { |
---|
695 | bullet projectile = new bullet(size.X, size.Y); |
---|
696 | projectile.Shape = Shape.Diamond; |
---|
697 | projectile.IgnoresGravity = true; |
---|
698 | projectile.Position = pos; |
---|
699 | projectile.Tag = "player_bullet"; |
---|
700 | |
---|
701 | if (wpn_damageRatio <= 2) projectile.Image = bullet_player01; |
---|
702 | else if (wpn_damageRatio.Value <= 4) projectile.Image = bullet_player03; |
---|
703 | else if (wpn_damageRatio.Value <= 6) projectile.Image = bullet_player04; |
---|
704 | else if (wpn_damageRatio.Value <= 8) projectile.Image = bullet_player02; |
---|
705 | else if (wpn_damageRatio.Value <= 10) projectile.Image = bullet_player05; |
---|
706 | |
---|
707 | projectile.damage = wpn_damageRatio.Value; |
---|
708 | projectile.IgnoresCollisionResponse = true; |
---|
709 | |
---|
710 | projectile.CollisionIgnoreGroup = 2; |
---|
711 | projectile.MaximumLifetime = TimeSpan.FromSeconds(1.57); |
---|
712 | |
---|
713 | AddCollisionHandler<bullet, frontborder>(projectile, destroy); |
---|
714 | AddCollisionHandler<bullet, enemy>(projectile, damageEnemy); |
---|
715 | |
---|
716 | Add(projectile, 0); |
---|
717 | projectile.Hit(vel/1.2); |
---|
718 | projectile.Angle = projectile.Velocity.Angle; |
---|
719 | } |
---|
720 | |
---|
721 | void droid(Vector pos) |
---|
722 | { |
---|
723 | droid drd = new droid(13,13); |
---|
724 | drd.Shape = Shape.Circle; |
---|
725 | drd.IgnoresCollisionResponse = true; |
---|
726 | drd.CollisionIgnoreGroup = 2; |
---|
727 | drd.Animation = droid_anim; |
---|
728 | drd.Animation.Start(); |
---|
729 | if (drd_type == 1) { drd.Position = player.Position + pos; |
---|
730 | setdrd_shoot_timer(drd); |
---|
731 | |
---|
732 | Timer move = new Timer(); |
---|
733 | move.Interval = 0.01; |
---|
734 | move.Timeout += delegate |
---|
735 | { |
---|
736 | if (drd.Position != player.Position + pos) |
---|
737 | { |
---|
738 | drd.Position = player.Position + pos; |
---|
739 | } |
---|
740 | }; |
---|
741 | move.Start(); |
---|
742 | }; |
---|
743 | //else if |
---|
744 | |
---|
745 | Add(drd); |
---|
746 | } |
---|
747 | void setdrd_shoot_timer(droid drd) |
---|
748 | { |
---|
749 | Timer drdshoot = new Timer(); |
---|
750 | drdshoot.Interval = drd_shootRate; |
---|
751 | drdshoot.Timeout += delegate |
---|
752 | { |
---|
753 | if (drd_type == 1) |
---|
754 | { |
---|
755 | droidtype1_shoot(drd); |
---|
756 | } |
---|
757 | }; |
---|
758 | |
---|
759 | drdshoot.Start(); |
---|
760 | } |
---|
761 | void droidtype1_shoot(droid drd) |
---|
762 | { |
---|
763 | if (ControllerOne.GetButtonState(Button.B) == ButtonState.Down) |
---|
764 | { |
---|
765 | droidprojectile(drd.Position, new Vector(-400, RandomGen.NextDouble(100,150)), new Vector(24, 13)); |
---|
766 | droidprojectile(drd.Position, new Vector(-400, RandomGen.NextDouble(-150, -100)), new Vector(24, 13)); |
---|
767 | }; |
---|
768 | } |
---|
769 | void droidprojectile(Vector pos, Vector vel, Vector size) |
---|
770 | { |
---|
771 | bullet projectile = new bullet(size.X, size.Y/2); |
---|
772 | projectile.Shape = Shape.Diamond; |
---|
773 | projectile.IgnoresGravity = false; |
---|
774 | projectile.Position = pos; |
---|
775 | projectile.Tag = "player_bullet"; |
---|
776 | projectile.Image = bullet_droid; |
---|
777 | projectile.damage = drd_damageRatio.Value; |
---|
778 | projectile.LinearDamping = 0.99; |
---|
779 | |
---|
780 | projectile.IgnoresCollisionResponse = true; |
---|
781 | |
---|
782 | projectile.CollisionIgnoreGroup = 2; |
---|
783 | projectile.MaximumLifetime = TimeSpan.FromSeconds(3); |
---|
784 | |
---|
785 | AddCollisionHandler<bullet, frontborder>(projectile, destroy); |
---|
786 | AddCollisionHandler<bullet, enemy>(projectile, damageEnemy); |
---|
787 | |
---|
788 | Add(projectile, -1); |
---|
789 | projectile.Hit(vel); |
---|
790 | projectile.Angle = projectile.Velocity.Angle; |
---|
791 | |
---|
792 | Timer angle = new Timer(); |
---|
793 | angle.Interval = 0.05; |
---|
794 | angle.Timeout += delegate |
---|
795 | { |
---|
796 | projectile.Angle = projectile.Velocity.Angle; |
---|
797 | if (projectile.IsDestroyed) { angle.Stop(); }; |
---|
798 | }; |
---|
799 | angle.Start(); |
---|
800 | } |
---|
801 | |
---|
802 | //Enemies |
---|
803 | void enemy_ship_1(Vector pos, double width, double height) |
---|
804 | { |
---|
805 | enemy enemyship = new enemy(70, 35); |
---|
806 | enemyship.Shape = Shape.Circle; |
---|
807 | enemyship.Color = Color.Black; |
---|
808 | enemyship.Position = pos; |
---|
809 | enemyship.IgnoresCollisionResponse = true; |
---|
810 | enemyship.CollisionIgnoreGroup = 3; |
---|
811 | enemyship.health.MaxValue = 6; |
---|
812 | enemyship.Image = enemy_ship_01; |
---|
813 | |
---|
814 | Add(enemyship, -1); |
---|
815 | enemyship.Hit(stagespeed); |
---|
816 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
817 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_1_frontborder); |
---|
818 | } |
---|
819 | void enemy_ship_1_frontborder(enemy enemyship, frontborder border) |
---|
820 | { |
---|
821 | enemyship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
822 | } |
---|
823 | void enemy_ship_1_red(Vector pos, double width, double height) |
---|
824 | { |
---|
825 | enemy enemyship = new enemy(70, 35); |
---|
826 | enemyship.Shape = Shape.Circle; |
---|
827 | enemyship.Color = Color.Black; |
---|
828 | enemyship.Position = pos; |
---|
829 | enemyship.IgnoresCollisionResponse = true; |
---|
830 | enemyship.health.MaxValue = 6; |
---|
831 | enemyship.Image = enemy_ship_01_red; |
---|
832 | enemyship.CollisionIgnoreGroup = 3; |
---|
833 | |
---|
834 | Add(enemyship, -1); |
---|
835 | enemyship.Hit(stagespeed); |
---|
836 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
837 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_1_red_frontborder); |
---|
838 | } |
---|
839 | void enemy_ship_1_red_frontborder(enemy enemyship, frontborder border) |
---|
840 | { |
---|
841 | if (!enemyship.canShoot) |
---|
842 | { |
---|
843 | enemyship.Angle = Angle.FromDegrees(180); |
---|
844 | enemyship.Velocity = -stagespeed; |
---|
845 | enemyship.Position = new Vector(border.X-1400, enemyship.Position.Y); |
---|
846 | enemyship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
847 | |
---|
848 | enemyship.canShoot = true; |
---|
849 | }; |
---|
850 | } |
---|
851 | void enemy_ship_1_bottom(Vector pos, double width, double height) |
---|
852 | { |
---|
853 | enemy enemyship = new enemy(35, 70); |
---|
854 | enemyship.Shape = Shape.Circle; |
---|
855 | enemyship.Color = Color.Black; |
---|
856 | enemyship.Position = pos; |
---|
857 | enemyship.IgnoresCollisionResponse = true; |
---|
858 | enemyship.CollisionIgnoreGroup = 3; |
---|
859 | enemyship.health.MaxValue = 6; |
---|
860 | enemyship.Image = enemy_ship_01_blue; |
---|
861 | enemyship.Angle = Angle.FromDegrees(90); |
---|
862 | |
---|
863 | Add(enemyship, -1); |
---|
864 | enemyship.Hit(stagespeed); |
---|
865 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
866 | AddCollisionHandler<PhysicsObject, frontborder>(enemyship, enemy_ship_1_bottom_frontborder); |
---|
867 | } |
---|
868 | void enemy_ship_1_bottom_frontborder(PhysicsObject enemyship, frontborder br) |
---|
869 | { |
---|
870 | enemyship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
871 | enemyship.Angle = Angle.FromDegrees(0); |
---|
872 | enemyship.Velocity = new Vector(0, -stagespeed.X/1.7); |
---|
873 | enemyship.Position = new Vector(cntr.X + enemyship.Y, -405); |
---|
874 | } |
---|
875 | void enemy_ship_1_top(Vector pos, double width, double height) |
---|
876 | { |
---|
877 | enemy enemyship = new enemy(35, 70); |
---|
878 | enemyship.Shape = Shape.Circle; |
---|
879 | enemyship.Color = Color.Black; |
---|
880 | enemyship.Position = pos; |
---|
881 | enemyship.IgnoresCollisionResponse = true; |
---|
882 | enemyship.CollisionIgnoreGroup = 3; |
---|
883 | enemyship.health.MaxValue = 6; |
---|
884 | enemyship.Image = enemy_ship_01_blue_inverted; |
---|
885 | enemyship.Angle = Angle.FromDegrees(90); |
---|
886 | |
---|
887 | Add(enemyship, -1); |
---|
888 | enemyship.Hit(stagespeed); |
---|
889 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
890 | AddCollisionHandler<PhysicsObject, frontborder>(enemyship, enemy_ship_1_top_frontborder); |
---|
891 | } |
---|
892 | void enemy_ship_1_top_frontborder(PhysicsObject enemysship, frontborder br) |
---|
893 | { |
---|
894 | enemysship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
895 | enemysship.Angle = Angle.FromDegrees(0); |
---|
896 | enemysship.Velocity = new Vector(0, stagespeed.X / 1.75); |
---|
897 | |
---|
898 | enemysship.Position = new Vector(cntr.X + enemysship.Y, 405); |
---|
899 | } |
---|
900 | void enemy_ship_2(Vector pos, double widht, double height) |
---|
901 | { |
---|
902 | enemy enemyship = new enemy(70, 30); |
---|
903 | enemyship.Shape = Shape.Circle; |
---|
904 | enemyship.Color = Color.Black; |
---|
905 | enemyship.Position = pos; |
---|
906 | enemyship.IgnoresCollisionResponse = true; |
---|
907 | enemyship.CollisionIgnoreGroup = 3; |
---|
908 | enemyship.health.MaxValue = 25; |
---|
909 | enemyship.Image = enemy_ship_02; |
---|
910 | |
---|
911 | Add(enemyship, -1); |
---|
912 | enemyship.Hit(stagespeed); |
---|
913 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
914 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_2_start_shooting); |
---|
915 | } |
---|
916 | void enemy_ship_2_start_shooting(enemy enemyship, frontborder border) |
---|
917 | { |
---|
918 | if (!enemyship.canShoot) |
---|
919 | { |
---|
920 | enemyship.canShoot = true; |
---|
921 | |
---|
922 | enemyship.Velocity = enemyship.Velocity / 2; |
---|
923 | |
---|
924 | double angle = 0; |
---|
925 | double i = 1; |
---|
926 | double c = 0; |
---|
927 | UnlimitedAngle angle2; |
---|
928 | |
---|
929 | Timer playsfx = new Timer(); |
---|
930 | playsfx.Interval = 0.05; |
---|
931 | playsfx.Timeout += delegate |
---|
932 | { |
---|
933 | enemy_shootsfx.Play(); |
---|
934 | }; |
---|
935 | |
---|
936 | Timer shoot = new Timer(); |
---|
937 | shoot.Interval = 0.01; |
---|
938 | shoot.Timeout += delegate |
---|
939 | { |
---|
940 | if (c >= 200){ |
---|
941 | shoot.Stop(); |
---|
942 | playsfx.Stop(); |
---|
943 | } |
---|
944 | else if (c != 200) |
---|
945 | { |
---|
946 | if (!enemyship.IsDestroyed) |
---|
947 | { |
---|
948 | angle = angle + i; |
---|
949 | i = i + 0.1; |
---|
950 | c++; |
---|
951 | angle2 = UnlimitedAngle.FromDegrees(angle); |
---|
952 | enemy_shoot_2(enemyship.Position, |
---|
953 | |
---|
954 | angle2.GetVector() * 500 |
---|
955 | ); |
---|
956 | } |
---|
957 | else |
---|
958 | { |
---|
959 | shoot.Stop(); |
---|
960 | playsfx.Stop(); |
---|
961 | } |
---|
962 | }; |
---|
963 | |
---|
964 | }; |
---|
965 | |
---|
966 | Timer wait = new Timer(); |
---|
967 | wait.Interval = 0.5; |
---|
968 | wait.Timeout += delegate |
---|
969 | { |
---|
970 | if (!enemyship.IsDestroyed) |
---|
971 | { |
---|
972 | shoot.Start(); |
---|
973 | playsfx.Start(); |
---|
974 | } |
---|
975 | else wait.Stop(); |
---|
976 | }; |
---|
977 | wait.Start(1); |
---|
978 | } |
---|
979 | } |
---|
980 | void enemy_ship_3(Vector pos, double width, double height) |
---|
981 | { |
---|
982 | enemy enemyship = new enemy(71, 56); |
---|
983 | enemyship.Shape = Shape.Circle; |
---|
984 | enemyship.Position = pos; |
---|
985 | enemyship.IgnoresCollisionResponse = true; |
---|
986 | enemyship.CollisionIgnoreGroup = 3; |
---|
987 | enemyship.health.MaxValue = 50; |
---|
988 | enemyship.Image = enemy_ship_03; |
---|
989 | enemyship.explosion_scale = 75; |
---|
990 | |
---|
991 | Add(enemyship,-1); |
---|
992 | enemyship.Hit(stagespeed); |
---|
993 | |
---|
994 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_3_start_shooting); |
---|
995 | AddCollisionHandler<enemy, player>(enemyship,damagePlayerEnemyShip2); |
---|
996 | } |
---|
997 | void enemy_ship_3_start_shooting(enemy enemyship, frontborder border) |
---|
998 | { |
---|
999 | if (!enemyship.canShoot) |
---|
1000 | { |
---|
1001 | enemyship.canShoot = true; |
---|
1002 | enemyship.LifetimeLeft = TimeSpan.FromSeconds(60); |
---|
1003 | enemyship.Velocity = enemyship.Velocity / 3; |
---|
1004 | int i = 0; |
---|
1005 | int e = 0; |
---|
1006 | |
---|
1007 | Timer playsfx = new Timer(); |
---|
1008 | playsfx.Interval = 0.06; |
---|
1009 | playsfx.Timeout += delegate |
---|
1010 | { |
---|
1011 | enemy_shootsfx.Play(); |
---|
1012 | }; |
---|
1013 | |
---|
1014 | Timer wait = new Timer(); |
---|
1015 | |
---|
1016 | Timer enemy_shoot = new Timer(); |
---|
1017 | enemy_shoot.Interval = 0.02; |
---|
1018 | enemy_shoot.Timeout += delegate |
---|
1019 | { |
---|
1020 | if (e >= 4) |
---|
1021 | { |
---|
1022 | |
---|
1023 | enemy_shoot.Stop(); |
---|
1024 | playsfx.Stop(); |
---|
1025 | enemyship.Velocity = stagespeed / 3; |
---|
1026 | enemyship.LifetimeLeft = TimeSpan.FromSeconds(6); |
---|
1027 | }; |
---|
1028 | i++; |
---|
1029 | if (i == 50 && e != 4) |
---|
1030 | { |
---|
1031 | enemy_shoot.Stop(); |
---|
1032 | playsfx.Stop(); |
---|
1033 | wait.Start(1); |
---|
1034 | e++; |
---|
1035 | }; |
---|
1036 | if (enemyship.IsDestroyed) |
---|
1037 | { |
---|
1038 | enemy_shoot.Stop(); |
---|
1039 | playsfx.Stop(); |
---|
1040 | } |
---|
1041 | if (e != 4) |
---|
1042 | { |
---|
1043 | enemy_shoot_1(enemyship.Position + new Vector(RandomGen.NextDouble(-30, 30), RandomGen.NextDouble(-30, 30))); |
---|
1044 | } |
---|
1045 | }; |
---|
1046 | |
---|
1047 | wait.Interval = 0.5; |
---|
1048 | wait.Timeout += delegate |
---|
1049 | { |
---|
1050 | if (enemyship.IsDestroyed) wait.Stop(); |
---|
1051 | i = 0; |
---|
1052 | enemy_shoot.Start(50); |
---|
1053 | playsfx.Start(); |
---|
1054 | }; |
---|
1055 | |
---|
1056 | Timer enemy_start = new Timer(); |
---|
1057 | enemy_start.Interval = 3; |
---|
1058 | enemy_start.Timeout += delegate |
---|
1059 | { |
---|
1060 | if (!enemyship.IsDestroyed) |
---|
1061 | { |
---|
1062 | playsfx.Start(); |
---|
1063 | enemy_shoot.Start(50); |
---|
1064 | enemyship.Velocity = new Vector(0,0); |
---|
1065 | }; |
---|
1066 | }; |
---|
1067 | enemy_start.Start(1); |
---|
1068 | |
---|
1069 | }; |
---|
1070 | } |
---|
1071 | void enemy_ship_4_top(Vector pos, double width, double height) |
---|
1072 | { |
---|
1073 | enemy enemyship = new enemy(43, 33); |
---|
1074 | enemyship.Shape = Shape.Circle; |
---|
1075 | enemyship.Color = Color.Black; |
---|
1076 | enemyship.Position = pos; |
---|
1077 | enemyship.IgnoresCollisionResponse = true; |
---|
1078 | enemyship.CollisionIgnoreGroup = 3; |
---|
1079 | enemyship.health.MaxValue = 10; |
---|
1080 | enemyship.Image = enemy_ship_04; |
---|
1081 | |
---|
1082 | Add(enemyship, -1); |
---|
1083 | enemyship.Hit(stagespeed); |
---|
1084 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
1085 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_4_top_frontborder); |
---|
1086 | } |
---|
1087 | void enemy_ship_4_top_frontborder(enemy enemysship, frontborder br) |
---|
1088 | { |
---|
1089 | if (!enemysship.canShoot) |
---|
1090 | { |
---|
1091 | enemysship.canShoot = true; |
---|
1092 | |
---|
1093 | //enemysship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
1094 | enemysship.Velocity = new Vector(0, stagespeed.X); |
---|
1095 | enemysship.Position = new Vector(cntr.X + enemysship.Y, 405); |
---|
1096 | |
---|
1097 | Timer chk = new Timer(); |
---|
1098 | chk.Interval = 0.01; |
---|
1099 | chk.Timeout += delegate |
---|
1100 | { |
---|
1101 | if (!enemysship.IsDestroyed) |
---|
1102 | { |
---|
1103 | if (enemysship.Y >= player.Y - 10 && enemysship.Y <= player.Y + 10) |
---|
1104 | { |
---|
1105 | enemysship.Velocity = stagespeed; |
---|
1106 | if ((player.X - enemysship.X) > 0) enemysship.Velocity = -stagespeed; |
---|
1107 | chk.Stop(); |
---|
1108 | enemysship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
1109 | } |
---|
1110 | } |
---|
1111 | else if (enemysship.IsDestroyed) chk.Stop(); |
---|
1112 | }; |
---|
1113 | |
---|
1114 | chk.Start(); |
---|
1115 | }; |
---|
1116 | } |
---|
1117 | void enemy_ship_4_bottom(Vector pos, double width, double height) |
---|
1118 | { |
---|
1119 | enemy enemyship = new enemy(43, 33); |
---|
1120 | enemyship.Shape = Shape.Circle; |
---|
1121 | enemyship.Color = Color.Black; |
---|
1122 | enemyship.Position = pos; |
---|
1123 | enemyship.IgnoresCollisionResponse = true; |
---|
1124 | enemyship.CollisionIgnoreGroup = 3; |
---|
1125 | enemyship.health.MaxValue = 10; |
---|
1126 | enemyship.Image = enemy_ship_04; |
---|
1127 | |
---|
1128 | Add(enemyship, -1); |
---|
1129 | enemyship.Hit(stagespeed); |
---|
1130 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip); |
---|
1131 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_4_bottom_frontborder); |
---|
1132 | } |
---|
1133 | void enemy_ship_4_bottom_frontborder(enemy enemysship, frontborder br) |
---|
1134 | { |
---|
1135 | if (!enemysship.canShoot) |
---|
1136 | { |
---|
1137 | enemysship.canShoot = true; |
---|
1138 | enemysship.Velocity = new Vector(0, -stagespeed.X); |
---|
1139 | enemysship.Position = new Vector(cntr.X + enemysship.Y, -405); |
---|
1140 | |
---|
1141 | Timer chk = new Timer(); |
---|
1142 | chk.Interval = 0.01; |
---|
1143 | chk.Timeout += delegate |
---|
1144 | { |
---|
1145 | if (!enemysship.IsDestroyed) |
---|
1146 | { |
---|
1147 | if (enemysship.Y >= player.Y - 10 && enemysship.Y <= player.Y + 10) |
---|
1148 | { |
---|
1149 | enemysship.Velocity = stagespeed; |
---|
1150 | if ((player.X - enemysship.X) > 0) enemysship.Velocity = -stagespeed; |
---|
1151 | chk.Stop(); |
---|
1152 | enemysship.LifetimeLeft = TimeSpan.FromSeconds(3); |
---|
1153 | } |
---|
1154 | } |
---|
1155 | else if (enemysship.IsDestroyed) chk.Stop(); |
---|
1156 | }; |
---|
1157 | |
---|
1158 | chk.Start(); |
---|
1159 | }; |
---|
1160 | } |
---|
1161 | void enemy_ship_5(Vector pos, double width, double height) |
---|
1162 | { |
---|
1163 | enemy enemyship = new enemy(62, 49); |
---|
1164 | enemyship.Shape = Shape.Circle; |
---|
1165 | enemyship.Position = pos; |
---|
1166 | enemyship.IgnoresCollisionResponse = true; |
---|
1167 | enemyship.CollisionIgnoreGroup = 3; |
---|
1168 | enemyship.health.MaxValue = 30; |
---|
1169 | enemyship.Image = enemy_ship_05; |
---|
1170 | enemyship.explosion_scale = 60; |
---|
1171 | |
---|
1172 | Add(enemyship, -1); |
---|
1173 | enemyship.Hit(stagespeed); |
---|
1174 | |
---|
1175 | AddCollisionHandler<enemy, frontborder>(enemyship, enemy_ship_5_start_shooting); |
---|
1176 | AddCollisionHandler<enemy, player>(enemyship, damagePlayerEnemyShip2); |
---|
1177 | } |
---|
1178 | void enemy_ship_5_start_shooting(enemy enemyship, frontborder border) |
---|
1179 | { |
---|
1180 | if (!enemyship.canShoot) |
---|
1181 | { |
---|
1182 | enemyship.canShoot = true; |
---|
1183 | enemyship.LifetimeLeft = TimeSpan.FromSeconds(8.4); |
---|
1184 | enemyship.Velocity = enemyship.Velocity / 3; |
---|
1185 | |
---|
1186 | UnlimitedAngle angle = UnlimitedAngle.FromDegrees(0); |
---|
1187 | UnlimitedAngle angle2 = UnlimitedAngle.FromDegrees(90); |
---|
1188 | UnlimitedAngle angle3 = UnlimitedAngle.FromDegrees(180); |
---|
1189 | UnlimitedAngle angle4 = UnlimitedAngle.FromDegrees(270); |
---|
1190 | double i = 0; |
---|
1191 | |
---|
1192 | Timer shoot = new Timer(); |
---|
1193 | shoot.Interval = 0.06; |
---|
1194 | shoot.Timeout += delegate |
---|
1195 | { |
---|
1196 | if (!enemyship.IsDestroyed) |
---|
1197 | { |
---|
1198 | i = i + 12; |
---|
1199 | angle = UnlimitedAngle.FromDegrees(i); |
---|
1200 | angle2 = UnlimitedAngle.FromDegrees(i + 90); |
---|
1201 | angle3 = UnlimitedAngle.FromDegrees(i + 180); |
---|
1202 | angle4 = UnlimitedAngle.FromDegrees(i + 270); |
---|
1203 | |
---|
1204 | enemy_shoot_3(enemyship.Position, angle.GetVector() * 400); |
---|
1205 | enemy_shoot_3(enemyship.Position, angle2.GetVector() * 400); |
---|
1206 | enemy_shoot_3(enemyship.Position, angle3.GetVector() * 400); |
---|
1207 | enemy_shoot_3(enemyship.Position, angle4.GetVector() * 400); |
---|
1208 | |
---|
1209 | enemy_shootsfx.Play(); |
---|
1210 | } |
---|
1211 | else shoot.Stop(); |
---|
1212 | }; |
---|
1213 | |
---|
1214 | Timer wait = new Timer(); |
---|
1215 | wait.Interval = 1; |
---|
1216 | wait.Timeout += delegate |
---|
1217 | { |
---|
1218 | if (!enemyship.IsDestroyed) |
---|
1219 | { |
---|
1220 | shoot.Start(); |
---|
1221 | } |
---|
1222 | else shoot.Stop(); |
---|
1223 | }; |
---|
1224 | |
---|
1225 | wait.Start(1); |
---|
1226 | } |
---|
1227 | } |
---|
1228 | |
---|
1229 | void enemy_shoot_1(Vector pos) |
---|
1230 | { |
---|
1231 | bullet enemy_bullet = new bullet(27, 27); |
---|
1232 | enemy_bullet.Shape = Shape.Circle; |
---|
1233 | enemy_bullet.Position = pos; |
---|
1234 | enemy_bullet.IgnoresCollisionResponse = true; |
---|
1235 | enemy_bullet.IgnoresGravity = true; |
---|
1236 | enemy_bullet.CollisionIgnoreGroup = 2; |
---|
1237 | enemy_bullet.damage = 5; |
---|
1238 | enemy_bullet.MaximumLifetime = TimeSpan.FromSeconds(5); |
---|
1239 | enemy_bullet.Image = bullet_enemy_05; |
---|
1240 | |
---|
1241 | enemy_bullet.Hit((player.Position - enemy_bullet.Position).Normalize() * 300); |
---|
1242 | Add(enemy_bullet, 0); |
---|
1243 | AddCollisionHandler<bullet, player>(enemy_bullet, damagePlayerBullet); |
---|
1244 | AddCollisionHandler<bullet, bulletdes>(enemy_bullet, destroy); |
---|
1245 | } |
---|
1246 | void enemy_shoot_2(Vector pos, Vector dir) |
---|
1247 | { |
---|
1248 | bullet enemy_bullet = new bullet(27, 27); |
---|
1249 | enemy_bullet.Shape = Shape.Circle; |
---|
1250 | enemy_bullet.Position = pos; |
---|
1251 | enemy_bullet.IgnoresCollisionResponse = true; |
---|
1252 | enemy_bullet.IgnoresGravity = true; |
---|
1253 | enemy_bullet.CollisionIgnoreGroup = 2; |
---|
1254 | enemy_bullet.damage = 5; |
---|
1255 | enemy_bullet.MaximumLifetime = TimeSpan.FromSeconds(5); |
---|
1256 | enemy_bullet.Image = bullet_enemy_02; |
---|
1257 | |
---|
1258 | Add(enemy_bullet, 0); |
---|
1259 | enemy_bullet.Hit(dir/9); |
---|
1260 | AddCollisionHandler<bullet, player>(enemy_bullet, damagePlayerBullet); |
---|
1261 | AddCollisionHandler<bullet, bulletdes>(enemy_bullet, destroy); |
---|
1262 | |
---|
1263 | Timer wait = new Timer(); |
---|
1264 | wait.Interval = 0.8; |
---|
1265 | wait.Timeout += delegate |
---|
1266 | { |
---|
1267 | enemy_bullet.Velocity = dir; |
---|
1268 | }; |
---|
1269 | wait.Start(1); |
---|
1270 | } |
---|
1271 | void enemy_shoot_3(Vector pos, Vector dir) |
---|
1272 | { |
---|
1273 | bullet enemy_bullet = new bullet(27, 27); |
---|
1274 | enemy_bullet.Shape = Shape.Circle; |
---|
1275 | enemy_bullet.Position = pos; |
---|
1276 | enemy_bullet.IgnoresCollisionResponse = true; |
---|
1277 | enemy_bullet.IgnoresGravity = true; |
---|
1278 | enemy_bullet.CollisionIgnoreGroup = 2; |
---|
1279 | enemy_bullet.damage = 5; |
---|
1280 | enemy_bullet.MaximumLifetime = TimeSpan.FromSeconds(4); |
---|
1281 | enemy_bullet.Image = bullet_enemy_01; |
---|
1282 | |
---|
1283 | Add(enemy_bullet, 0); |
---|
1284 | enemy_bullet.Hit(dir); |
---|
1285 | AddCollisionHandler<bullet, player>(enemy_bullet, damagePlayerBullet); |
---|
1286 | AddCollisionHandler<bullet, bulletdes>(enemy_bullet, destroy); |
---|
1287 | |
---|
1288 | } |
---|
1289 | |
---|
1290 | //Bosses |
---|
1291 | void boss_ship_1(Vector pos, double width, double height) |
---|
1292 | { |
---|
1293 | boss boss_ship = new boss(196, 124); |
---|
1294 | boss_ship.Shape = Shape.Circle; |
---|
1295 | boss_ship.Position = pos; |
---|
1296 | boss_ship.IgnoresCollisionResponse = true; |
---|
1297 | boss_ship.CollisionIgnoreGroup = 3; |
---|
1298 | boss_ship.Image = boss_ship_01; |
---|
1299 | |
---|
1300 | Add(boss_ship, -1); |
---|
1301 | boss_ship.Hit(stagespeed); |
---|
1302 | AddCollisionHandler<boss, frontborder>(boss_ship, boss_01_start); |
---|
1303 | AddCollisionHandler<boss, bullet>(boss_ship, damageBoss); |
---|
1304 | AddCollisionHandler<boss, player>(boss_ship, damagePlayerBossShip); |
---|
1305 | } |
---|
1306 | void boss_01_start(boss boss, frontborder border) |
---|
1307 | { |
---|
1308 | if (!boss.canShoot) |
---|
1309 | { |
---|
1310 | boss.canShoot = true; |
---|
1311 | boss.Velocity = boss.Velocity / 8; |
---|
1312 | |
---|
1313 | Timer wait = new Timer(); |
---|
1314 | wait.Interval = 5; |
---|
1315 | wait.Timeout += delegate |
---|
1316 | { |
---|
1317 | MediaPlayer.Play("Andross"); |
---|
1318 | MediaPlayer.Volume = 1; |
---|
1319 | boss.Velocity = new Vector(0, 0); |
---|
1320 | boss.health.Value = boss.health.MaxValue; |
---|
1321 | boss_01_start_shooting(boss); |
---|
1322 | }; |
---|
1323 | wait.Start(1); |
---|
1324 | |
---|
1325 | Timer fade_volume = new Timer(); |
---|
1326 | fade_volume.Interval = 0.2; |
---|
1327 | fade_volume.Timeout += delegate |
---|
1328 | { |
---|
1329 | MediaPlayer.Volume = MediaPlayer.Volume - 0.1; |
---|
1330 | if (MediaPlayer.Volume == 0) |
---|
1331 | { |
---|
1332 | fade_volume.Stop(); |
---|
1333 | } |
---|
1334 | }; |
---|
1335 | fade_volume.Start(); |
---|
1336 | |
---|
1337 | } |
---|
1338 | } |
---|
1339 | void boss_01_start_shooting(boss boss) |
---|
1340 | { |
---|
1341 | int i = 0; |
---|
1342 | |
---|
1343 | double angle5 = 0; |
---|
1344 | double c = 1; |
---|
1345 | UnlimitedAngle angle05; |
---|
1346 | |
---|
1347 | Timer shoot2 = new Timer(); |
---|
1348 | shoot2.Interval = 0.01; |
---|
1349 | shoot2.Timeout += delegate |
---|
1350 | { |
---|
1351 | if (!boss.IsDestroyed) |
---|
1352 | { |
---|
1353 | angle5 = angle5 + c; |
---|
1354 | c = c + 0.1; |
---|
1355 | angle05 = UnlimitedAngle.FromDegrees(angle5); |
---|
1356 | boss_shoot_2(boss.Position, |
---|
1357 | |
---|
1358 | angle05.GetVector() * 500 |
---|
1359 | ); |
---|
1360 | } |
---|
1361 | else |
---|
1362 | { |
---|
1363 | shoot2.Stop(); |
---|
1364 | } |
---|
1365 | }; |
---|
1366 | Timer wait = new Timer(); |
---|
1367 | |
---|
1368 | Timer enemy_shoot1 = new Timer(); |
---|
1369 | enemy_shoot1.Interval = 0.02; |
---|
1370 | enemy_shoot1.Timeout += delegate |
---|
1371 | { |
---|
1372 | i++; |
---|
1373 | if (i == 100) |
---|
1374 | { |
---|
1375 | enemy_shoot1.Stop(); |
---|
1376 | shoot2.Start(); |
---|
1377 | wait.Start(1); |
---|
1378 | }; |
---|
1379 | if (boss.IsDestroyed) |
---|
1380 | { |
---|
1381 | enemy_shoot1.Stop(); |
---|
1382 | } |
---|
1383 | boss_shoot_1(boss.Position + new Vector(RandomGen.NextDouble(-50, 50), RandomGen.NextDouble(-50, 50))); |
---|
1384 | }; |
---|
1385 | |
---|
1386 | UnlimitedAngle angle = UnlimitedAngle.FromDegrees(0); |
---|
1387 | UnlimitedAngle angle2 = UnlimitedAngle.FromDegrees(90); |
---|
1388 | UnlimitedAngle angle3 = UnlimitedAngle.FromDegrees(180); |
---|
1389 | UnlimitedAngle angle4 = UnlimitedAngle.FromDegrees(270); |
---|
1390 | double b = 0; |
---|
1391 | |
---|
1392 | Timer shoot = new Timer(); |
---|
1393 | shoot.Interval = 0.08; |
---|
1394 | shoot.Timeout += delegate |
---|
1395 | { |
---|
1396 | if (!boss.IsDestroyed) |
---|
1397 | { |
---|
1398 | b = b + 12; |
---|
1399 | angle = UnlimitedAngle.FromDegrees(b); |
---|
1400 | angle2 = UnlimitedAngle.FromDegrees(b + 90); |
---|
1401 | angle3 = UnlimitedAngle.FromDegrees(b + 180); |
---|
1402 | angle4 = UnlimitedAngle.FromDegrees(b + 270); |
---|
1403 | |
---|
1404 | boss_shoot_3(boss.Position, angle.GetVector() * 400); |
---|
1405 | boss_shoot_3(boss.Position, angle2.GetVector() * 400); |
---|
1406 | boss_shoot_3(boss.Position, angle3.GetVector() * 400); |
---|
1407 | boss_shoot_3(boss.Position, angle4.GetVector() * 400); |
---|
1408 | |
---|
1409 | enemy_shootsfx.Play(); |
---|
1410 | } |
---|
1411 | else shoot.Stop(); |
---|
1412 | }; |
---|
1413 | |
---|
1414 | wait.Interval = 0.5; |
---|
1415 | wait.Timeout += delegate |
---|
1416 | { |
---|
1417 | if (boss.IsDestroyed) wait.Stop(); |
---|
1418 | i = 0; |
---|
1419 | enemy_shoot1.Start(100); |
---|
1420 | shoot2.Stop(); |
---|
1421 | }; |
---|
1422 | |
---|
1423 | enemy_shoot1.Start(); |
---|
1424 | shoot.Start(); |
---|
1425 | } |
---|
1426 | |
---|
1427 | void boss_shoot_1(Vector pos) |
---|
1428 | { |
---|
1429 | bullet enemy_bullet = new bullet(27, 27); |
---|
1430 | enemy_bullet.Shape = Shape.Circle; |
---|
1431 | enemy_bullet.Position = pos; |
---|
1432 | enemy_bullet.IgnoresCollisionResponse = true; |
---|
1433 | enemy_bullet.IgnoresGravity = true; |
---|
1434 | enemy_bullet.CollisionIgnoreGroup = 2; |
---|
1435 | enemy_bullet.damage = 5; |
---|
1436 | enemy_bullet.MaximumLifetime = TimeSpan.FromSeconds(5); |
---|
1437 | enemy_bullet.Image = bullet_enemy_06; |
---|
1438 | |
---|
1439 | enemy_bullet.Hit((player.Position - enemy_bullet.Position).Normalize() * 300); |
---|
1440 | Add(enemy_bullet, 0); |
---|
1441 | AddCollisionHandler<bullet, player>(enemy_bullet, damagePlayerBullet); |
---|
1442 | AddCollisionHandler<bullet, bulletdes>(enemy_bullet, destroy); |
---|
1443 | } |
---|
1444 | void boss_shoot_2(Vector pos, Vector dir) |
---|
1445 | { |
---|
1446 | bullet enemy_bullet = new bullet(27, 27); |
---|
1447 | enemy_bullet.Shape = Shape.Circle; |
---|
1448 | enemy_bullet.Position = pos; |
---|
1449 | enemy_bullet.IgnoresCollisionResponse = true; |
---|
1450 | enemy_bullet.IgnoresGravity = true; |
---|
1451 | enemy_bullet.CollisionIgnoreGroup = 2; |
---|
1452 | enemy_bullet.damage = 5; |
---|
1453 | enemy_bullet.MaximumLifetime = TimeSpan.FromSeconds(5); |
---|
1454 | enemy_bullet.Image = bullet_enemy_06; |
---|
1455 | |
---|
1456 | Add(enemy_bullet, 0); |
---|
1457 | enemy_bullet.Hit(dir / 9); |
---|
1458 | AddCollisionHandler<bullet, player>(enemy_bullet, damagePlayerBullet); |
---|
1459 | AddCollisionHandler<bullet, bulletdes>(enemy_bullet, destroy); |
---|
1460 | |
---|
1461 | Timer wait = new Timer(); |
---|
1462 | wait.Interval = 0.8; |
---|
1463 | wait.Timeout += delegate |
---|
1464 | { |
---|
1465 | enemy_bullet.Velocity = dir; |
---|
1466 | }; |
---|
1467 | wait.Start(1); |
---|
1468 | } |
---|
1469 | void boss_shoot_3(Vector pos, Vector dir) |
---|
1470 | { |
---|
1471 | bullet enemy_bullet = new bullet(27, 27); |
---|
1472 | enemy_bullet.Shape = Shape.Circle; |
---|
1473 | enemy_bullet.Position = pos; |
---|
1474 | enemy_bullet.IgnoresCollisionResponse = true; |
---|
1475 | enemy_bullet.IgnoresGravity = true; |
---|
1476 | enemy_bullet.CollisionIgnoreGroup = 2; |
---|
1477 | enemy_bullet.damage = 5; |
---|
1478 | enemy_bullet.MaximumLifetime = TimeSpan.FromSeconds(4); |
---|
1479 | enemy_bullet.Image = bullet_enemy_06; |
---|
1480 | |
---|
1481 | Add(enemy_bullet, 0); |
---|
1482 | enemy_bullet.Hit(dir); |
---|
1483 | AddCollisionHandler<bullet, player>(enemy_bullet, damagePlayerBullet); |
---|
1484 | AddCollisionHandler<bullet, bulletdes>(enemy_bullet, destroy); |
---|
1485 | |
---|
1486 | } |
---|
1487 | |
---|
1488 | |
---|
1489 | //Power-ups |
---|
1490 | void powerup(Vector pos) |
---|
1491 | { |
---|
1492 | int a = RandomGen.NextInt(1, 9); |
---|
1493 | if (a == 1) |
---|
1494 | { |
---|
1495 | createPowerup(pos); |
---|
1496 | }; |
---|
1497 | } |
---|
1498 | void createPowerup(Vector pos) |
---|
1499 | { |
---|
1500 | int type = RandomGen.NextInt(1, 12); |
---|
1501 | |
---|
1502 | PhysicsObject powerup = new PhysicsObject(15, 15); |
---|
1503 | powerup.Position = pos; |
---|
1504 | powerup.Tag = "powerup"; |
---|
1505 | powerup.IgnoresCollisionResponse = true; |
---|
1506 | powerup.IgnoresGravity = true; |
---|
1507 | powerup.CollisionIgnoreGroup = 4; |
---|
1508 | powerup.MaximumLifetime = TimeSpan.FromSeconds(5); |
---|
1509 | |
---|
1510 | FollowerBrain powerup_follow = new FollowerBrain(player); |
---|
1511 | powerup_follow.DistanceFar = 300; |
---|
1512 | powerup_follow.Speed = 430; |
---|
1513 | powerup_follow.Active = true; |
---|
1514 | |
---|
1515 | powerup.Brain = powerup_follow; |
---|
1516 | |
---|
1517 | if (type <= 6) |
---|
1518 | { |
---|
1519 | powerup.Image = powerup_damage; |
---|
1520 | AddCollisionHandler(powerup, "player1", powerupdamage); |
---|
1521 | } |
---|
1522 | else if (type >= 7) |
---|
1523 | { |
---|
1524 | powerup.Image = powerup_spread; |
---|
1525 | AddCollisionHandler(powerup, "player1", powerupspread); |
---|
1526 | } |
---|
1527 | |
---|
1528 | Add(powerup, -2); |
---|
1529 | } |
---|
1530 | void powerupdamage(PhysicsObject powerup, PhysicsObject p) |
---|
1531 | { |
---|
1532 | wpn_damageRatio.Value++; |
---|
1533 | powerup.Destroy(); |
---|
1534 | powerupsfx.Play(); |
---|
1535 | |
---|
1536 | GameObject damageup = new GameObject(121,16); |
---|
1537 | damageup.Position = p.Position + new Vector(0, 30); |
---|
1538 | damageup.MaximumLifetime = TimeSpan.FromSeconds(0.75); |
---|
1539 | damageup.Image = damage_up; |
---|
1540 | |
---|
1541 | Timer damage = new Timer(); |
---|
1542 | damage.Interval = 0.1; |
---|
1543 | damage.Timeout += delegate |
---|
1544 | { |
---|
1545 | if (damageup.IsDestroyed) damage.Stop(); |
---|
1546 | if (damageup.IsVisible) damageup.IsVisible = false; |
---|
1547 | else damageup.IsVisible = true; |
---|
1548 | }; |
---|
1549 | |
---|
1550 | Add(damageup, 2); |
---|
1551 | damage.Start(); |
---|
1552 | } |
---|
1553 | void powerupspread(PhysicsObject powerup, PhysicsObject p) |
---|
1554 | { |
---|
1555 | wpn_spread.Value++; |
---|
1556 | powerup.Destroy(); |
---|
1557 | powerupsfx.Play(); |
---|
1558 | |
---|
1559 | GameObject spreadup = new GameObject(121, 16); |
---|
1560 | spreadup.Position = p.Position + new Vector(0, 30); |
---|
1561 | spreadup.MaximumLifetime = TimeSpan.FromSeconds(0.75); |
---|
1562 | spreadup.Image = spread_up; |
---|
1563 | |
---|
1564 | Timer damage = new Timer(); |
---|
1565 | damage.Interval = 0.1; |
---|
1566 | damage.Timeout += delegate |
---|
1567 | { |
---|
1568 | if (spreadup.IsDestroyed) damage.Stop(); |
---|
1569 | if (spreadup.IsVisible) spreadup.IsVisible = false; |
---|
1570 | else spreadup.IsVisible = true; |
---|
1571 | }; |
---|
1572 | |
---|
1573 | Add(spreadup, 2); |
---|
1574 | damage.Start(); |
---|
1575 | } |
---|
1576 | |
---|
1577 | //Misc |
---|
1578 | void destroy(PhysicsObject p, PhysicsObject target) |
---|
1579 | { |
---|
1580 | p.Destroy(); |
---|
1581 | } |
---|
1582 | void damagePlayerEnemyShip(enemy b, player p) |
---|
1583 | { |
---|
1584 | p.health.Value = p.health.Value - 5; |
---|
1585 | if (p.health <= 0) |
---|
1586 | { |
---|
1587 | explosionsfx.Play(); |
---|
1588 | explosion_animation2(playership); |
---|
1589 | playership.Destroy(); |
---|
1590 | } |
---|
1591 | b.Destroy(); |
---|
1592 | hurtsfx.Play(); |
---|
1593 | explosionsfx.Play(); |
---|
1594 | explosion_animation(b); |
---|
1595 | } |
---|
1596 | void damagePlayerEnemyShip2(enemy b, player p) |
---|
1597 | { |
---|
1598 | p.health.Value = p.health.Value - 5; |
---|
1599 | if (p.health <= 0) |
---|
1600 | { |
---|
1601 | explosionsfx.Play(); |
---|
1602 | explosion_animation2(playership); |
---|
1603 | playership.Destroy(); |
---|
1604 | } |
---|
1605 | hurtsfx.Play(); |
---|
1606 | } |
---|
1607 | void damagePlayerBossShip(boss b, player p) |
---|
1608 | { |
---|
1609 | p.health.Value = 0; |
---|
1610 | explosionsfx.Play(); |
---|
1611 | explosion_animation2(playership); |
---|
1612 | playership.Destroy(); |
---|
1613 | hurtsfx.Play(); |
---|
1614 | } |
---|
1615 | void damagePlayerBullet(bullet b, player p) |
---|
1616 | { |
---|
1617 | p.health.Value = p.health.Value - b.damage; |
---|
1618 | if (p.health <= 0) |
---|
1619 | { |
---|
1620 | explosion_animation2(playership); |
---|
1621 | playership.Destroy(); |
---|
1622 | explosionsfx.Play(); |
---|
1623 | } |
---|
1624 | b.Destroy(); |
---|
1625 | hurtsfx.Play(); |
---|
1626 | } |
---|
1627 | void damageEnemy(bullet b, enemy e) |
---|
1628 | { |
---|
1629 | e.health.Value = e.health.Value - b.damage; |
---|
1630 | if (e.health.Value <= 0) |
---|
1631 | { |
---|
1632 | powerup(e.Position); |
---|
1633 | explosionsfx.Play(); |
---|
1634 | explosion_animation(e); |
---|
1635 | }; |
---|
1636 | hitsfx.Play(); |
---|
1637 | b.Destroy(); |
---|
1638 | |
---|
1639 | } |
---|
1640 | void damageBoss(boss b, bullet bullet) |
---|
1641 | { |
---|
1642 | if (bullet.Tag == "player_bullet") |
---|
1643 | { |
---|
1644 | bullet.Destroy(); |
---|
1645 | b.health.Value = b.health.Value - bullet.damage; |
---|
1646 | if (b.health.Value <= 0) |
---|
1647 | { |
---|
1648 | explosion_animation_boss(b); |
---|
1649 | |
---|
1650 | Timer fade = new Timer(); |
---|
1651 | fade.Interval = 0.03; |
---|
1652 | fade.Timeout += delegate |
---|
1653 | { |
---|
1654 | MediaPlayer.Volume = MediaPlayer.Volume - 0.1; |
---|
1655 | if (MediaPlayer.Volume == 0) |
---|
1656 | { |
---|
1657 | fade.Stop(); |
---|
1658 | } |
---|
1659 | }; |
---|
1660 | fade.Start(); |
---|
1661 | |
---|
1662 | GameObject stage_clear = new GameObject(290,39); |
---|
1663 | stage_clear.Image = stage_1_clear; |
---|
1664 | stage_clear.Position = cntr; |
---|
1665 | |
---|
1666 | Timer stageclr = new Timer(); |
---|
1667 | stageclr.Interval = 0.8; |
---|
1668 | stageclr.Timeout += delegate |
---|
1669 | { |
---|
1670 | if (stage_clear.IsVisible) stage_clear.IsVisible = false; |
---|
1671 | else stage_clear.IsVisible = true; |
---|
1672 | }; |
---|
1673 | |
---|
1674 | Timer wait = new Timer(); |
---|
1675 | wait.Interval = 1; |
---|
1676 | wait.Timeout += delegate |
---|
1677 | { |
---|
1678 | Add(stage_clear,3); |
---|
1679 | stageclr.Start(); |
---|
1680 | SoundEffect.MasterVolume = 0.2; |
---|
1681 | MediaPlayer.Stop(); |
---|
1682 | MediaPlayer.Volume = 1; |
---|
1683 | MediaPlayer.IsRepeating = false; |
---|
1684 | MediaPlayer.Play("Stage Clear"); |
---|
1685 | }; |
---|
1686 | |
---|
1687 | wait.Start(1); |
---|
1688 | |
---|
1689 | } |
---|
1690 | hitsfx.Play(); |
---|
1691 | } |
---|
1692 | } |
---|
1693 | void explosion_animation(enemy enemyship) |
---|
1694 | { |
---|
1695 | GameObject explosion = new GameObject(enemyship.explosion_scale, enemyship.explosion_scale); |
---|
1696 | explosion.Position = enemyship.Position; |
---|
1697 | explosion.Animation = explosion_anim; |
---|
1698 | explosion.MaximumLifetime = TimeSpan.FromSeconds(0.2); |
---|
1699 | Add(explosion,-1); |
---|
1700 | explosion.Animation.Start(1); |
---|
1701 | } |
---|
1702 | void explosion_animation_boss(boss enemyship) |
---|
1703 | { |
---|
1704 | GameObject explosion = new GameObject(enemyship.explosion_scale, enemyship.explosion_scale); |
---|
1705 | explosion.Position = enemyship.Position; |
---|
1706 | explosion.Animation = explosion_anim; |
---|
1707 | explosion.MaximumLifetime = TimeSpan.FromSeconds(0.2); |
---|
1708 | Add(explosion, -1); |
---|
1709 | explosion.Animation.Start(1); |
---|
1710 | } |
---|
1711 | |
---|
1712 | void explosion_animation2(PhysicsObject plr) |
---|
1713 | { |
---|
1714 | GameObject explosion = new GameObject(80,80); |
---|
1715 | explosion.Position = plr.Position; |
---|
1716 | explosion.Animation = explosion_anim; |
---|
1717 | explosion.MaximumLifetime = TimeSpan.FromSeconds(0.2); |
---|
1718 | Add(explosion, -1); |
---|
1719 | explosion.Animation.Start(1); |
---|
1720 | |
---|
1721 | Timer wait = new Timer(); |
---|
1722 | wait.Interval = 1; |
---|
1723 | wait.Timeout += delegate |
---|
1724 | { |
---|
1725 | SoundEffect.MasterVolume = 0.2; |
---|
1726 | MediaPlayer.Volume = 0.2; |
---|
1727 | MultiSelectWindow gameover = new MultiSelectWindow("Game Over", "Quit"); |
---|
1728 | gameover.ItemSelected += select_gameover; |
---|
1729 | Add(gameover); |
---|
1730 | }; |
---|
1731 | wait.Start(1); |
---|
1732 | |
---|
1733 | } |
---|
1734 | void select_gameover(int selection) |
---|
1735 | { |
---|
1736 | switch (selection) |
---|
1737 | { |
---|
1738 | case 0: |
---|
1739 | ConfirmExit(); |
---|
1740 | break; |
---|
1741 | } |
---|
1742 | } |
---|
1743 | } |
---|