- Timestamp:
- 2013-06-07 13:36:35 (10 years ago)
- Location:
- 2013/23/JoniK/pp/pp
- Files:
-
- 5 added
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
2013/23/JoniK/pp/pp/pp/Pong2.cs
r3985 r4030 38 38 player2Points = create_calculator(Screen.Right - 100.0, Screen.Top - 100.0); 39 39 } 40 41 40 IntMeter create_calculator(double x, double y) 42 41 { -
2013/23/JoniK/pp/pp/pp/pp.cs
r3985 r4030 6 6 using Jypeli.Effects; 7 7 using Jypeli.Widgets; 8 class enemy : PhysicsObject8 class Enemy : PhysicsObject 9 9 { 10 10 private IntMeter health = new IntMeter(3, 0, 3); 11 11 public IntMeter Health { get { return health; } } 12 public enemy(double leveys, double korkeus)12 public Enemy(double leveys, double korkeus) 13 13 : base(leveys, korkeus) 14 14 { 15 15 Velocity = Vector.Zero; 16 } 17 } 18 class Turret : PhysicsObject 19 { 20 private IntMeter health = new IntMeter(20, 0, 20); 21 public IntMeter Health { get { return health; } } 22 public Turret(double width, double height) 23 : base(width, height) 24 { 25 Velocity = Vector.Zero; 26 } 27 } 28 class Player : PhysicsObject 29 { 30 private IntMeter health; 31 public IntMeter Health { get { return this.health; } set { this.health = value; } } 32 public Player(double width, double height) 33 : base(width, height) 34 { 35 Velocity = Vector.Zero; 36 this.health= new IntMeter(20, 0, 20); 16 37 } 17 38 } 18 39 public class pp : PhysicsGame 19 40 { 20 41 //PathFollowerBrain octopusbrain; 42 private Image[] turrethitanim = LoadImages("turret", "turret1", "turret2"); 21 43 int verti = 300; 22 44 int hori = 300; 23 PhysicsObject ball; 24 PhysicsObject octopus; 45 Player player; 46 Enemy octopus; 47 Turret turret; 48 Turret turret1; 49 Turret turret2; 25 50 PhysicsObject rightborder; 26 51 PhysicsObject leftborder; … … 29 54 PhysicsObject followball1; 30 55 PhysicsObject followball2; 56 PhysicsObject ship; 31 57 Image greenball = LoadImage("ball main"); 32 58 Image bulletpic = LoadImage("bullet"); 33 59 Image octopi = LoadImage("octomonster"); 34 Vector up = new Vector(0, 300); 35 Vector down = new Vector(0, -300); 36 Vector right = new Vector(300, 0); 37 Vector left = new Vector(-300, 0); 60 Image turretpic = LoadImage("turret"); 61 Image shippic = LoadImage("up giant ship"); 62 Vector up = new Vector(0, 100); 63 Vector down = new Vector(0, -100); 64 Vector right = new Vector(100, 0); 65 Vector left = new Vector(-100, 0); 38 66 IntMeter bulletdelay = new IntMeter(0); 39 //Vector velocity = new Vector (300,300); 67 IntMeter turretdelay = new IntMeter(0); 68 IntMeter turretspread = new IntMeter(60, -60, 60); 69 IntMeter Shipmovement = new IntMeter(100, 0, 100); 70 IntMeter delay = new IntMeter(10, 0, 10); 71 IntMeter shieldpower = new IntMeter(1000, 0, 1000); 72 PhysicsObject shield; 73 Image shieldpic = LoadImage("shield"); 40 74 41 75 42 76 public override void Begin() 43 77 { 78 shield = new PhysicsObject (40, 40); 79 shield.Image = shieldpic; 80 shield.X = 2000; 81 shield.Y = 1000; 82 shield.Mass = 10; 83 shield.AngularVelocity = -100; 84 shield.CollisionIgnoreGroup = 1; 85 Add(shield); 86 AddCollisionHandler(shield, "turret shot", shield_hit); 87 ship = new PhysicsObject(1400, 200); 88 ship.Image = shippic; 89 ship.Top = 500; 90 ship.X = -50; 91 ship.IgnoresCollisionResponse = true; 92 Add(ship, -1); 93 player = new Player(25, 25); 94 player.Image = greenball; 95 player.X = 0; 96 player.Y = 0; 97 player.CanRotate = false; 98 player.CollisionIgnoreGroup = 1; 99 Label screen = new Label(); 100 screen.BindTo(shieldpower); 101 screen.X = -500; 102 screen.Y = 100; 103 screen.TextColor = Color.Black; 104 screen.BorderColor = Level.BackgroundColor; 105 screen.Color = Level.BackgroundColor; 106 Label health = new Label(); 107 health.BindTo(player.Health); 108 health.X = -400; 109 health.Y = 0; 110 health.TextColor = Color.Black; 111 health.BorderColor = Level.BackgroundColor; 112 health.Color = Level.BackgroundColor; 113 Add(health); 44 114 Mouse.IsCursorVisible = true; 45 octopus = new enemy(95, 96);115 octopus = new Enemy(95, 96); 46 116 octopus.Image = octopi; 47 octopus.X = 200;117 octopus.X = 10000; 48 118 octopus.Y = 200; 49 119 octopus.Mass = 100; 50 120 octopus.CanRotate = false; 51 121 octopus.CollisionIgnoreGroup = 2; 122 123 turret = new Turret(71.5, 58); 124 turret.Image = turretpic; 125 turret.X = ship.X - 450; 126 turret.Y = ship.Y; 127 turret.Mass = 10000000; 128 turret.CanRotate = true; 129 turret.CollisionIgnoreGroup = 2; 130 turret.Animation = new Animation(turrethitanim); 131 turret.Animation.FPS = 10; 132 Add(turret, 2); 133 134 turret1 = new Turret(71.5, 58); 135 turret1.Image = turretpic; 136 turret1.X = ship.X - 10; 137 turret1.Y = 400; 138 turret1.Mass = 10000000; 139 turret1.CanRotate = true; 140 turret1.CollisionIgnoreGroup = 2; 141 turret1.Animation = new Animation(turrethitanim); 142 turret1.Animation.FPS = 10; 143 Add(turret1, 2); 144 145 turret2 = new Turret(71.5, 58); 146 turret2.Image = turretpic; 147 turret2.X = ship.X + 300; 148 turret2.Y = 400; 149 turret2.Mass = 10000000; 150 turret2.CanRotate = true; 151 turret2.CollisionIgnoreGroup = 2; 152 turret2.Animation = new Animation(turrethitanim); 153 turret2.Animation.FPS = 10; 154 Add(turret2, 2); 155 52 156 Add(octopus); 53 ball = new PhysicsObject(50,50); 54 ball.Image = greenball; 55 ball.X = 200; 56 ball.Y = 200; 57 ball.CanRotate = false; 58 ball.CollisionIgnoreGroup = 1; 59 followball1 = new PhysicsObject(50, 50); 157 158 159 followball1 = new PhysicsObject(25, 25); 60 160 followball1.Shape = Shape.Circle; 61 161 followball1.Color = Color.Blue; … … 63 163 followball1.Y = 0; 64 164 followball1.CollisionIgnoreGroup = 1; 65 66 followball2 = new PhysicsObject( 50, 50);165 166 followball2 = new PhysicsObject(25, 25); 67 167 followball2.Shape = Shape.Circle; 68 168 followball2.Color = Color.Yellow; … … 72 172 Add(followball2); 73 173 Add(followball1); 74 Add( ball);174 Add(player); 75 175 creategeneralstuff(); 76 Keyboard.Listen(Key.W, ButtonState.Down, set_velocity, "move player 1 up", ball, up);77 Keyboard.Listen(Key.W, ButtonState.Released, set_velocity, null, ball, Vector.Zero);78 Keyboard.Listen(Key.S, ButtonState.Down, set_velocity, "move player 1 down", ball, down);79 Keyboard.Listen(Key.S, ButtonState.Released, set_velocity, null, ball, Vector.Zero);80 Keyboard.Listen(Key.A, ButtonState.Down, set_velocity_x, "move player 1 left", ball, left);81 Keyboard.Listen(Key.A, ButtonState.Released, set_velocity_x, null, ball, Vector.Zero);82 Keyboard.Listen(Key.D, ButtonState.Down, set_velocity_x, "move player 1 right", ball, right);83 Keyboard.Listen(Key.D, ButtonState.Released, set_velocity_x, null, ball, Vector.Zero);176 Keyboard.Listen(Key.W, ButtonState.Down, set_velocity, "move player 1 up", player, up); 177 Keyboard.Listen(Key.W, ButtonState.Released, set_velocity, null, player, Vector.Zero); 178 Keyboard.Listen(Key.S, ButtonState.Down, set_velocity, "move player 1 down", player, down); 179 Keyboard.Listen(Key.S, ButtonState.Released, set_velocity, null, player, Vector.Zero); 180 Keyboard.Listen(Key.A, ButtonState.Down, set_velocity_x, "move player 1 left", player, left); 181 Keyboard.Listen(Key.A, ButtonState.Released, set_velocity_x, null, player, Vector.Zero); 182 Keyboard.Listen(Key.D, ButtonState.Down, set_velocity_x, "move player 1 right", player, right); 183 Keyboard.Listen(Key.D, ButtonState.Released, set_velocity_x, null, player, Vector.Zero); 84 184 Keyboard.Listen(Key.Space, ButtonState.Down, create_bullet, null); 85 185 Keyboard.Listen(Key.G, ButtonState.Pressed, test_function, null); 186 Mouse.Listen(MouseButton.Left, ButtonState.Down, shield_on, null); 187 Mouse.Listen(MouseButton.Left, ButtonState.Up, shield_off, null); 86 188 // TODO: Kirjoita ohjelmakoodisi tähän 87 189 88 190 PhoneBackButton.Listen(ConfirmExit, "Lopeta peli"); 89 191 Keyboard.Listen(Key.Escape, ButtonState.Pressed, ConfirmExit, "Lopeta peli"); 192 } 193 void shield_hit(PhysicsObject shield, PhysicsObject turret_shot) 194 { 195 turret_shot.Destroy(); 196 shieldpower.Value -= 10; 197 } 198 void shield_on() 199 { 200 shield.X = player.X; 201 shield.Y = player.Y; 202 } 203 void shield_off() 204 { 205 shield.X = 2000; 206 shield.Y = 1000; 207 shieldpower.Value += 1; 90 208 } 91 209 void creategeneralstuff() … … 126 244 Add(rightborder); 127 245 AddCollisionHandler(rightborder, "bullet", bullet_Destroy); 246 AddCollisionHandler(bottomborder, "bullet", bullet_Destroy); 247 AddCollisionHandler(topborder, "bullet", bullet_Destroy); 248 AddCollisionHandler(leftborder, "bullet", bullet_Destroy); 249 250 AddCollisionHandler(rightborder, "turret shot", bullet_Destroy); 251 AddCollisionHandler(bottomborder, "turret shot", bullet_Destroy); 252 AddCollisionHandler(topborder, "turret shot", bullet_Destroy); 253 AddCollisionHandler(leftborder, "turret shot", bullet_Destroy); 254 128 255 AddCollisionHandler(octopus, "bullet", octopus_hit); 256 AddCollisionHandler(turret, "bullet", turret_hit); 257 AddCollisionHandler(turret1, "bullet", turret_hit); 258 AddCollisionHandler(turret2, "bullet", turret_hit); 259 AddCollisionHandler(player, "turret shot", player_hit); 260 129 261 Level.BackgroundColor = Color.Azure; 130 262 131 263 } 264 void player_hit(PhysicsObject player, PhysicsObject hit) 265 { 266 if (!(player is Player)) 267 return; 268 Player playerr = (Player)player; 269 playerr.Health.Value -= 1; 270 271 hit.Destroy(); 272 } 132 273 void octopus_hit(PhysicsObject octopus, PhysicsObject hit) 133 274 { 134 if (!(octopus is enemy))135 return; 136 enemy octo = (enemy)octopus;275 if (!(octopus is Enemy)) 276 return; 277 Enemy octo = (Enemy)octopus; 137 278 octo.Health.Value -= 1; 138 279 if (octo.Health.Value == 0) … … 140 281 hit.Destroy(); 141 282 } 142 void set_velocity_x(PhysicsObject ball, Vector speed) 143 { 144 ball.Velocity = new Vector(speed.X, ball.Velocity.Y); 145 } 146 void set_velocity(PhysicsObject ball, Vector speed) 147 { 148 283 void turret_hit(PhysicsObject turret, PhysicsObject hit) 284 { 285 if (!(turret is Turret)) 286 return; 287 288 Turret turrett = (Turret)turret; 289 turrett.Animation.Start(1); 290 turrett.Health.Value -= 1; 291 if (turrett.Health.Value < 1) 292 turrett.Destroy(); 293 hit.Destroy(); 294 295 } 296 void set_velocity_x(PhysicsObject player, Vector speed) 297 { 298 player.Velocity = new Vector(speed.X, player.Velocity.Y); 299 } 300 void set_velocity(PhysicsObject player, Vector speed) 301 { 149 302 //if(!onkoMenossaRajanYli) 150 151 ball.Velocity = new Vector(ball.Velocity.X, speed.Y);152 153 154 if (( ball.Top > topborder.Top) && (speed.Y > 0))155 { 156 ball.Velocity = Vector.Zero;157 return; 158 } 159 if (( ball.Bottom < bottomborder.Bottom) && (speed.Y < 0))160 { 161 ball.Velocity = Vector.Zero;162 return; 163 } 164 if (( ball.Left < leftborder.Left) && (speed.X < 0))165 { 166 ball.Velocity = Vector.Zero;167 return; 168 } 169 if (( ball.Right > rightborder.Right) && (speed.X > 0))170 { 171 ball.Velocity = Vector.Zero;303 304 player.Velocity = new Vector(player.Velocity.X, speed.Y); 305 306 307 if ((player.Top > topborder.Top) && (speed.Y > 0)) 308 { 309 player.Velocity = Vector.Zero; 310 return; 311 } 312 if ((player.Bottom < bottomborder.Bottom) && (speed.Y < 0)) 313 { 314 player.Velocity = Vector.Zero; 315 return; 316 } 317 if ((player.Left < leftborder.Left) && (speed.X < 0)) 318 { 319 player.Velocity = Vector.Zero; 320 return; 321 } 322 if ((player.Right > rightborder.Right) && (speed.X > 0)) 323 { 324 player.Velocity = Vector.Zero; 172 325 return; 173 326 } … … 177 330 void bullet_Destroy(PhysicsObject rightborder, PhysicsObject impact) 178 331 { 179 impact.Destroy(); 180 332 impact.Destroy(); 181 333 } 182 334 void create_bullet() 183 335 { 184 Vector suunta = new Vector(Mouse.PositionOnScreen.X - ball.X, Mouse.PositionOnScreen.Y - ball.Y); 185 336 Vector suunta = new Vector(Mouse.PositionOnScreen.X - player.X, Mouse.PositionOnScreen.Y - player.Y); 186 337 PhysicsObject bullet = new PhysicsObject(20, 20); 187 bullet.X = ball.X;188 bullet.Y = ball.Y;338 bullet.X = player.X; 339 bullet.Y = player.Y; 189 340 bullet.Tag = "bullet"; 190 341 bullet.Shape = Shape.Circle; … … 193 344 //bullet.Velocity = new Vector(Mouse.PositionOnScreen.X - bullet.X, Mouse.PositionOnScreen.Y - bullet.Y); 194 345 bullet.Velocity = Vector.FromLengthAndAngle(1000, suunta.Angle); 195 bullet.CollisionIgnoreGroup = 1; 196 197 346 bullet.CollisionIgnoreGroup = 1 & 3; 347 198 348 if (bulletdelay == 10) 199 349 { … … 204 354 void test_function() 205 355 { 206 octopus = new enemy(95, 96);356 octopus = new Enemy(95, 96); 207 357 octopus.Image = octopi; 208 358 octopus.Mass = 100; 359 List<Vector> polku; 360 polku = new List<Vector>(); 361 polku.Add(new Vector(-50, -100)); 362 polku.Add(new Vector(-100, 50)); 363 polku.Add(new Vector(-250, -200)); 364 365 PathFollowerBrain octopusbrain = new PathFollowerBrain(100); 366 octopusbrain.Path = polku; 367 octopusbrain.Speed = 100; 368 octopusbrain.Loop = true; 369 octopusbrain.Active = true; 370 octopusbrain.ReverseReturn = true; 209 371 octopus.X = hori; 210 372 octopus.Y = verti; 211 373 octopus.CanRotate = false; 374 octopus.CollisionIgnoreGroup = 2; 375 octopus.Brain = octopusbrain; 212 376 AddCollisionHandler(octopus, "bullet", octopus_hit); 213 214 377 Add(octopus); 215 378 } 216 379 protected override void Update(Time time) 217 380 { 381 if (delay.Value == 0) 382 delay.Value = 10; 383 if (delay.Value > 0) 384 delay.Value -= 1; 385 turret_shoot(); 386 if (turretdelay.Value < 50) 387 turretdelay.Value += 1; 218 388 if (bulletdelay < 10) 219 389 bulletdelay.Value += 1; 220 390 if (Shipmovement.Value > 0 && delay.Value > 5) 391 Shipmovement.Value -= 1; 392 if (Shipmovement.Value == 0 && delay.Value > 5) 393 Shipmovement.Value = 100; 394 if (Shipmovement.Value > 0 && Shipmovement.Value < 50 && delay.Value > 5) 395 ship.X -= 1; 396 turret.X = ship.X - 450; 397 turret1.X = ship.X - 10; 398 turret2.X = ship.X + 300; 399 if (Shipmovement.Value > 50 && Shipmovement.Value < 100 && delay.Value > 5) 400 ship.X += 1; 401 turret.X = ship.X - 450; 402 turret1.X = ship.X - 25; 403 turret2.X = ship.X + 300; 404 shield.AngularVelocity = -100; 405 Vector turretangle = new Vector(turret.X - player.X, turret.Y - player.Y); 406 turret.Angle = turretangle.Angle + Angle.FromDegrees(-90); 407 Vector turret1angle = new Vector(turret1.X - player.X, turret1.Y - player.Y); 408 turret1.Angle = turret1angle.Angle + Angle.FromDegrees(-90); 409 Vector turret2angle = new Vector(turret2.X - player.X, turret2.Y - player.Y); 410 turret2.Angle = turret2angle.Angle + Angle.FromDegrees(-90); 221 411 base.Update(time); 222 followball1.Velocity = new Vector((ball.X - followball1.X) * 10, (ball.Y - followball1.Y) * 10); 223 followball2.Velocity = new Vector((followball1.X- followball2.X) * 10, (followball1.Y - followball2.Y) * 10); 224 412 followball1.Velocity = new Vector((player.X - followball1.X) * 20, (player.Y - followball1.Y) * 20); 413 followball2.Velocity = new Vector((followball1.X - followball2.X) * 40, (followball1.Y - followball2.Y) * 40); 414 415 octopus_shoot(octopus); 416 417 if (turretspread.Value > -60) 418 { 419 turretspread.Value -= 5; 420 } 421 if (turretspread.Value == -60) 422 { 423 turretspread.Value = 60; 424 } 425 426 } 427 void octopus_shoot(PhysicsObject octopus) 428 { 429 Vector octoaim = new Vector(octopus.X - player.X ,octopus.X -player.X); 430 431 PhysicsObject turret_shot = new PhysicsObject(20, 20); 432 turret_shot.X = octopus.X; 433 turret_shot.Y = octopus.Y; 434 turret_shot.Tag = "turret shot"; 435 turret_shot.Shape = Shape.Circle; 436 turret_shot.Color = Color.Green; 437 turret_shot.Restitution = 1; 438 turret_shot.Mass = 1; 439 turret_shot.LifetimeLeft = TimeSpan.FromMilliseconds(10000); 440 turret_shot.Velocity = Vector.FromLengthAndAngle(100, octoaim.Angle); 441 turret_shot.CollisionIgnoreGroup = 2 & 3; 442 443 444 } 445 446 void turret_shoot() 447 { 448 Vector turret_aim = new Vector(0, -10); 449 Vector turret1_aim = new Vector(0, -10); 450 Vector turret2_aim = new Vector(0, -10); 451 452 453 PhysicsObject turret_shot = MakeTurretShot(ref turret_aim); 454 PhysicsObject turret1_shot = MakeTurret1Shot(ref turret1_aim); 455 PhysicsObject turret2_shot = MakeTurret2Shot(ref turret2_aim); 456 if (turretdelay == 50) 457 { 458 if (turret.Health.Value > 0) 459 { 460 Add(turret_shot, 1); 461 turret_shot.Velocity = Vector.FromLengthAndAngle(100, turret_aim.Angle + Angle.FromDegrees(15) + Angle.FromDegrees(turretspread.Value)); 462 turret_shot = MakeTurretShot(ref turret_aim); 463 Add(turret_shot, 1); 464 turret_shot.Velocity = Vector.FromLengthAndAngle(100, turret_aim.Angle + Angle.FromDegrees(-15) + Angle.FromDegrees(turretspread.Value)); 465 turret_shot = MakeTurretShot(ref turret_aim); 466 Add(turret_shot, 1); 467 turret_shot.Velocity = Vector.FromLengthAndAngle(100, turret_aim.Angle + Angle.FromDegrees(30) + Angle.FromDegrees(turretspread.Value)); 468 turret_shot = MakeTurretShot(ref turret_aim); 469 Add(turret_shot, 1); 470 turret_shot.Velocity = Vector.FromLengthAndAngle(100, turret_aim.Angle + Angle.FromDegrees(-30) + Angle.FromDegrees(turretspread.Value)); 471 turret_shot = MakeTurretShot(ref turret_aim); 472 Add(turret_shot, 1); 473 } 474 if (turret1.Health.Value > 0) 475 { 476 Add(turret1_shot, 1); 477 turret1_shot.Velocity = Vector.FromLengthAndAngle(100, turret1_aim.Angle + Angle.FromDegrees(15) + Angle.FromDegrees(turretspread.Value)); 478 turret1_shot = MakeTurret1Shot(ref turret1_aim); 479 Add(turret1_shot, 1); 480 turret1_shot.Velocity = Vector.FromLengthAndAngle(100, turret1_aim.Angle + Angle.FromDegrees(-15) + Angle.FromDegrees(turretspread.Value)); 481 turret1_shot = MakeTurret1Shot(ref turret1_aim); 482 Add(turret1_shot, 1); 483 turret1_shot.Velocity = Vector.FromLengthAndAngle(100, turret1_aim.Angle + Angle.FromDegrees(30) + Angle.FromDegrees(turretspread.Value)); 484 turret1_shot = MakeTurret1Shot(ref turret1_aim); 485 Add(turret1_shot, 1); 486 turret1_shot.Velocity = Vector.FromLengthAndAngle(100, turret1_aim.Angle + Angle.FromDegrees(-30) + Angle.FromDegrees(turretspread.Value)); 487 turret1_shot = MakeTurret1Shot(ref turret1_aim); 488 Add(turret1_shot, 1); 489 } 490 if (turret2.Health.Value > 0) 491 { 492 Add(turret2_shot, 1); 493 turret2_shot.Velocity = Vector.FromLengthAndAngle(100, turret2_aim.Angle + Angle.FromDegrees(15) + Angle.FromDegrees(turretspread.Value)); 494 turret2_shot = MakeTurret2Shot(ref turret2_aim); 495 Add(turret2_shot, 1); 496 turret2_shot.Velocity = Vector.FromLengthAndAngle(100, turret2_aim.Angle + Angle.FromDegrees(-15) + Angle.FromDegrees(turretspread.Value)); 497 turret2_shot = MakeTurret2Shot(ref turret2_aim); 498 Add(turret2_shot, 1); 499 turret2_shot.Velocity = Vector.FromLengthAndAngle(100, turret2_aim.Angle + Angle.FromDegrees(30) + Angle.FromDegrees(turretspread.Value)); 500 turret2_shot = MakeTurret2Shot(ref turret2_aim); 501 Add(turret2_shot, 1); 502 turret2_shot.Velocity = Vector.FromLengthAndAngle(100, turret2_aim.Angle + Angle.FromDegrees(-30) + Angle.FromDegrees(turretspread.Value)); 503 turret2_shot = MakeTurret2Shot(ref turret2_aim); 504 Add(turret2_shot, 1); 505 } 506 507 turretdelay.Value = 0; 508 509 } 510 } 511 private PhysicsObject MakeTurretShot(ref Vector turret_aim) 512 { 513 PhysicsObject turret_shot = new PhysicsObject(20, 20); 514 turret_shot.X = turret.X; 515 turret_shot.Y = turret.Y; 516 turret_shot.Tag = "turret shot"; 517 turret_shot.Shape = Shape.Circle; 518 turret_shot.Color = Color.LimeGreen; 519 turret_shot.Restitution = 1; 520 turret_shot.Mass = 1; 521 turret_shot.LifetimeLeft = TimeSpan.FromMilliseconds(10000); 522 turret_shot.Velocity = Vector.FromLengthAndAngle(100, turret_aim.Angle + Angle.FromDegrees(turretspread.Value)); 523 turret_shot.CollisionIgnoreGroup = 2 & 3; 524 return turret_shot; 525 } 526 private PhysicsObject MakeTurret1Shot(ref Vector turret1_aim) 527 { 528 PhysicsObject turret_shot = new PhysicsObject(20, 20); 529 turret_shot.X = turret1.X; 530 turret_shot.Y = turret1.Y; 531 turret_shot.Tag = "turret shot"; 532 turret_shot.Shape = Shape.Circle; 533 turret_shot.Color = Color.LimeGreen; 534 turret_shot.Restitution = 1; 535 turret_shot.Mass = 1; 536 turret_shot.LifetimeLeft = TimeSpan.FromMilliseconds(10000); 537 turret_shot.Velocity = Vector.FromLengthAndAngle(100, turret1_aim.Angle + Angle.FromDegrees(turretspread.Value)); 538 turret_shot.CollisionIgnoreGroup = 2 & 3; 539 return turret_shot; 540 } 541 private PhysicsObject MakeTurret2Shot(ref Vector turret1_aim) 542 { 543 PhysicsObject turret_shot = new PhysicsObject(20, 20); 544 turret_shot.X = turret2.X; 545 turret_shot.Y = turret2.Y; 546 turret_shot.Tag = "turret shot"; 547 turret_shot.Shape = Shape.Circle; 548 turret_shot.Color = Color.LimeGreen; 549 turret_shot.Restitution = 1; 550 turret_shot.Mass = 1; 551 turret_shot.LifetimeLeft = TimeSpan.FromMilliseconds(10000); 552 turret_shot.Velocity = Vector.FromLengthAndAngle(100, turret1_aim.Angle + Angle.FromDegrees(turretspread.Value)); 553 turret_shot.CollisionIgnoreGroup = 2 & 3; 554 return turret_shot; 225 555 } 226 556 } -
2013/23/JoniK/pp/pp/ppContent/ppContent.contentproj
r3985 r4030 66 66 </Compile> 67 67 </ItemGroup> 68 <ItemGroup> 69 <Compile Include="turret.png"> 70 <Name>turret</Name> 71 <Importer>TextureImporter</Importer> 72 <Processor>TextureProcessor</Processor> 73 </Compile> 74 </ItemGroup> 75 <ItemGroup> 76 <Compile Include="up giant ship.png"> 77 <Name>up giant ship</Name> 78 <Importer>TextureImporter</Importer> 79 <Processor>TextureProcessor</Processor> 80 </Compile> 81 </ItemGroup> 82 <ItemGroup> 83 <Compile Include="turret1.png"> 84 <Name>turret1</Name> 85 <Importer>TextureImporter</Importer> 86 <Processor>TextureProcessor</Processor> 87 </Compile> 88 <Compile Include="turret2.png"> 89 <Name>turret2</Name> 90 <Importer>TextureImporter</Importer> 91 <Processor>TextureProcessor</Processor> 92 </Compile> 93 </ItemGroup> 94 <ItemGroup> 95 <Compile Include="shield.png"> 96 <Name>shield</Name> 97 <Importer>TextureImporter</Importer> 98 <Processor>TextureProcessor</Processor> 99 </Compile> 100 </ItemGroup> 68 101 <Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" /> 69 102 <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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