Shooting satellites works
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@@ -24,7 +24,7 @@ namespace EvilSatellites.Objects
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public Vector3 Movement;
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private Vector3 _Orientation;
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public Vector3 Orientation
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{
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{
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get => _Orientation;
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set => _Orientation = value;
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}
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@@ -38,10 +38,14 @@ namespace EvilSatellites.Objects
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public IScreen Screen;
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public ObjectType Type { get; set; }
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public bool IsDynamic { get => true; }
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public bool ShouldDestroy { get; set; }
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public bool Active { get; set; }
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public AbstractGameObject(IScreen screen)
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{
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Screen = screen;
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Type = ObjectType.Generic;
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ShouldDestroy = false;
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}
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public void RotateX(float angle)
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@@ -19,6 +19,7 @@ namespace EvilSatellites.Objects
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ObjectType Type { get; set; }
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void Move(Vector3 pose);
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void OnCollision(IGameObject obj);
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bool ShouldDestroy { get; }
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bool Active { get; set; }
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}
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}
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@@ -7,6 +7,8 @@ namespace EvilSatellites.Objects
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public enum ObjectType
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{
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Generic,
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Player
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Player,
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Satellite,
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Projectile
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}
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}
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@@ -18,13 +18,15 @@ namespace EvilSatellites.Objects
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public IWeapon CurrentWeapon;
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public Player(IScreen screen): base(screen)
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{
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ShouldDestroy = false;
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Active = true;
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Type = ObjectType.Player;
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Position = new Vector3(10, 0, 0);
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Dimensions = new Vector3(5, 5, 5);
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Movement = new Vector3(0, 0, 0);
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Rotation = Matrix.Identity;
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Orientation = Rotation.Forward;
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CurrentWeapon = new LaserMG(this, Screen);
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CurrentWeapon = new LaserMG(this, (GameScreen)Screen);
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Activate();
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}
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@@ -0,0 +1,56 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using SynthySound;
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using Microsoft.Xna.Framework;
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using EvilSatellites.Screens;
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namespace EvilSatellites.Objects
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{
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public class Projectile : AbstractGameObject
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{
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private ISoundEffect3D Sound;
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private Vector3 Direction;
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private Vector3 StartPos;
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private float Range;
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public Projectile(IScreen screen, Vector3 pos, Vector3 direction) : base(screen)
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{
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StartPos = pos;
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Position = pos;
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Dimensions = new Vector3(5, 5, 5);
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Direction = direction;
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Range = 500;
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Type = ObjectType.Projectile;
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Activate();
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}
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public override void Activate()
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{
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ShouldDestroy = false;
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Active = true;
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}
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public override void Destroy()
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{
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ShouldDestroy = true;
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Active = false;
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}
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override public void Update(GameTime gameTime)
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{
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Position += Direction;
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if (Vector3.Distance(StartPos, Position) > Range)
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{
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Destroy();
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}
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}
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public override void OnCollision(IGameObject obj)
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{
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if (obj.Type == ObjectType.Player) return;
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Screen.Manager.Sound.PlayOneshot(@"sfx/physics/impacts/bullet/1.wav", new System.Numerics.Vector3(Position.X, Position.Y, Position.Z), Screen.Manager.EnvironmentEffect);
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Destroy();
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}
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}
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}
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@@ -14,6 +14,7 @@ namespace EvilSatellites.Objects
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private ISoundEffect3D Sound;
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public Satellite(IScreen screen, Vector3 pos) : base(screen)
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{
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Type = ObjectType.Satellite;
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Sound = Screen.Manager.Sound.Load3D(@"sfx/satellite/1/loop.wav");
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Sound.Loop = true;
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Position = pos;
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@@ -26,6 +27,8 @@ namespace EvilSatellites.Objects
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public override void Activate()
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{
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Sound.Play();
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Active = true;
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ShouldDestroy = false;
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}
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public override void Destroy()
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{
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@@ -39,7 +42,7 @@ namespace EvilSatellites.Objects
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public override void OnCollision(IGameObject obj)
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{
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Sound.Stop();
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// Sound.Stop();
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}
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}
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}
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