- Timestamp:
- 2012-06-15 04:49:34 (9 years ago)
- Location:
- 2012/24/JaakkoL
- Files:
-
- 14 added
- 21 edited
Legend:
- Unmodified
- Added
- Removed
-
2012/24/JaakkoL/Crisis Fire/FysiikkaPeli1/FysiikkaPeli1/Crisis Fire.csproj
r3010 r3046 62 62 </PropertyGroup> 63 63 <ItemGroup> 64 <Reference Include="Jypeli 4, Version=4.2.1.0, Culture=neutral, processorArchitecture=x86">64 <Reference Include="Jypeli, Version=5.0.0.0, Culture=neutral, processorArchitecture=x86"> 65 65 <SpecificVersion>False</SpecificVersion> 66 <HintPath> ..\..\..\..\..\Program Files (x86)\Jypeli\lib\x86\Jypeli4.dll</HintPath>66 <HintPath>C:\Program Files (x86)\Jypeli\lib\x86\Jypeli.dll</HintPath> 67 67 </Reference> 68 68 <Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86"> -
2012/24/JaakkoL/Crisis Fire/FysiikkaPeli1/FysiikkaPeli1/Crisis Fire.csproj.Debug.cachefile
r3039 r3046 1 1 Content\FieldFromTilemapNormal.xnb 2 Content\CrisisFireMainMenu.xnb 2 3 Content\FieldFromTilemapNormal.txt 4 Content\CrisisFireMainMenu.png -
2012/24/JaakkoL/Crisis Fire/FysiikkaPeli1/FysiikkaPeli1/Peli.cs
r3039 r3046 12 12 public int ScoreValue; 13 13 14 public Enemy(double height, double width)15 : base( height, width)14 public Enemy(double width, double height) 15 : base(width, height) 16 16 { 17 17 CanRotate = false; 18 } 19 } 20 21 class SpecialEnemy : Enemy 22 { 23 public int PossibleDamageReduced; 24 public int PossibleMiscAttribute; 25 26 public SpecialEnemy(double width, double height) 27 : base(width, height) 28 { 18 29 } 19 30 } … … 23 34 public int Damage; 24 35 25 public Bullet(double height, double width)26 : base( height, width)36 public Bullet(double width, double height) 37 : base(width, height) 27 38 { 28 39 IgnoresCollisionResponse = true; … … 48 59 class CrisisFire : PhysicsGame 49 60 { 50 Vector VelocityUp = new Vector(0.0, 500.0); 51 Vector VelocityDown = new Vector(0.0, -500.0); 52 Vector VelocityLeft = new Vector(-500.0, 0.0); 53 Vector VelocityRight = new Vector(500.0, 0.0); 61 Image MainMenu = LoadImage("CrisisFireMainMenu"); 62 63 Vector VelocityUp = new Vector(0.0, 550.0); 64 Vector VelocityDown = new Vector(0.0, -550.0); 65 Vector VelocityLeft = new Vector(-550.0, 0.0); 66 Vector VelocityRight = new Vector(550.0, 0.0); 54 67 PhysicsObject Player; 55 68 Enemy SmallEnemy; … … 57 70 Enemy LargeEnemy; 58 71 Enemy Boss; 72 SpecialEnemy Defender; 59 73 PhysicsObject KillBorder; 60 74 PhysicsObject Threshold; 61 75 IntMeter PowerGauge; 76 IntMeter PowerGaugeHC; 62 77 IntMeter ScoreGauge; 63 78 Timer PrimaryROF; … … 66 81 Timer LaserROF; 67 82 Timer PowerGoesCrazy; 68 ScoreList Scoreboard = new ScoreList(10, false, 2500); 83 bool IsGameHC; 84 85 ScoreList ScoreboardNrm = new ScoreList(10, false, 3000); 86 ScoreList ScoreboardHC = new ScoreList(10, false, 5000); 69 87 70 88 public override void Begin() 71 89 { 72 if (DataStorage.Exists("Scoreboard.xml")) 73 Scoreboard = DataStorage.Load<ScoreList>(Scoreboard, "Scoreboard.xml"); 90 Level.Background.Image = MainMenu; 91 Camera.ZoomToLevel(); 92 ControllerOne.Listen(Button.A, ButtonState.Pressed, StartGameNormalMode, null); 93 ControllerOne.Listen(Button.B, ButtonState.Pressed, StartGameHardcoreMode, null); 94 ControllerOne.Listen(Button.Back, ButtonState.Pressed, Exit, null); 95 } 96 97 void StartGameNormalMode() 98 { 99 IsGameHC = false; 100 101 if (DataStorage.Exists("ScoreboardNrm.xml")) 102 { 103 ScoreboardNrm = DataStorage.Load<ScoreList>(ScoreboardNrm, "ScoreboardNrm.xml"); 104 } 74 105 75 106 FieldN(); 76 SetControls ();107 SetControlsNrm(); 77 108 CreatePowerGauge(); 78 109 CreateScoreGauge(); 110 // The first, "normal" gametype 111 } 112 113 void StartGameHardcoreMode() 114 { 115 IsGameHC = true; 116 117 if (DataStorage.Exists("ScoreboardHC.xml")) 118 { 119 ScoreboardHC = DataStorage.Load<ScoreList>(ScoreboardHC, "ScoreboardHC.xml"); 120 } 121 122 FieldHC(); 123 SetControlsHC(); 124 CreateScoreGauge(); 125 CreatePowerGaugeHC(); 126 // Hardcore mode. Boss is tougher, the enemies are faster, no power system, the game is over if a single enemy reaches the threshold 79 127 } 80 128 … … 82 130 { 83 131 TileMap LevelSpawns = TileMap.FromLevelAsset("FieldFromTilemapNormal"); 84 Level.Background Color = Color.DarkGray;132 Level.Background.CreateGradient(Color.Black, Color.Blue); 85 133 86 134 LevelSpawns.SetTileMethod('/', CreateThreshold); … … 90 138 LevelSpawns.SetTileMethod('M', SpawnEnemy); 91 139 LevelSpawns.SetTileMethod('L', SpawnLargeEnemy); 92 LevelSpawns.SetTileMethod('B', SpawnBoss); 140 LevelSpawns.SetTileMethod('B', SpawnBossNrm); 141 LevelSpawns.SetTileMethod('D', SpawnDefender); 93 142 94 143 LevelSpawns.Execute(90, 90); … … 97 146 Camera.FollowedObject = Player; 98 147 99 Gravity = new Vector(-320.0, 0.0); 100 // Assigns the spawn methods to the normal mode's tilemap and adds constant gravity (which only affects enemies) 101 // Modify the gravity constant to modify difficulty, as enemies move faster the stronger the gravitational pull is 148 Gravity = new Vector(-300.0, 0.0); 149 // Assigns the spawn methods to the normal mode's tilemap and adds constant gravity 150 } 151 152 void FieldHC() 153 { 154 TileMap LevelSpawns = TileMap.FromLevelAsset("FieldFromTilemapNormal"); 155 Level.Background.CreateGradient(Color.Black, Color.DarkRed); 156 157 LevelSpawns.SetTileMethod('/', CreateThreshold); 158 LevelSpawns.SetTileMethod('|', CreateKillBorder); 159 LevelSpawns.SetTileMethod('P', SpawnPlayer); 160 LevelSpawns.SetTileMethod('S', SpawnSmallEnemy); 161 LevelSpawns.SetTileMethod('M', SpawnEnemy); 162 LevelSpawns.SetTileMethod('L', SpawnLargeEnemy); 163 LevelSpawns.SetTileMethod('B', SpawnBossHC); 164 LevelSpawns.SetTileMethod('D', SpawnDefender); 165 166 LevelSpawns.Execute(90, 90); 167 Level.CreateBorders(); 168 Camera.StayInLevel = true; 169 Camera.FollowedObject = Player; 170 171 Gravity = new Vector(-400.0, 0.0); 172 // Assigns the spawn methods to the normal mode's tilemap and applies HC versions of variables 102 173 } 103 174 … … 134 205 } 135 206 136 void KillBorderCollision( IPhysicsObject Player, IPhysicsObject KillBorder)207 void KillBorderCollision(PhysicsObject Player, PhysicsObject KillBorder) 137 208 { 138 209 PowerGoesCrazy = new Timer(); 139 PowerGoesCrazy.Interval = 0. 1;210 PowerGoesCrazy.Interval = 0.05; 140 211 PowerGoesCrazy.Timeout += delegate { GameOverGaugeValue(); }; 141 212 PowerGoesCrazy.Start(); … … 143 214 MessageDisplay.Add("The force field vaporized you."); 144 215 Timer.SingleShot(2.0, GameOver); 145 Timer.SingleShot(6.0, Exit); 216 Timer.SingleShot(6.0, Begin); 217 Timer.SingleShot(5.95, ClearControls); 218 Timer.SingleShot(5.95, ClearGameObjects); 146 219 // What happens if the player hits the Kill Border 147 220 } … … 173 246 } 174 247 175 void EnemyReachesThreshold( IPhysicsObject Threshold, IPhysicsObject Target)248 void EnemyReachesThreshold(PhysicsObject Threshold, PhysicsObject Target) 176 249 { 177 250 Enemy targetEnemy = Target as Enemy; 251 SpecialEnemy targetSpecEnem = Target as SpecialEnemy; 178 252 179 253 if (Target.Tag.ToString() == "Enemy") 180 254 { 181 255 ScoreGauge.Value = ScoreGauge.Value -= targetEnemy.ScoreValue / 2; 256 Target.Destroy(); 257 258 if (IsGameHC == true) 259 { 260 MessageDisplay.Add("You were overrun."); 261 Timer.SingleShot(2.0, GameOver); 262 Timer.SingleShot(6.0, ScoreboardInitHC); 263 } 264 } 265 else if (Target.Tag.ToString() == "SpecialEnemy") 266 { 267 ScoreGauge.Value = ScoreGauge.Value -= targetSpecEnem.ScoreValue / 2; 182 268 Target.Destroy(); 183 269 } … … 202 288 // The smallest enemy type 203 289 204 SmallEnemy.Destroyed += delegate { SpawnSmallPower(SEPosition); }; 290 if (IsGameHC == false) 291 { 292 SmallEnemy.Destroyed += delegate { SpawnSmallPower(SEPosition); }; 293 } 205 294 } 206 295 … … 223 312 // The medium enemy type 224 313 225 Enemy.Destroyed += delegate { SpawnPower(EPosition); }; 314 if (IsGameHC == false) 315 { 316 Enemy.Destroyed += delegate { SpawnPower(EPosition); }; 317 } 226 318 } 227 319 … … 243 335 Add(LargeEnemy); 244 336 // The large enemy type 245 246 LargeEnemy.Destroyed += delegate { SpawnLargePower(LEPosition); }; 247 } 248 249 void SpawnBoss(Vector BPosition, double width, double height) 337 338 if (IsGameHC == false) 339 { 340 LargeEnemy.Destroyed += delegate { SpawnLargePower(LEPosition); }; 341 } 342 } 343 344 void SpawnBossNrm(Vector BPosition, double width, double height) 250 345 { 251 346 width = 800.0; … … 265 360 // The boss. Obviously the larget enemy type 266 361 267 Boss.Destroyed += delegate { ScoreboardInit(); }; 268 } 269 270 void PlayerDestruction(IPhysicsObject Collider, IPhysicsObject Player) 362 Boss.Destroyed += delegate { ScoreboardInitNrm(); }; 363 } 364 365 void SpawnBossHC(Vector BPosition, double width, double height) 366 { 367 width = 800.0; 368 height = 500.0; 369 Boss = new Enemy(width, height); 370 Boss.Position = BPosition; 371 Boss.Shape = Shape.Ellipse; 372 Boss.Color = Color.DarkGreen; 373 Boss.Restitution = 0.1; 374 Boss.Mass = 9001; 375 Boss.LinearDamping = 0.95; 376 Boss.ScoreValue = 4000; 377 Boss.HP = 6666; 378 Boss.Tag = "Enemy"; 379 AddCollisionHandler(Boss, "P1", PlayerDestruction); 380 Add(Boss); 381 // Hardcore Boss has 1111 more HP and 1000 more ScoreValue. 382 383 Boss.Destroyed += delegate { ScoreboardInitHC(); }; 384 } 385 386 void SpawnDefender(Vector DPosition, double width, double height) 387 { 388 width = 100.0; 389 height = 200.0; 390 Defender = new SpecialEnemy(width, height); 391 Defender.Position = DPosition; 392 Defender.Shape = Shape.Ellipse; 393 Defender.Color = Color.LimeGreen; 394 Defender.Restitution = 0.1; 395 Defender.Mass = 9001; 396 Defender.LinearDamping = 0.95; 397 Defender.ScoreValue = 300; 398 Defender.HP = 180; 399 Defender.PossibleDamageReduced = 20; 400 Defender.PossibleMiscAttribute = 0; 401 Defender.Tag = "SpecialEnemy"; 402 AddCollisionHandler(Defender, "P1", PlayerDestruction); 403 Add(Defender); 404 } 405 406 void PlayerDestruction(PhysicsObject Collider, PhysicsObject Player) 271 407 { 272 408 Enemy collidingEnemy = Collider as Enemy; … … 280 416 MessageDisplay.Add("You have died."); 281 417 Timer.SingleShot(2.0, GameOver); 282 Timer.SingleShot(6.0, Exit); 283 } 284 } 285 286 void SetControls() 287 { 288 // ControllerOne.Listen(Button.A, ButtonState.Pressed, FocusedVelocity, null, Player, null); 418 Timer.SingleShot(6.0, Begin); 419 Timer.SingleShot(5.95, ClearControls); 420 Timer.SingleShot(5.95, ClearGameObjects); 421 } 422 } 423 424 void SetControlsNrm() 425 { 289 426 ControllerOne.Listen(Button.DPadUp, ButtonState.Down, SetVelocity, null, Player, VelocityUp); 290 427 ControllerOne.Listen(Button.DPadUp, ButtonState.Released, SetVelocity, null, Player, Vector.Zero); … … 295 432 ControllerOne.Listen(Button.DPadRight, ButtonState.Down, SetVelocity, null, Player, VelocityRight); 296 433 ControllerOne.Listen(Button.DPadRight, ButtonState.Released, SetVelocity, null, Player, Vector.Zero); 297 ControllerOne.Listen(Button.Back, ButtonState.Pressed, Exit, null);434 ControllerOne.Listen(Button.Back, ButtonState.Pressed, StartGameNormalMode, null); 298 435 ControllerOne.Listen(Button.RightTrigger, ButtonState.Pressed, PrimaryRate, null); 299 436 ControllerOne.Listen(Button.RightTrigger, ButtonState.Released, PrimaryRateStop, null); … … 304 441 ControllerOne.Listen(Button.LeftShoulder, ButtonState.Pressed, LaserRate, null); 305 442 ControllerOne.Listen(Button.LeftShoulder, ButtonState.Released, LaserRateStop, null); 306 // Sets controls. Focused movement is currently not implemented 443 // Sets controls for Normal Mode. 444 } 445 446 void SetControlsHC() 447 { 448 ControllerOne.Listen(Button.DPadUp, ButtonState.Down, SetVelocity, null, Player, VelocityUp); 449 ControllerOne.Listen(Button.DPadUp, ButtonState.Released, SetVelocity, null, Player, Vector.Zero); 450 ControllerOne.Listen(Button.DPadDown, ButtonState.Down, SetVelocity, null, Player, VelocityDown); 451 ControllerOne.Listen(Button.DPadDown, ButtonState.Released, SetVelocity, null, Player, Vector.Zero); 452 ControllerOne.Listen(Button.DPadLeft, ButtonState.Down, SetVelocity, null, Player, VelocityLeft); 453 ControllerOne.Listen(Button.DPadLeft, ButtonState.Released, SetVelocity, null, Player, Vector.Zero); 454 ControllerOne.Listen(Button.DPadRight, ButtonState.Down, SetVelocity, null, Player, VelocityRight); 455 ControllerOne.Listen(Button.DPadRight, ButtonState.Released, SetVelocity, null, Player, Vector.Zero); 456 ControllerOne.Listen(Button.Back, ButtonState.Pressed, StartGameHardcoreMode, null); 457 ControllerOne.Listen(Button.RightTrigger, ButtonState.Pressed, PrimaryRate, null); 458 ControllerOne.Listen(Button.RightTrigger, ButtonState.Released, PrimaryRateStop, null); 459 ControllerOne.Listen(Button.LeftTrigger, ButtonState.Pressed, SecondaryRate, null); 460 ControllerOne.Listen(Button.LeftTrigger, ButtonState.Released, SecondaryRateStop, null); 461 ControllerOne.Listen(Button.RightShoulder, ButtonState.Pressed, TertiaryRate, null); 462 ControllerOne.Listen(Button.RightShoulder, ButtonState.Released, TertiaryRateStop, null); 463 ControllerOne.Listen(Button.LeftShoulder, ButtonState.Pressed, LaserRate, null); 464 ControllerOne.Listen(Button.LeftShoulder, ButtonState.Released, LaserRateStop, null); 465 // Sets controls for Hardcore Mode. 307 466 } 308 467 … … 310 469 { 311 470 PrimaryROF = new Timer(); 312 PrimaryROF.Interval = 0. 3;471 PrimaryROF.Interval = 0.225; 313 472 PrimaryROF.Timeout += delegate { FirePrimary(Player, 1.0, 1.0, Shape.Rectangle); }; 314 473 PrimaryROF.Start(); … … 322 481 void FirePrimary(PhysicsObject Player, double ShotWidth, double ShotHeight, Shape ShotShape) 323 482 { 324 if (PowerGauge.Value < 128) 483 if (IsGameHC == false) 484 { 485 if (PowerGauge.Value < 128) 486 { 487 CreatePrimary(Player.X + 25, Player.Y + 10, 12.0, 3.0, new Vector(725.0, 30.0), Color.LightYellow); 488 CreatePrimary(Player.X + 25, Player.Y + 4, 12.0, 3.0, new Vector(725.0, -30.0), Color.LightYellow); 489 CreatePrimary(Player.X + 15, Player.Y + 17, 12.0, 3.0, new Vector(725.0, 120.0), Color.LightYellow); 490 CreatePrimary(Player.X + 15, Player.Y - 3, 12.0, 3.0, new Vector(725.0, -120.0), Color.LightYellow); 491 // Fires a wide, relatively slow shotgun-like 4 bullet spread from the top gun. Very inaccurate at long range. 492 } 493 else if (PowerGauge.Value == 128) 494 { 495 CreatePrimary(Player.X + 30, Player.Y + 7.5, 15.0, 4.0, new Vector(800.0, 0.0), Color.Yellow); 496 CreatePrimary(Player.X + 27.5, Player.Y + 12, 15.0, 4.0, new Vector(800.0, 75.0), Color.Yellow); 497 CreatePrimary(Player.X + 27.5, Player.Y + 5, 15.0, 4.0, new Vector(800.0, -75.0), Color.Yellow); 498 CreatePrimary(Player.X + 17.5, Player.Y + 20, 15.0, 4.0, new Vector(800.0, 150.0), Color.Yellow); 499 CreatePrimary(Player.X + 17.5, Player.Y - 1, 15.0, 4.0, new Vector(800.0, -150.0), Color.Yellow); 500 // The Full-Power Mode version of the primary shot. Adds a fifth, accurate center projectile. 501 } 502 } 503 else if (IsGameHC == true) 325 504 { 326 505 CreatePrimary(Player.X + 25, Player.Y + 10, 12.0, 3.0, new Vector(725.0, 30.0), Color.LightYellow); … … 330 509 // Fires a wide, relatively slow shotgun-like 4 bullet spread from the top gun. Very inaccurate at long range. 331 510 } 332 else if (PowerGauge.Value == 128)333 {334 CreatePrimary(Player.X + 30, Player.Y + 7.5, 15.0, 4.0, new Vector(800.0, 0.0), Color.Yellow);335 CreatePrimary(Player.X + 27.5, Player.Y + 12, 15.0, 4.0, new Vector(800.0, 75.0), Color.Yellow);336 CreatePrimary(Player.X + 27.5, Player.Y + 5, 15.0, 4.0, new Vector(800.0, -75.0), Color.Yellow);337 CreatePrimary(Player.X + 17.5, Player.Y + 20, 15.0, 4.0, new Vector(800.0, 150.0), Color.Yellow);338 CreatePrimary(Player.X + 17.5, Player.Y - 1, 15.0, 4.0, new Vector(800.0, -150.0), Color.Yellow);339 // The Full-Power Mode version of the primary shot. Adds a fifth, accurate center projectile.340 }341 511 } 342 512 … … 347 517 Primary.X = X; 348 518 Primary.Y = Y; 349 519 520 if (IsGameHC == false) 521 { 350 522 if (PowerGauge.Value == 128) 351 523 { … … 356 528 Primary.Damage = 8; 357 529 } 358 530 } 531 else if (IsGameHC == true) 532 { 533 Primary.Damage = 8; 534 } 359 535 Primary.Mass = 1; 360 536 AddCollisionHandler(Primary, PrimaryDamagesEnemy); … … 363 539 } 364 540 365 void PrimaryDamagesEnemy( IPhysicsObject Primary, IPhysicsObject Target)541 void PrimaryDamagesEnemy(PhysicsObject Primary, PhysicsObject Target) 366 542 { 367 543 Bullet primaryBullet = Primary as Bullet; 368 544 Enemy targetEnemy = Target as Enemy; 545 SpecialEnemy targetSpecEnem = Target as SpecialEnemy; 369 546 370 547 if (Target.Tag.ToString() == "Enemy") … … 379 556 } 380 557 } 558 else if (Target.Tag.ToString() == "SpecialEnemy") 559 { 560 targetSpecEnem.HP -= (primaryBullet.Damage - targetSpecEnem.PossibleDamageReduced); 561 primaryBullet.Destroy(); 562 563 if (targetSpecEnem.HP <= 0) 564 { 565 ScoreGauge.Value += targetSpecEnem.ScoreValue; 566 targetSpecEnem.Destroy(); 567 } 568 } 381 569 else if (Target.Tag.ToString() == "KB") 382 570 { … … 392 580 { 393 581 SecondaryROF = new Timer(); 394 SecondaryROF.Interval = 0.2 5;582 SecondaryROF.Interval = 0.225; 395 583 SecondaryROF.Timeout += delegate { FireSecondary(Player, 1.0, 1.0, Shape.Diamond); }; 396 584 SecondaryROF.Start(); … … 404 592 void FireSecondary(PhysicsObject Player, double ShotWidth, double ShotHeight, Shape ShotShape) 405 593 { 406 if (PowerGauge.Value < 128) 594 if (IsGameHC == false) 595 { 596 if (PowerGauge.Value < 128) 597 { 598 CreateSecondary(Player.X + 20, Player.Y - 4, 15.0, 5.0, new Vector(1200.0, 0.0), Color.SkyBlue); 599 CreateSecondary(Player.X + 20, Player.Y - 10, 15.0, 5.0, new Vector(1200.0, 0.0), Color.SkyBlue); 600 // Fires a fast and powerful double-barrel shot from the bottom gun 601 } 602 else if (PowerGauge.Value == 128) 603 { 604 CreateSecondary(Player.X + 25, Player.Y - 5, 20.0, 7.0, new Vector(1250.0, 0.0), Color.Cyan); 605 CreateSecondary(Player.X + 25, Player.Y - 12, 20.0, 7.0, new Vector(1250.0, 0.0), Color.Cyan); 606 // Full-Power version of the double barrel gun. Increases the size, velocity and damage of the shots. 607 } 608 } 609 else if (IsGameHC == true) 407 610 { 408 611 CreateSecondary(Player.X + 20, Player.Y - 4, 15.0, 5.0, new Vector(1200.0, 0.0), Color.SkyBlue); 409 612 CreateSecondary(Player.X + 20, Player.Y - 10, 15.0, 5.0, new Vector(1200.0, 0.0), Color.SkyBlue); 410 // Fires a fast and powerful double-barrel shot from the bottom gun411 }412 else if (PowerGauge.Value == 128)413 {414 CreateSecondary(Player.X + 25, Player.Y - 5, 20.0, 7.0, new Vector(1250.0, 0.0), Color.Cyan);415 CreateSecondary(Player.X + 25, Player.Y - 12, 20.0, 7.0, new Vector(1250.0, 0.0), Color.Cyan);416 // Full-Power version of the double barrel gun. Increases the size, velocity and damage of the shots.417 613 } 418 614 } … … 426 622 Secondary.Y = Y; 427 623 428 if (PowerGauge.Value == 128) 429 { 430 Secondary.Damage = 30; 431 } 432 else if (PowerGauge.Value < 128) 624 if (IsGameHC == false) 625 { 626 if (PowerGauge.Value == 128) 627 { 628 Secondary.Damage = 30; 629 } 630 else if (PowerGauge.Value < 128) 631 { 632 Secondary.Damage = 20; 633 } 634 } 635 else if (IsGameHC == true) 433 636 { 434 637 Secondary.Damage = 20; … … 441 644 } 442 645 443 void SecondaryDamagesEnemy( IPhysicsObject Secondary, IPhysicsObject Target)646 void SecondaryDamagesEnemy(PhysicsObject Secondary, PhysicsObject Target) 444 647 { 445 648 Bullet secondaryBullet = Secondary as Bullet; 446 649 Enemy targetEnemy = Target as Enemy; 650 SpecialEnemy targetSpecEnem = Target as SpecialEnemy; 447 651 448 652 if (Target.Tag.ToString() == "Enemy") … … 457 661 } 458 662 } 663 else if (Target.Tag.ToString() == "SpecialEnemy") 664 { 665 targetSpecEnem.HP -= (secondaryBullet.Damage - targetSpecEnem.PossibleDamageReduced); 666 secondaryBullet.Destroy(); 667 668 if (targetSpecEnem.HP <= 0) 669 { 670 ScoreGauge.Value += targetSpecEnem.ScoreValue; 671 targetSpecEnem.Destroy(); 672 } 673 } 459 674 else if (Target.Tag.ToString() == "KB") 460 675 { … … 470 685 { 471 686 TertiaryROF = new Timer(); 472 TertiaryROF.Interval = 1 .25;687 TertiaryROF.Interval = 1; 473 688 TertiaryROF.Timeout += delegate { FireTertiary(Player, 1.0, 1.0, Shape.Diamond); }; 474 689 TertiaryROF.Start(); … … 482 697 void FireTertiary(PhysicsObject Player, double ShotWidth, double ShotHeight, Shape ShotShape) 483 698 { 484 if (PowerGauge.Value < 128) 485 { 486 CreateTertiary(Player.X + 35, Player.Y, 40.0, 17.5, new Vector(700.0, 0.0), Color.White); 487 // Fires a relatively slow, large and strong projectile that requires an arming time. 488 } 489 else if (PowerGauge.Value == 128) 490 { 491 CreateTertiary(Player.X + 45, Player.Y, 50.0, 20.0, new Vector(750.0, 0.0), Color.Wheat); 492 // Full Power version. 1.5x more power and larger. 699 if (IsGameHC == false) 700 { 701 if (PowerGauge.Value < 128) 702 { 703 CreateTertiary(Player.X + 25, Player.Y, 30.0, 15.0, new Vector(1000.0, 0.0), Color.White); 704 // Fires a large and strong projectile with low rate-of-fire. 705 } 706 else if (PowerGauge.Value == 128) 707 { 708 CreateTertiary(Player.X + 35, Player.Y, 40.0, 17.5, new Vector(1500.0, 0.0), Color.Wheat); 709 // Full Power version. 1.5x more power and larger. 710 } 711 } 712 else if (IsGameHC == true) 713 { 714 CreateTertiary(Player.X + 25, Player.Y, 30.0, 15.0, new Vector(1000.0, 0.0), Color.White); 493 715 } 494 716 } … … 502 724 Tertiary.Y = Y; 503 725 504 if (PowerGauge.Value == 128) 505 { 506 Tertiary.Damage = 150; 507 } 508 else if (PowerGauge.Value < 128) 509 { 510 Tertiary.Damage = 100; 726 if (IsGameHC == false) 727 { 728 if (PowerGauge.Value == 128) 729 { 730 Tertiary.Damage = 140; 731 } 732 else if (PowerGauge.Value < 128) 733 { 734 Tertiary.Damage = 120; 735 } 736 } 737 else if (IsGameHC == true) 738 { 739 Tertiary.Damage = 120; 511 740 } 512 741 … … 517 746 } 518 747 519 void TertiaryDamagesEnemy( IPhysicsObject Tertiary, IPhysicsObject Target)748 void TertiaryDamagesEnemy(PhysicsObject Tertiary, PhysicsObject Target) 520 749 { 521 750 Bullet tertiaryBullet = Tertiary as Bullet; 522 751 Enemy targetEnemy = Target as Enemy; 752 SpecialEnemy targetSpecEnem = Target as SpecialEnemy; 523 753 524 754 if (Target.Tag.ToString() == "Enemy") … … 531 761 ScoreGauge.Value += targetEnemy.ScoreValue; 532 762 targetEnemy.Destroy(); 763 } 764 } 765 else if (Target.Tag.ToString() == "SpecialEnemy") 766 { 767 targetSpecEnem.HP -= (tertiaryBullet.Damage - targetSpecEnem.PossibleDamageReduced); 768 tertiaryBullet.Destroy(); 769 770 if (targetSpecEnem.HP <= 0) 771 { 772 ScoreGauge.Value += targetSpecEnem.ScoreValue; 773 targetSpecEnem.Destroy(); 533 774 } 534 775 } … … 558 799 void FireLaser(PhysicsObject Player, double ShotWidth, double ShotHeight, Shape ShotShape) 559 800 { 560 if (PowerGauge.Value < 128) 561 { 562 CreateLaser(Player.X + 36, Player.Y, 40.0, 2.5, new Vector(1750.0, 0.0), Color.LightGreen); 563 // Fires a focused laser beam. Deals low damage but pierces enemies. 564 } 565 else if (PowerGauge.Value == 128) 566 { 567 CreateLaser(Player.X + 36, Player.Y + 5, 40.0, 2.5, new Vector(1750.0, 0.0), Color.Red); 568 CreateLaser(Player.X + 36, Player.Y - 5, 40.0, 2.5, new Vector(1750.0, 0.0), Color.Red); 569 // The Full Power version fires two lasers instead of one. 801 if (IsGameHC == false) 802 { 803 if (PowerGauge.Value < 128) 804 { 805 CreateLaser(Player.X + 36, Player.Y, 30.0, 2.5, new Vector(1750.0, 0.0), Color.LightGreen); 806 // Fires a focused laser beam. Deals low damage but pierces enemies. 807 } 808 else if (PowerGauge.Value == 128) 809 { 810 CreateLaser(Player.X + 36, Player.Y + 5, 30.0, 2.5, new Vector(1750.0, 0.0), Color.Red); 811 CreateLaser(Player.X + 36, Player.Y - 5, 30.0, 2.5, new Vector(1750.0, 0.0), Color.Red); 812 // The Full Power version fires two lasers instead of one. 813 } 814 } 815 else if (IsGameHC == true) 816 { 817 CreateLaser(Player.X + 36, Player.Y, 30.0, 2.5, new Vector(1750.0, 0.0), Color.LightGreen); 570 818 } 571 819 } … … 579 827 Laser.Y = Y; 580 828 581 if (PowerGauge.Value == 128) 582 { 583 Laser.Damage = 2; 584 } 585 else if (PowerGauge.Value < 128) 829 if (IsGameHC == false) 830 { 831 if (PowerGauge.Value == 128) 832 { 833 Laser.Damage = 2; 834 } 835 else if (PowerGauge.Value < 128) 836 { 837 Laser.Damage = 3; 838 } 839 } 840 else if (IsGameHC == true) 586 841 { 587 842 Laser.Damage = 3; … … 594 849 } 595 850 596 void LaserDamagesEnemy( IPhysicsObject Laser, IPhysicsObject Target)851 void LaserDamagesEnemy(PhysicsObject Laser, PhysicsObject Target) 597 852 { 598 853 Bullet laserProjectile = Laser as Bullet; 599 854 Enemy targetEnemy = Target as Enemy; 855 SpecialEnemy targetSpecEnem = Target as SpecialEnemy; 600 856 601 857 if (Target.Tag.ToString() == "Enemy") … … 607 863 ScoreGauge.Value += targetEnemy.ScoreValue; 608 864 targetEnemy.Destroy(); 865 } 866 } 867 else if (Target.Tag.ToString() == "SpecialEnemy") 868 { 869 targetSpecEnem.HP -= (laserProjectile.Damage - targetSpecEnem.PossibleDamageReduced); 870 laserProjectile.Destroy(); 871 872 if (targetSpecEnem.HP <= 0) 873 { 874 ScoreGauge.Value += targetSpecEnem.ScoreValue; 875 targetSpecEnem.Destroy(); 609 876 } 610 877 } … … 646 913 647 914 ControllerOne.Listen(Button.Start, ButtonState.Pressed, PowerDebug, null); 915 } 916 917 void CreatePowerGaugeHC() 918 { 919 PowerGaugeHC = new IntMeter(0); 920 PowerGaugeHC.MaxValue = 128; 648 921 } 649 922 … … 719 992 } 720 993 721 void ObtainPower( IPhysicsObject Collider, IPhysicsObject Player)994 void ObtainPower(PhysicsObject Collider, PhysicsObject Player) 722 995 { 723 996 Power obtainablePower = Collider as Power; … … 731 1004 } 732 1005 733 void ScoreboardInit() 734 { 735 if (ScoreGauge.Value <= 2500) 1006 void ScoreboardInitNrm() 1007 { 1008 Timer.SingleShot(0.0, ClearTimers); 1009 Gravity = Vector.Zero; 1010 1011 if (ScoreGauge.Value <= 3000) 736 1012 { 737 1013 HighScoreWindow ScoreboardShow = new HighScoreWindow( 738 "High Scores ",739 Scoreboard );740 ScoreboardShow.Closed += SaveScores ;1014 "High Scores (Normal Mode)", 1015 ScoreboardNrm); 1016 ScoreboardShow.Closed += SaveScoresNrm; 741 1017 ScoreboardShow.Closed += delegate { ExitAfterWin(); }; 742 1018 Add(ScoreboardShow); … … 745 1021 { 746 1022 HighScoreWindow ScoreboardShowHS = new HighScoreWindow( 747 "High Scores ",1023 "High Scores (Normal Mode)", 748 1024 "Your score of %p is a high score! Enter name:", 749 Scoreboard , ScoreGauge.Value);750 ScoreboardShowHS.Closed += SaveScores ;1025 ScoreboardNrm, ScoreGauge.Value); 1026 ScoreboardShowHS.Closed += SaveScoresNrm; 751 1027 ScoreboardShowHS.Closed += delegate { ExitAfterWin(); }; 752 1028 Add(ScoreboardShowHS); … … 754 1030 } 755 1031 756 void SaveScores(Window Sender) 757 { 758 DataStorage.Save<ScoreList>(Scoreboard, "Scoreboard.xml"); 1032 void SaveScoresNrm(Window Sender) 1033 { 1034 DataStorage.Save<ScoreList>(ScoreboardNrm, "ScoreboardNrm.xml"); 1035 } 1036 1037 void ScoreboardInitHC() 1038 { 1039 Timer.SingleShot(0.0, ClearTimers); 1040 Gravity = Vector.Zero; 1041 1042 if (ScoreGauge.Value <= 5000) 1043 { 1044 HighScoreWindow ScoreboardShow = new HighScoreWindow( 1045 "High Scores (Hardcore Mode)", 1046 ScoreboardHC); 1047 ScoreboardShow.Closed += SaveScoresHC; 1048 ScoreboardShow.Closed += delegate { ExitAfterWin(); }; 1049 Add(ScoreboardShow); 1050 } 1051 else 1052 { 1053 HighScoreWindow ScoreboardShowHS = new HighScoreWindow( 1054 "High Scores (Hardcore Mode)", 1055 "Your score of %p is a high score! Enter name:", 1056 ScoreboardHC, ScoreGauge.Value); 1057 ScoreboardShowHS.Closed += SaveScoresHC; 1058 ScoreboardShowHS.Closed += delegate { ExitAfterWin(); }; 1059 Add(ScoreboardShowHS); 1060 } 1061 } 1062 1063 void SaveScoresHC(Window Sender) 1064 { 1065 DataStorage.Save<ScoreList>(ScoreboardHC, "ScoreboardHC.xml"); 759 1066 } 760 1067 761 1068 void ExitAfterWin() 762 1069 { 763 Timer.SingleShot(2.5, Exit); 1070 Timer.SingleShot(2.5, Begin); 1071 Timer.SingleShot(2.45, ClearGameObjects); 1072 Timer.SingleShot(2.45, ClearControls); 764 1073 } 765 1074 } -
2012/24/JaakkoL/Crisis Fire/FysiikkaPeli1/FysiikkaPeli1/bin/x86/Debug/Content/FieldFromTilemapNormal.txt
r3039 r3046 1 / | S S S S S S2 / | S M S L S M3 / | S S M S M M S 4 / | S S S L S S S L5 / P | S S M S M L M L M M M L M S S M B6 / | S S S L S S S L7 / | S S S M M S 8 / | S S S L S M9 / | S S S S S S S1 / | S S S S S S 2 / | S M S L S D M 3 / | S S M S M M S D 4 / | S S S L S S S L 5 / P | S S M S M L M L M M M L M S S M D B 6 / | S S S L S S S L 7 / | S S S M M S D 8 / | S S S L S D M 9 / | S S S S S S S -
2012/24/JaakkoL/Crisis Fire/FysiikkaPeli1/FysiikkaPeli1/bin/x86/Debug/Data/Scoreboard.xml
r3039 r3046 1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <State> 3 <Object Name="default" TypeAssembly="Jypeli 4, Version=4.2.1.0, Culture=neutral, PublicKeyToken=null" Type="ScoreList">4 <Field Name="_scores" Type="Jypeli.ScoreItem[], Jypeli 4, Version=4.2.1.0, Culture=neutral, PublicKeyToken=null">5 <Array Type="Jypeli.ScoreItem[], Jypeli 4, Version=4.2.1.0, Culture=neutral, PublicKeyToken=null">6 <Item Index="0" Type="Jypeli.ScoreItem, Jypeli 4, Version=4.2.1.0, Culture=neutral, PublicKeyToken=null">3 <Object Name="default" TypeAssembly="Jypeli, Version=5.0.0.0, Culture=neutral, PublicKeyToken=null" Type="ScoreList"> 4 <Field Name="_scores" Type="Jypeli.ScoreItem[], Jypeli, Version=5.0.0.0, Culture=neutral, PublicKeyToken=null"> 5 <Array Type="Jypeli.ScoreItem[], Jypeli, Version=5.0.0.0, Culture=neutral, PublicKeyToken=null"> 6 <Item Index="0" Type="Jypeli.ScoreItem, Jypeli, Version=5.0.0.0, Culture=neutral, PublicKeyToken=null"> 7 7 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 8 8 <Value>troll</Value> 9 9 </Field> 10 10 <Field Name="Score" Type="System.Double, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 11 <Value>1 3850</Value>11 <Value>14910</Value> 12 12 </Field> 13 13 </Item> 14 <Item Index="1" Type="Jypeli.ScoreItem, Jypeli4, Version=4.2.1.0, Culture=neutral, PublicKeyToken=null"> 14 <Item Index="1" Type="Jypeli.ScoreItem, Jypeli, Version=5.0.0.0, Culture=neutral, PublicKeyToken=null"> 15 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 16 <Value>troll</Value> 17 </Field> 18 <Field Name="Score" Type="System.Double, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 19 <Value>14660</Value> 20 </Field> 21 </Item> 22 <Item Index="2" Type="Jypeli.ScoreItem, Jypeli, Version=5.0.0.0, Culture=neutral, PublicKeyToken=null"> 23 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 24 <Value>troll</Value> 25 </Field> 26 <Field Name="Score" Type="System.Double, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 27 <Value>12460</Value> 28 </Field> 29 </Item> 30 <Item Index="3" Type="Jypeli.ScoreItem, Jypeli, Version=5.0.0.0, Culture=neutral, PublicKeyToken=null"> 31 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 32 <Value>troll</Value> 33 </Field> 34 <Field Name="Score" Type="System.Double, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 35 <Value>10030</Value> 36 </Field> 37 </Item> 38 <Item Index="4" Type="Jypeli.ScoreItem, Jypeli, Version=5.0.0.0, Culture=neutral, PublicKeyToken=null"> 39 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 40 <Value>troll</Value> 41 </Field> 42 <Field Name="Score" Type="System.Double, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 43 <Value>9370</Value> 44 </Field> 45 </Item> 46 <Item Index="5" Type="Jypeli.ScoreItem, Jypeli, Version=5.0.0.0, Culture=neutral, PublicKeyToken=null"> 15 47 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 16 48 <Value>-</Value> … … 20 52 </Field> 21 53 </Item> 22 <Item Index=" 2" Type="Jypeli.ScoreItem, Jypeli4, Version=4.2.1.0, Culture=neutral, PublicKeyToken=null">54 <Item Index="6" Type="Jypeli.ScoreItem, Jypeli, Version=5.0.0.0, Culture=neutral, PublicKeyToken=null"> 23 55 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 24 56 <Value>-</Value> … … 28 60 </Field> 29 61 </Item> 30 <Item Index=" 3" Type="Jypeli.ScoreItem, Jypeli4, Version=4.2.1.0, Culture=neutral, PublicKeyToken=null">62 <Item Index="7" Type="Jypeli.ScoreItem, Jypeli, Version=5.0.0.0, Culture=neutral, PublicKeyToken=null"> 31 63 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 32 64 <Value>-</Value> … … 36 68 </Field> 37 69 </Item> 38 <Item Index=" 4" Type="Jypeli.ScoreItem, Jypeli4, Version=4.2.1.0, Culture=neutral, PublicKeyToken=null">70 <Item Index="8" Type="Jypeli.ScoreItem, Jypeli, Version=5.0.0.0, Culture=neutral, PublicKeyToken=null"> 39 71 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 40 72 <Value>-</Value> … … 44 76 </Field> 45 77 </Item> 46 <Item Index="5" Type="Jypeli.ScoreItem, Jypeli4, Version=4.2.1.0, Culture=neutral, PublicKeyToken=null"> 47 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 48 <Value>-</Value> 49 </Field> 50 <Field Name="Score" Type="System.Double, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 51 <Value>2500</Value> 52 </Field> 53 </Item> 54 <Item Index="6" Type="Jypeli.ScoreItem, Jypeli4, Version=4.2.1.0, Culture=neutral, PublicKeyToken=null"> 55 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 56 <Value>-</Value> 57 </Field> 58 <Field Name="Score" Type="System.Double, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 59 <Value>2500</Value> 60 </Field> 61 </Item> 62 <Item Index="7" Type="Jypeli.ScoreItem, Jypeli4, Version=4.2.1.0, Culture=neutral, PublicKeyToken=null"> 63 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 64 <Value>-</Value> 65 </Field> 66 <Field Name="Score" Type="System.Double, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 67 <Value>2500</Value> 68 </Field> 69 </Item> 70 <Item Index="8" Type="Jypeli.ScoreItem, Jypeli4, Version=4.2.1.0, Culture=neutral, PublicKeyToken=null"> 71 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 72 <Value>-</Value> 73 </Field> 74 <Field Name="Score" Type="System.Double, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 75 <Value>2500</Value> 76 </Field> 77 </Item> 78 <Item Index="9" Type="Jypeli.ScoreItem, Jypeli4, Version=4.2.1.0, Culture=neutral, PublicKeyToken=null"> 78 <Item Index="9" Type="Jypeli.ScoreItem, Jypeli, Version=5.0.0.0, Culture=neutral, PublicKeyToken=null"> 79 79 <Field Name="Name" Type="System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> 80 80 <Value>-</Value> -
2012/24/JaakkoL/Crisis Fire/FysiikkaPeli1/FysiikkaPeli1/obj/x86/Debug/Crisis Fire.csproj.FileListAbsolute.txt
r3039 r3046 9 9 C:\MyTemp\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\Content\FieldFromTilemapNormal.xnb 10 10 C:\MyTemp\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\Content\FieldFromTilemapNormal.txt 11 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\obj\x86\Debug\FysiikkaPeli1.exe 12 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\obj\x86\Debug\FysiikkaPeli1.pdb 13 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\Content\FieldFromTilemapNormal.xnb 14 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\Content\FieldFromTilemapNormal.txt 15 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\FysiikkaPeli1.exe 16 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\FysiikkaPeli1.pdb 17 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\Jypeli.dll 18 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\Jypeli.pdb 19 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\Jypeli.xml 20 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\obj\x86\Debug\ResolveAssemblyReference.cache 21 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\obj\x86\Debug\Microsoft.Xna.Framework.RuntimeProfile.txt 22 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\Content\CrisisFireMainMenu.xnb 23 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\Content\CrisisFireMainMenu.png -
2012/24/JaakkoL/Crisis Fire/FysiikkaPeli1/FysiikkaPeli1/obj/x86/Debug/cachefile-{7ACFD14C-C6F7-4882-A22A-55EBD417A6D1}-targetpath.txt
r3039 r3046 1 1 Content\FieldFromTilemapNormal.xnb 2 Content\CrisisFireMainMenu.xnb 2 3 Content\FieldFromTilemapNormal.txt 4 Content\CrisisFireMainMenu.png -
2012/24/JaakkoL/Crisis Fire/FysiikkaPeli1/FysiikkaPeli1Content/Crisis Fire Content.contentproj
r3039 r3046 23 23 </PropertyGroup> 24 24 <ItemGroup> 25 <Reference Include="DataStorageContentExtension"> 26 <HintPath>C:\Program Files (x86)\Jypeli\lib\ContentExtensions\DataStorageContentExtension.dll</HintPath> 27 </Reference> 25 28 <Reference Include="Microsoft.Xna.Framework.Content.Pipeline.EffectImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL"> 26 29 <Private>False</Private> … … 42 45 </Reference> 43 46 <Reference Include="TextFileContentExtension"> 44 <HintPath> ..\..\..\..\..\Program Files (x86)\Jypeli\lib\ContentExtensions\TextFileContentExtension.dll</HintPath>47 <HintPath>C:\Program Files (x86)\Jypeli\lib\ContentExtensions\TextFileContentExtension.dll</HintPath> 45 48 </Reference> 46 49 </ItemGroup> … … 51 54 <Importer>TextFileImporter</Importer> 52 55 <Processor>TextFileContentProcessor</Processor> 56 </Compile> 57 </ItemGroup> 58 <ItemGroup> 59 <Compile Include="CrisisFireMainMenu.png"> 60 <Name>CrisisFireMainMenu</Name> 61 <Importer>TextureImporter</Importer> 62 <Processor>TextureProcessor</Processor> 63 <CopyToOutputDirectory>Always</CopyToOutputDirectory> 53 64 </Compile> 54 65 </ItemGroup> -
2012/24/JaakkoL/Crisis Fire/FysiikkaPeli1/FysiikkaPeli1Content/FieldFromTilemapNormal.txt
r3039 r3046 1 / | S S S S S S2 / | S M S L S M3 / | S S M S M M S 4 / | S S S L S S S L5 / P | S S M S M L M L M M M L M S S M B6 / | S S S L S S S L7 / | S S S M M S 8 / | S S S L S M9 / | S S S S S S S1 / | S S S S S S 2 / | S M S L S D M 3 / | S S M S M M S D 4 / | S S S L S S S L 5 / P | S S M S M L M L M M M L M S S M D B 6 / | S S S L S S S L 7 / | S S S M M S D 8 / | S S S L S D M 9 / | S S S S S S S -
2012/24/JaakkoL/Crisis Fire/FysiikkaPeli1/FysiikkaPeli1Content/obj/x86/Debug/ContentPipeline.xml
r2908 r3046 2 2 <XnaContent xmlns:Pipeline="Microsoft.Xna.Framework.Content.Pipeline"> 3 3 <Asset Type="Pipeline:BuildItemCollection"> 4 <Item> 5 <Source>FieldFromTilemapNormal.txt</Source> 6 <Name>FieldFromTilemapNormal</Name> 7 <Importer>TextFileImporter</Importer> 8 <Processor>TextFileContentProcessor</Processor> 9 <Options>None</Options> 10 <Output>D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\Content\FieldFromTilemapNormal.xnb</Output> 11 <Time>2012-06-14T19:47:45.2964603+03:00</Time> 12 </Item> 13 <Item> 14 <Source>CrisisFireMainMenu.png</Source> 15 <Name>CrisisFireMainMenu</Name> 16 <Importer>TextureImporter</Importer> 17 <Processor>TextureProcessor</Processor> 18 <Options>None</Options> 19 <Output>D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\Content\CrisisFireMainMenu.xnb</Output> 20 <Time>2012-06-15T04:04:34.4801452+03:00</Time> 21 </Item> 4 22 <BuildSuccessful>true</BuildSuccessful> 5 23 <Settings> … … 8 26 <BuildConfiguration>Debug</BuildConfiguration> 9 27 <CompressContent>false</CompressContent> 10 <RootDirectory> c:\users\käyttäjä\documents\visual studio 2010\Projects\FysiikkaPeli1\FysiikkaPeli1\FysiikkaPeli1Content\</RootDirectory>11 <LoggerRootDirectory> c:\users\käyttäjä\documents\visual studio 2010\Projects\FysiikkaPeli1\FysiikkaPeli1\FysiikkaPeli1\</LoggerRootDirectory>12 <IntermediateDirectory> c:\users\käyttäjä\documents\visual studio 2010\Projects\FysiikkaPeli1\FysiikkaPeli1\FysiikkaPeli1Content\obj\x86\Debug\</IntermediateDirectory>13 <OutputDirectory> c:\users\käyttäjä\documents\visual studio 2010\Projects\FysiikkaPeli1\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\Content\</OutputDirectory>28 <RootDirectory>D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1Content\</RootDirectory> 29 <LoggerRootDirectory>D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\</LoggerRootDirectory> 30 <IntermediateDirectory>D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1Content\obj\x86\Debug\</IntermediateDirectory> 31 <OutputDirectory>D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1\bin\x86\Debug\Content\</OutputDirectory> 14 32 </Settings> 15 33 <Assemblies> 34 <Assembly> 35 <Key>C:\Program Files (x86)\Jypeli\lib\ContentExtensions\TextFileContentExtension.dll</Key> 36 <Value>2012-06-05T10:41:14+03:00</Value> 37 </Assembly> 38 <Assembly> 39 <Key>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Content.Pipeline.XImporter.dll</Key> 40 <Value>2010-08-23T12:41:18+03:00</Value> 41 </Assembly> 42 <Assembly> 43 <Key>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Content.Pipeline.VideoImporters.dll</Key> 44 <Value>2010-08-23T12:41:18+03:00</Value> 45 </Assembly> 46 <Assembly> 47 <Key>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Content.Pipeline.TextureImporter.dll</Key> 48 <Value>2010-08-23T12:41:18+03:00</Value> 49 </Assembly> 50 <Assembly> 51 <Key>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Content.Pipeline.FBXImporter.dll</Key> 52 <Value>2010-08-23T12:41:18+03:00</Value> 53 </Assembly> 54 <Assembly> 55 <Key>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Content.Pipeline.EffectImporter.dll</Key> 56 <Value>2010-08-23T12:41:18+03:00</Value> 57 </Assembly> 58 <Assembly> 59 <Key>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Content.Pipeline.AudioImporters.dll</Key> 60 <Value>2010-08-23T12:41:18+03:00</Value> 61 </Assembly> 62 <Assembly> 63 <Key>C:\Program Files (x86)\Jypeli\lib\ContentExtensions\DataStorageContentExtension.dll</Key> 64 <Value>2012-06-05T10:41:14+03:00</Value> 65 </Assembly> 16 66 <Assembly> 17 67 <Key>C:\Windows\Microsoft.Net\assembly\GAC_32\Microsoft.Xna.Framework.Content.Pipeline\v4.0_4.0.0.0__842cf8be1de50553\Microsoft.Xna.Framework.Content.Pipeline.dll</Key> -
2012/24/JaakkoL/Crisis Fire/FysiikkaPeli1/FysiikkaPeli1Content/obj/x86/Debug/Crisis Fire Content.contentproj.FileListAbsolute.txt
r2936 r3046 1 1 C:\MyTemp\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1Content\obj\x86\Debug\ResolveAssemblyReference.cache 2 D:\JaakkoL\Crisis Fire\FysiikkaPeli1\FysiikkaPeli1Content\obj\x86\Debug\ResolveAssemblyReference.cache
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