#region File Description //----------------------------------------------------------------------------- // LaserProjectile.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content; #endregion namespace NetRumble { /// /// A laser bolt projectile. /// public class LaserProjectile : Projectile { #region Constants /// /// The length of the laser-bolt line, expressed as a percentage of velocity. /// const float initialSpeed = 640f; #endregion #region Static Graphics Data /// /// Texture for all laser projectiles. /// private static Texture2D texture; /// /// The particle-effect manager which receives the effects from lasers. /// public static ParticleEffectManager ParticleEffectManager; #endregion #region Initialization /// /// Constructs a new laser projectile. /// /// The ship that fired this projectile, if any. /// The initial direction for this projectile. public LaserProjectile(Ship owner, Vector2 direction) : base(owner, direction) { // set the gameplay data this.velocity = initialSpeed * direction; // set the collision data this.radius = 4f; this.mass = 0.5f; // set the projectile data this.duration = 5f; this.damageAmount = 20f; this.damageRadius = 0f; this.damageOwner = false; } #endregion #region Drawing Methods /// /// Draw the laser projectile. /// /// The amount of elapsed time, in seconds. /// The SpriteBatch object used to draw. public override void Draw(float elapsedTime, SpriteBatch spriteBatch) { // ignore the parameter color if we have an owner base.Draw(elapsedTime, spriteBatch, texture, null, owner != null ? owner.Color : Color.White); } #endregion #region Interaction Methods /// /// Kills this object, in response to the given GameplayObject. /// /// The GameplayObject responsible for the kill. /// /// If true, the object dies without any further effects. /// public override void Die(GameplayObject source, bool cleanupOnly) { if (active) { // display the laser explosion if (!cleanupOnly && (ParticleEffectManager != null)) { ParticleEffectManager.SpawnEffect(ParticleEffectType.LaserExplosion, Position); } } base.Die(source, cleanupOnly); } #endregion #region Static Graphics Methods /// /// Load all of the static graphics content for this class. /// /// The content manager to load with. public static void LoadContent(ContentManager contentManager) { // safety-check the parameters if (contentManager == null) { throw new ArgumentNullException("contentManager"); } // load the texture texture = contentManager.Load("Textures/laser"); } /// /// Unload all of the static graphics content for this class. /// public static void UnloadContent() { texture = null; } #endregion } }