/*
* Meteor.cs
* Authors: August Zinsser, Adam Nabinger
* Copyright (c) 2007-2008 Cornell University
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Random = Util.Random;
namespace MaritimeDefender
{
///
/// Represents the flying meteors in Meteor Madness.
/// The player can shoot them, and they explode.
/// Meteors can also crash into the player, causing it damage
///
class Meteor : Entity
{
public const float SPAWN_RATE = .75f;
public const float MIN_SIZE = .1f;
public const float MAX_SIZE = .5f;
#region Fields
// The various sprites used to render the meteor
private static Animation[] mMeteorSprites;
// How far away (along the z-axis) from the player that the meteors spawn at
private readonly float mSpawnDepth;
// The z-depth where the meteors should kill themselves (which should be behind the player and off camera)
private float mKillDepth;
// If the meteor is alive or not
private new bool mAlive = true;
// Size of this entity in space3D coordinates
private Vector3 mSpace3DSize;
#endregion
#region Properties
///
/// Gets the depth at which the meteor spawns at
///
public float SpawnDepth { get { return mSpawnDepth; } }
///
/// Gets the size of the meteor
///
public override Vector3 Size { get { return mSpace3DSize; } }
///
/// Gets/Sets the depth at which the meteor dies at
///
public float KillDepth {
get { return mKillDepth; }
set { mKillDepth = value; }
}
///
/// Gets/Sets whether or not the meteor is alive
///
public bool Alive {
get { return mAlive; }
set { mAlive = value; }
}
///
/// Gets/Sets the width of the meteor
///
public override float Width {
get { return mSpace3DSize.X; }
set { mSpace3DSize.X = value; }
}
///
/// Gets/Sets the height of the meteor
///
public override float Height {
get { return mSpace3DSize.Y; }
set { mSpace3DSize.Y = value; }
}
#endregion
#region Predicates
///
/// Defines when the meteor is considered dead and can be cleaned up
///
public new static readonly Predicate NotAlive = new Predicate(delegate(Meteor o)
{
return !o.mAlive;
});
#endregion
#region Creation
///
/// Constructor
///
/// Width of the meteor
/// Height of the meteor
/// Depth of the meteor
/// Speed at which the meteor moves
/// The depth at which the meteor spawns at
/// The depth at which the meteor dies at
/// Reference to the current content manager used loading content
public Meteor(float width, float height, float depth, float speed, float spawnDepth, float killDepth, ContentManager content)
{
mSpace3DSize = new Vector3(width, height, depth);
mVel.Z = -1 * speed;
mSpawnDepth = spawnDepth;
mKillDepth = killDepth;
mAngVel = (spawnDepth + 3) * Random.Sign();
float ArcPosition = MathHelper.TwoPi * Random.NextFloat();
Vector2 PositionFromOrigin = new Vector2((float)Math.Cos(ArcPosition), (float)Math.Sin(ArcPosition));
mPos.X = .8F * PositionFromOrigin.X;
mPos.Y = .8F * PositionFromOrigin.Y;
mPos.Z = spawnDepth;
mSize.Z = width;
// TODO: Make sure load content gets called where it should and not in constructor
LoadContent(content);
}
#endregion
#region Management
///
/// Loads in any necessary information for all content dependent objects
///
/// Reference to the current content manager for loading in content
public override void LoadContent(ContentManager content)
{
if (mMeteorSprites == null || mMeteorSprites[0].CurrentSpriteSheet == null || mMeteorSprites[0].CurrentSpriteSheet.IsDisposed || mMeteorSprites[0].CurrentSpriteSheet.GraphicsDevice == null || mMeteorSprites[0].CurrentSpriteSheet.GraphicsDevice.IsDisposed)
{
mMeteorSprites = new Animation[4];
Texture2D spriteSheet = content.Load(@"MiniGames\Meteors");
for (int i = 0; i < mMeteorSprites.Length; i++)
{
mMeteorSprites[i] = new Animation(new Vector2(spriteSheet.Width >> 1, spriteSheet.Height >> 1));
mMeteorSprites[i].AddClip("Default", spriteSheet, 1, i, 1f);
mMeteorSprites[i].Play("Default");
}
}
int p = Random.Next(3);
switch (p)
{
case 0:
mSprite = mMeteorSprites[0];
break;
case 1:
mSprite = mMeteorSprites[1];
break;
case 2:
mSprite = mMeteorSprites[2];
break;
}
base.LoadContent(content);
}
#endregion
#region Update
///
/// Updates the meteor
///
/// Time passed in game
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
// Kill the meteor if it has scrolled past the player
if (mPos.Z < mKillDepth)
{
mAlive = false;
}
}
#endregion
}
}