public override void PostAI()
        {
            projectile.netUpdate = true;
            player           = Main.player[projectile.owner];
            FinalChargeLimit = ChargeLimit + MyPlayer.ModPlayer(player).ChargeLimitAdd;
            if (!ChargeBall)
            {
                projectile.scale = projectile.scale + ChargeLevel;
            }

            if (BeamTrail && projectile.scale > 0 && SizeTimer > 0)
            {
                SizeTimer = 120;
                SizeTimer--;
                projectile.scale = (projectile.scale * SizeTimer / 120f);
            }
            if (ChargeBall)
            {
                if (MyPlayer.ModPlayer(player).IsKiDepleted())
                {
                    player.channel = false;
                }
                projectile.hide = true;

                if (projectile.timeLeft < 4)
                {
                    projectile.timeLeft = 10;
                }

                projectile.position.X = player.Center.X + (player.direction * 20 + xoffset) - 5;
                projectile.position.Y = player.Center.Y - 3 + yoffset;
                projectile.netUpdate2 = true;

                if (!player.channel && ChargeLevel < 1)
                {
                    projectile.Kill();
                }

                // if the player is channeling, increment the timer and apply some slowdown
                if (player.channel && projectile.active)
                {
                    ChargeTimer++;
                    ProjectileUtil.ApplyChannelingSlowdown(player);
                }

                //ChargeTimerMax -= MyPlayer.ModPlayer(player).chargeTimerMaxAdd;

                if (ChargeTimer > ChargeTimerMax && ChargeLevel < FinalChargeLimit)
                {
                    ChargeLevel += 1;
                    CombatText.NewText(new Rectangle((int)player.position.X, (int)player.position.Y, player.width, player.height), new Color(51, 204, 255), ChargeLevel, false, false);
                    ChargeTimer = 0;
                }
                if (DBZMOD.IsTickRateElapsed(2) && !MyPlayer.ModPlayer(player).IsKiDepleted())
                {
                    MyPlayer.ModPlayer(player).AddKi(-KiDrainRate, true, false);
                }
                for (int d = 0; d < 4; d++)
                {
                    float   angle    = Main.rand.NextFloat(360);
                    float   angleRad = MathHelper.ToRadians(angle);
                    Vector2 position = new Vector2((float)Math.Cos(angleRad), (float)Math.Sin(angleRad));

                    Dust tDust = Dust.NewDustDirect(projectile.position + (position * (10 + 2.0f * projectile.scale)), projectile.width, projectile.height, DustType, 0f, 0f, 213, default(Color), ballscale);
                    tDust.velocity  = Vector2.Normalize((projectile.position + (projectile.Size / 2)) - tDust.position) * 2;
                    tDust.noGravity = true;
                }
            }
        }
Beispiel #2
0
        public override void AI()
        {
            Player player = Main.player[projectile.owner];

            if (!isInitialized)
            {
                HeldTime      = 1;
                isInitialized = true;
            }

            // cancel channeling if the projectile is maxed
            if (player.channel && projectile.scale > 2.5)
            {
                player.channel = false;
            }

            if (player.channel && HeldTime > 0)
            {
                projectile.scale = BASE_SCALE + SCALE_INCREASE * HeldTime;
                Vector2 projectileOffset = new Vector2(-projectile.width * 0.5f, -projectile.height * 0.5f);
                projectileOffset   += new Vector2(0, -(80 + projectile.scale * 115f));
                projectile.position = player.Center + projectileOffset;
                HeldTime++;

                projectile.netUpdate = true;

                //Rock effect
                projectile.ai[1]++;
                if (projectile.ai[1] % 7 == 0)
                {
                    Projectile.NewProjectile(projectile.Center.X + Main.rand.NextFloat(-500, 600), projectile.Center.Y + 1000, 0, -10, mod.ProjectileType("StoneBlockDestruction"), projectile.damage, 0f, projectile.owner);
                }
                Projectile.NewProjectile(projectile.Center.X + Main.rand.NextFloat(-500, 600), projectile.Center.Y + 1000, 0, -10, mod.ProjectileType("DirtBlockDestruction"), projectile.damage, 0f, projectile.owner);

                if (projectile.timeLeft < 399)
                {
                    projectile.timeLeft = 400;
                }

                projectile.netUpdate2 = true;

                MyPlayer.ModPlayer(player).AddKi(-2, true, false);
                ProjectileUtil.ApplyChannelingSlowdown(player);

                // depleted check, release the ball
                if (MyPlayer.ModPlayer(player).IsKiDepleted())
                {
                    player.channel = false;
                }
                int soundtimer = 0;
                soundtimer++;
                if (soundtimer > 120)
                {
                    SoundUtil.PlayCustomSound("Sounds/SuperNovaCharge", player, 0.6f);
                    soundtimer = 0;
                }
            }
            else if (HeldTime > 0)
            {
                HeldTime               = 0;
                projectile.timeLeft    = (int)Math.Ceiling(projectile.scale * 15) + 600;
                projectile.velocity    = Vector2.Normalize(Main.MouseWorld - player.Center) * 6;
                projectile.tileCollide = false;
                projectile.damage     *= (int)Math.Ceiling(projectile.scale * 3f);
                SoundUtil.PlayCustomSound("Sounds/SuperNovaThrow", player, 0.6f);
            }
        }
        public override void AI()
        {
            Player player = Main.player[projectile.owner];

            if (!isInitialized)
            {
                HeldTime      = 1;
                isInitialized = true;
            }

            if (player.channel && HeldTime > 0)
            {
                projectile.scale    = BASE_SCALE + SCALE_INCREASE * HeldTime;
                projectile.position = player.Center + new Vector2(0, -40 - (projectile.scale * 17));
                HeldTime++;

                // reduced from 25.
                for (int d = 0; d < 15; d++)
                {
                    // loop hitch for variance.
                    if (Main.rand.NextFloat() < 0.3f)
                    {
                        continue;
                    }

                    float   angle    = Main.rand.NextFloat(360);
                    float   angleRad = MathHelper.ToRadians(angle);
                    Vector2 position = new Vector2((float)Math.Cos(angleRad), (float)Math.Sin(angleRad));

                    Dust tDust = Dust.NewDustDirect(projectile.position + (position * (20 + 12.5f * projectile.scale)), projectile.width, projectile.height, 230, 0f, 0f, 213, default(Color), 2.0f);
                    tDust.velocity  = Vector2.Normalize((projectile.position + (projectile.Size / 2)) - tDust.position) * 2;
                    tDust.noGravity = true;
                }

                //Rock effect
                if (DBZMOD.IsTickRateElapsed(10) && rocksFloating < MAX_ROCKS)
                {
                    // only some of the time, keeps it a little more varied.
                    if (Main.rand.NextFloat() < 0.6f)
                    {
                        rocksFloating++;
                        BaseFloatingDestructionProj.SpawnNewFloatingRock(player, projectile);
                    }
                }

                projectile.netUpdate = true;

                if (projectile.timeLeft < 399)
                {
                    projectile.timeLeft = 400;
                }

                MyPlayer.ModPlayer(player).AddKi(-5, true, false);
                ProjectileUtil.ApplyChannelingSlowdown(player);

                projectile.netUpdate2 = true;

                // depleted check, release the ball
                if (MyPlayer.ModPlayer(player).IsKiDepleted())
                {
                    player.channel = false;
                }
                int soundtimer = 0;
                soundtimer++;
                if (soundtimer > 120)
                {
                    SoundUtil.PlayCustomSound("Sounds/SpiritBombCharge", player, 0.5f);
                    soundtimer = 0;
                }
            }
            else if (HeldTime > 0)
            {
                HeldTime               = 0;
                projectile.timeLeft    = (int)Math.Ceiling(projectile.scale * 15) + 600;
                projectile.velocity    = Vector2.Normalize(Main.MouseWorld - player.Center) * 2.8f;
                projectile.tileCollide = false;
                projectile.damage     *= (int)projectile.scale / 2;
                SoundUtil.PlayCustomSound("Sounds/SpiritBombFire", player);
            }
        }
Beispiel #4
0
        public void HandleChargingKi(Player player)
        {
            bool IsCharging = false;

            FinalChargeLimit = ChargeLimit + MyPlayer.ModPlayer(player).ChargeLimitAdd;

            // stop channeling if the player is out of ki
            if (MyPlayer.ModPlayer(player).IsKiDepleted())
            {
                player.channel = false;
            }

            // keep alive routine.
            if (projectile.timeLeft < 4)
            {
                projectile.timeLeft = 10;
            }

            MyPlayer modPlayer = MyPlayer.ModPlayer(player);

            // The energy in the projectile decays if the player stops channeling.
            if (!player.channel && !modPlayer.IsMouseRightHeld && !IsSustainingFire)
            {
                // kill the tracked charge sound if the player let go, immediately
                ChargeSoundSlotId = SoundUtil.KillTrackedSound(ChargeSoundSlotId);

                if (ChargeLevel > 0f)
                {
                    ChargeLevel = Math.Max(0, ChargeLevel - DecayRate());

                    // don't draw the ball when firing.
                    if (!IsSustainingFire)
                    {
                        ProjectileUtil.DoChargeDust(GetChargeBallPosition(), DustType, DecayDustFrequency, true, ChargeSize.ToVector2());
                    }
                }
                else
                {
                    // the charge level zeroed out, kill the projectile.
                    projectile.Kill();
                }
            }

            // charge the ball if the proper keys are held.
            // increment the charge timer if channeling and apply slowdown effect
            if (player.channel && projectile.active && modPlayer.IsMouseRightHeld && !IsSustainingFire)
            {
                // the player can hold the charge all they like once it's fully charged up. Currently this doesn't incur a movespeed debuff either.
                if (ChargeLevel < FinalChargeLimit && !modPlayer.IsKiDepleted())
                {
                    IsCharging = true;

                    // drain ki from the player when charging
                    if (DBZMOD.IsTickRateElapsed(CHARGE_KI_DRAIN_WINDOW))
                    {
                        MyPlayer.ModPlayer(player).AddKi(-ChargeKiDrainRate(), true, false);
                    }

                    // increase the charge
                    ChargeLevel = Math.Min(FinalChargeLimit, ChargeRate() + ChargeLevel);

                    // slow down the player while charging.
                    ProjectileUtil.ApplyChannelingSlowdown(player);

                    // shoot some dust into the ball to show it's charging, and to look cool.
                    if (!IsSustainingFire)
                    {
                        ProjectileUtil.DoChargeDust(GetChargeBallPosition(), DustType, ChargeDustFrequency, false, ChargeSize.ToVector2());
                    }
                }
            }

            // play the sound if the player just started charging and the audio is "off cooldown"
            if (!WasCharging && IsCharging && ChargeSoundCooldown == 0f)
            {
                if (!Main.dedServ)
                {
                    ChargeSoundSlotId = SoundUtil.PlayCustomSound(ChargeSoundKey, projectile.Center);
                }
                ChargeSoundCooldown = ChargeSoundDelay;
            }
            else
            {
                ChargeSoundCooldown = Math.Max(0f, ChargeSoundCooldown - 1);
            }

            // set the wasCharging flag for proper tracking
            WasCharging = IsCharging;
        }
Beispiel #5
0
        public override void AI()
        {
            Player player = Main.player[projectile.owner];

            if (!isInitialized)
            {
                HeldTime      = 1;
                isInitialized = true;
            }

            // cancel channeling if the projectile is maxed
            if (player.channel && projectile.scale > 3.0)
            {
                player.channel = false;
            }

            if (player.channel && HeldTime > 0)
            {
                projectile.scale = BASE_SCALE + SCALE_INCREASE * HeldTime;
                Vector2 projectileOffset = new Vector2(-projectile.width * 0.5f, -projectile.height * 0.5f);
                projectileOffset += new Vector2(0, -(80 + projectile.scale * 115f));
                Vector2 projectileOuter = new Vector2(projectile.scale * projectile.width, projectile.scale * projectile.height) / 2f;
                projectile.position = player.Center + projectileOffset;
                HeldTime++;

                for (int d = 0; d < 25; d++)
                {
                    float   angle        = Main.rand.NextFloat(360);
                    float   angleRad     = MathHelper.ToRadians(angle);
                    Vector2 dustPosition = new Vector2((float)Math.Cos(angleRad), (float)Math.Sin(angleRad));

                    Dust tDust = Dust.NewDustDirect(projectile.Center + (dustPosition * projectileOuter) + projectileOffset, projectile.width, projectile.height, 15, 0f, 0f, 213, default(Color), 2.0f);
                    tDust.velocity  = Vector2.Normalize((projectile.Center + projectile.Size / 2f) - tDust.position) * 2;
                    tDust.noGravity = true;
                }

                //Rock effect
                projectile.ai[1]++;
                if (projectile.ai[1] % 7 == 0)
                {
                    Projectile.NewProjectile(projectile.Center.X + Main.rand.NextFloat(-500, 600), projectile.Center.Y + 1000, 0, -10, mod.ProjectileType("StoneBlockDestruction"), projectile.damage, 0f, projectile.owner);
                }
                Projectile.NewProjectile(projectile.Center.X + Main.rand.NextFloat(-500, 600), projectile.Center.Y + 1000, 0, -10, mod.ProjectileType("DirtBlockDestruction"), projectile.damage, 0f, projectile.owner);


                projectile.netUpdate = true;

                if (projectile.timeLeft < 399)
                {
                    projectile.timeLeft = 400;
                }

                MyPlayer.ModPlayer(player).AddKi(-2, true, false);
                ProjectileUtil.ApplyChannelingSlowdown(player);

                projectile.netUpdate2 = true;

                // depleted check, release the ball
                if (MyPlayer.ModPlayer(player).IsKiDepleted())
                {
                    player.channel = false;
                }
            }
            else if (HeldTime > 0)
            {
                HeldTime               = 0;
                projectile.timeLeft    = (int)Math.Ceiling(projectile.scale * 15) + 600;
                projectile.velocity    = Vector2.Normalize(Main.MouseWorld - player.Center) * 6;
                projectile.tileCollide = false;
                projectile.damage     *= (int)Math.Ceiling(projectile.scale * 4f);
            }
        }