part of game; const double _steeringThreshold = 0.0; const double _steeringMax = 150.0; // Random generator Math.Random _rand = new Math.Random(); const double _gameSizeWidth = 1024.0; const double _gameSizeHeight = 1024.0; const double _shipRadius = 30.0; const double _lrgAsteroidRadius = 40.0; const double _medAsteroidRadius = 20.0; const double _smlAsteroidRadius = 10.0; const double _maxAsteroidSpeed = 1.0; const int _lifeTimeLaser = 50; const int _numStarsInStarField = 150; class GameDemoWorld extends NodeWithSize { // Images Image _imgNebula; SpriteSheet _spriteSheet; // Inputs double _joystickX = 0.0; double _joystickY = 0.0; bool _fire; Node _gameLayer; Ship _ship; List _asteroids = []; List _lasers = []; StarField _starField; Nebula _nebula; GameDemoWorld(ImageMap images, this._spriteSheet) : super(new Size(_gameSizeWidth, _gameSizeHeight)) { // Fetch images _imgNebula = images["res/nebula.png"]; _gameLayer = new Node(); this.addChild(_gameLayer); // Add some asteroids to the game world for (int i = 0; i < 5; i++) { addAsteroid(AsteroidSize.large); } for (int i = 0; i < 5; i++) { addAsteroid(AsteroidSize.medium); } // Add ship addShip(); // Add starfield _starField = new StarField(_spriteSheet["star.png"], _numStarsInStarField); _starField.zPosition = -2.0; addChild(_starField); // Add nebula addNebula(); userInteractionEnabled = true; handleMultiplePointers = true; } // Methods for adding game objects void addAsteroid(AsteroidSize size, [Point pos]) { Asteroid asteroid = new Asteroid(_spriteSheet["asteroid_big_1.png"], size); asteroid.zPosition = 1.0; if (pos != null) asteroid.position = pos; _gameLayer.addChild(asteroid); _asteroids.add(asteroid); } void addShip() { Ship ship = new Ship(_spriteSheet["ship.png"]); ship.zPosition = 10.0; _gameLayer.addChild(ship); _ship = ship; } void addLaser() { Laser laser = new Laser(_spriteSheet["laser.png"], _ship); laser.zPosition = 8.0; _lasers.add(laser); _gameLayer.addChild(laser); } void addNebula() { _nebula = new Nebula.withImage(_imgNebula); _gameLayer.addChild(_nebula); } void update(double dt) { // Move asteroids for (Asteroid asteroid in _asteroids) { asteroid.position = pointAdd(asteroid.position, asteroid._movementVector); } // Move lasers and remove expired lasers for (int i = _lasers.length - 1; i >= 0; i--) { Laser laser = _lasers[i]; laser.move(); if (laser._frameCount > _lifeTimeLaser) { laser.removeFromParent(); _lasers.removeAt(i); } } // Apply thrust to ship if (_joystickX != 0.0 || _joystickY != 0.0) { _ship.thrust(_joystickX, _joystickY); } // Move ship _ship.move(); // Check collisions between asteroids and lasers for (int i = _lasers.length -1; i >= 0; i--) { // Iterate over all the lasers Laser laser = _lasers[i]; for (int j = _asteroids.length - 1; j >= 0; j--) { // Iterate over all the asteroids Asteroid asteroid = _asteroids[j]; // Check for collision if (pointQuickDist(laser.position, asteroid.position) < laser.radius + asteroid.radius) { // Remove laser laser.removeFromParent(); _lasers.removeAt(i); // Add asteroids if (asteroid._asteroidSize == AsteroidSize.large) { for (int a = 0; a < 3; a++) addAsteroid(AsteroidSize.medium, asteroid.position); } else if (asteroid._asteroidSize == AsteroidSize.medium) { for (int a = 0; a < 5; a++) addAsteroid(AsteroidSize.small, asteroid.position); } // Remove asteroid asteroid.removeFromParent(); _asteroids.removeAt(j); break; } } } // Move objects to center camera and warp objects around the edges centerCamera(); warpObjects(); } void centerCamera() { const cameraDampening = 0.1; Point delta = new Point(_gameSizeWidth/2 - _ship.position.x, _gameSizeHeight/2 - _ship.position.y); delta = pointMult(delta, cameraDampening); for (Node child in _gameLayer.children) { child.position = pointAdd(child.position, delta); } // Update starfield _starField.move(delta.x, delta.y); } void warpObjects() { for (Node child in _gameLayer.children) { if (child.position.x < 0) child.position = pointAdd(child.position, new Point(_gameSizeWidth, 0.0)); if (child.position.x >= _gameSizeWidth) child.position = pointAdd(child.position, new Point(-_gameSizeWidth, 0.0)); if (child.position.y < 0) child.position = pointAdd(child.position, new Point(0.0, _gameSizeHeight)); if (child.position.y >= _gameSizeHeight) child.position = pointAdd(child.position, new Point(0.0, -_gameSizeHeight)); } } // Handling controls void controlSteering(double x, double y) { _joystickX = x; _joystickY = y; } void controlFire() { addLaser(); } // Handle pointer events int _firstPointer = -1; int _secondPointer = -1; Point _firstPointerDownPos; bool handleEvent(SpriteBoxEvent event) { Point pointerPos = convertPointToNodeSpace(event.boxPosition); int pointer = event.pointer; switch (event.type) { case 'pointerdown': if (_firstPointer == -1) { // Assign the first pointer _firstPointer = pointer; _firstPointerDownPos = pointerPos; } else if (_secondPointer == -1) { // Assign second pointer _secondPointer = pointer; controlFire(); } else { // There is a pointer used for steering, let's fire instead controlFire(); } break; case 'pointermove': if (pointer == _firstPointer) { // Handle turning control double joystickX = 0.0; double deltaX = pointerPos.x - _firstPointerDownPos.x; if (deltaX > _steeringThreshold || deltaX < -_steeringThreshold) { joystickX = (deltaX - _steeringThreshold)/(_steeringMax - _steeringThreshold); if (joystickX > 1.0) joystickX = 1.0; if (joystickX < -1.0) joystickX = -1.0; } double joystickY = 0.0; double deltaY = pointerPos.y - _firstPointerDownPos.y; if (deltaY > _steeringThreshold || deltaY < -_steeringThreshold) { joystickY = (deltaY - _steeringThreshold)/(_steeringMax - _steeringThreshold); if (joystickY > 1.0) joystickY = 1.0; if (joystickY < -1.0) joystickY = -1.0; } controlSteering(joystickX, joystickY); } break; case 'pointerup': case 'pointercancel': if (pointer == _firstPointer) { // Un-assign the first pointer _firstPointer = -1; _firstPointerDownPos = null; controlSteering(0.0, 0.0); } else if (pointer == _secondPointer) { _secondPointer = -1; } break; default: break; } return true; } } // Game objects enum AsteroidSize { small, medium, large, } class Asteroid extends Sprite { Point _movementVector; AsteroidSize _asteroidSize; double _radius; double get radius { if (_radius != null) return _radius; if (_asteroidSize == AsteroidSize.small) _radius = _smlAsteroidRadius; else if (_asteroidSize == AsteroidSize.medium) _radius = _medAsteroidRadius; else if (_asteroidSize == AsteroidSize.large) _radius = _lrgAsteroidRadius; return _radius; } Asteroid(Texture img, AsteroidSize this._asteroidSize) : super(img) { size = new Size(radius * 2.0, radius * 2.0); position = new Point(_gameSizeWidth * _rand.nextDouble(), _gameSizeHeight * _rand.nextDouble()); rotation = 360.0 * _rand.nextDouble(); _movementVector = new Point(_rand.nextDouble() * _maxAsteroidSpeed * 2 - _maxAsteroidSpeed, _rand.nextDouble() * _maxAsteroidSpeed * 2 - _maxAsteroidSpeed); userInteractionEnabled = true; } bool handleEvent(SpriteBoxEvent event) { if (event.type == "pointerdown") { colorOverlay = new Color(0x99ff0000); } else if (event.type == "pointerup") { colorOverlay = null; } return false; } } class Ship extends Sprite { Vector2 _movementVector; double _rotationTarget; Ship(Texture img) : super(img) { _movementVector = new Vector2.zero(); rotation = _rotationTarget = 270.0; // Create sprite size = new Size(_shipRadius * 2.0, _shipRadius * 2.0); position = new Point(_gameSizeWidth/2.0, _gameSizeHeight/2.0); } void thrust(double x, double y) { _rotationTarget = convertRadians2Degrees(Math.atan2(y, x)); Vector2 directionVector = new Vector2(x, y).normalize(); _movementVector.addScaled(directionVector, 1.0); } void move() { position = new Point(position.x + _movementVector[0], position.y + _movementVector[1]); _movementVector.scale(0.9); rotation = dampenRotation(rotation, _rotationTarget, 0.1); } } class Laser extends Sprite { int _frameCount = 0; Point _movementVector; double radius = 10.0; Laser(Texture img, Ship ship) : super(img) { size = new Size(20.0, 20.0); position = ship.position; rotation = ship.rotation + 90.0; transferMode = TransferMode.plus; double rotRadians = convertDegrees2Radians(rotation); _movementVector = pointMult(new Point(Math.sin(rotRadians), -Math.cos(rotRadians)), 10.0); _movementVector = new Point(_movementVector.x + ship._movementVector[0], _movementVector.y + ship._movementVector[1]); } void move() { position = pointAdd(position, _movementVector); _frameCount++; } } // Background starfield class StarField extends Node { Texture _img; int _numStars; List _starPositions; List _starScales; List _opacity; StarField(this._img, this._numStars) { _starPositions = []; _starScales = []; _opacity = []; for (int i = 0; i < _numStars; i++) { _starPositions.add(new Point(_rand.nextDouble() * _gameSizeWidth, _rand.nextDouble() * _gameSizeHeight)); _starScales.add(_rand.nextDouble()); _opacity.add(_rand.nextDouble() * 0.5 + 0.5); } } void paint(RenderCanvas canvas) { // Setup paint object for opacity and transfer mode Paint paint = new Paint(); paint.setTransferMode(TransferMode.plus); double baseScaleX = 32.0 / _img.size.width; double baseScaleY = 32.0 / _img.size.height; // Draw each star for (int i = 0; i < _numStars; i++) { Point pos = _starPositions[i]; double scale = _starScales[i]; paint.color = new Color.fromARGB((255.0*_opacity[i]).toInt(), 255, 255, 255); canvas.save(); canvas.translate(pos.x, pos.y); canvas.scale(baseScaleX * scale, baseScaleY * scale); canvas.drawImageRect(_img.image, _img.frame, _img.spriteSourceSize, paint); canvas.restore(); } } void move(double dx, double dy) { for (int i = 0; i < _numStars; i++) { double xPos = _starPositions[i].x; double yPos = _starPositions[i].y; double scale = _starScales[i]; xPos += dx * scale; yPos += dy * scale; if (xPos >= _gameSizeWidth) xPos -= _gameSizeWidth; if (xPos < 0) xPos += _gameSizeWidth; if (yPos >= _gameSizeHeight) yPos -= _gameSizeHeight; if (yPos < 0) yPos += _gameSizeHeight; _starPositions[i] = new Point(xPos, yPos); } } } class Nebula extends Node { Nebula.withImage(Image img) { for (int i = 0; i < 2; i++) { for (int j = 0; j < 2; j++) { Sprite sprt = new Sprite.fromImage(img); sprt.pivot = Point.origin; sprt.position = new Point(i * _gameSizeWidth - _gameSizeWidth, j * _gameSizeHeight - _gameSizeHeight); addChild(sprt); } } } } // Convenience methods Point pointAdd(Point a, Point b) { return new Point(a.x+ b.x, a.y + b.y); } Point pointMult(Point a, double multiplier) { return new Point(a.x * multiplier, a.y * multiplier); } double dampenRotation(double src, double dst, double dampening) { double delta = dst - src; while (delta > 180.0) delta -= 360; while (delta < -180) delta += 360; delta *= dampening; return src + delta; } double pointQuickDist(Point a, Point b) { double dx = a.x - b.x; double dy = a.y - b.y; if (dx < 0.0) dx = -dx; if (dy < 0.0) dy = -dy; if (dx > dy) { return dx + dy/2.0; } else { return dy + dx/2.0; } }