public override void Update(GameTime gameTime)
        {
            frame.WorldMatrix = WorldMatrix;
            if (UnitCount > 0 && !Dead && WaveFSM.WaveStepState.WeaponsFree)
            {
                UnitDelay += gameTime.ElapsedGameTime.Milliseconds;
                if (UnitDelay > MaxUnitDelay)
                {
                    UnitCount--;
                    UnitDelay -= MaxUnitDelay;

                    UnitShip s = (UnitShip)SpawnCard.GetUnit(FactionNumber);
                    ParentLevel.AddObject(s);
                    s.SetLevel((IsUpdgraded ? 3 : 2) * WaveManager.DifficultyMult, 1);

                    if (GetTeam() == WaveManager.ActiveTeam)
                    {
                        float   Theta     = 0;
                        float   Offset    = 0;
                        Vector3 Position3 = new Vector3(Position.X(), Y, Position.Y());

                        while (!TestFree(Position.get(), Theta, Offset, Size.X()))
                        {
                            Theta += (float)Math.PI / 10f;
                            if (Theta > Math.PI * 2)
                            {
                                Theta  -= (float)Math.PI * 2;
                                Offset += Size.X() / 2;
                            }
                        }

                        Vector2 BestPosition = Position.get() + Logic.ToVector2(Theta) * Offset;

                        s.Position.set(BestPosition);

                        Position3 = new Vector3(BestPosition.X, 0, BestPosition.Y);
                        for (int j = 0; j < 30; j++)
                        {
                            ParticleManager.CreateParticle(Position3, Rand.V3() * 200, new Color(1, 0.75f, 0.5f), 20, 5);
                        }

                        Position3 = new Vector3(Position.X(), 0, Position.Y());
                        ParticleManager.CreateParticle(Position3, Vector3.Zero, new Color(1, 0.75f, 0.5f), Size.X() * 5, 4);
                        for (int i = 0; i < 30; i++)
                        {
                            ParticleManager.CreateParticle(Position3, Rand.V3() * 200, new Color(1, 0.75f, 0.5f), 20, 5);
                        }
                    }
                    else
                    {
                        s.Position.set(NeutralManager.GetSpawnPosition());
                    }
                }
            }

            base.Update(gameTime);
        }
        private void SpawnUnit(UnitShip s)
        {
            ParentLevel.AddObject(s);
            s.SetLevel(1, 1);

            PlaceRotationMult += PlaceRotationMultChange;
            if (PlaceRotationMult > 1)
            {
                PlaceRotationMult -= 1;
            }

            s.Position.set(Position.get() + Logic.ToVector2(PlaceRotationMult * PlaceRotation) * (Size.X() + s.Size.X()) / 1.95f);
        }
        private void SummonUnits()
        {
            if (!CanSummon)
            {
                return;
            }

            Vector3 Position3 = new Vector3(Position.X(), 0, Position.Y());

            CanSummon   = false;
            HasSummoned = true;

            float Theta  = 0;
            float Offset = Size.X() * 2;

            for (int i = 0; i < SummonCard.GhostCount; i++)
            {
                UnitShip u = (UnitShip)SummonCard.GetUnit(FactionNumber);
                ParentLevel.AddObject(u);

                while (!TestFree(Position.get(), Theta, Offset, Size.X()))
                {
                    Theta += (float)Math.PI / 10f;
                    if (Theta > Math.PI * 2)
                    {
                        Theta  -= (float)Math.PI * 2;
                        Offset += Size.X();
                    }
                }
                Vector2 BestPosition = Logic.ToVector2(Theta) * Offset + Position.get();

                u.SetForGhost();
                u.SetLevel(UnitLevel, 1);
                u.Position.set(BestPosition);

                Position3 = new Vector3(BestPosition.X, 0, BestPosition.Y);
                for (int j = 0; j < 30; j++)
                {
                    ParticleManager.CreateParticle(Position3, Rand.V3() * 200, new Color(1, 0.75f, 0.5f), 20, 5);
                }
            }


            Position3 = new Vector3(Position.X(), 0, Position.Y());
            ParticleManager.CreateParticle(Position3, Vector3.Zero, new Color(1, 0.75f, 0.5f), Size.X() * 5, 4);
            for (int i = 0; i < 30; i++)
            {
                ParticleManager.CreateParticle(Position3, Rand.V3() * 200, new Color(1, 0.75f, 0.5f), 20, 5);
            }
        }
Beispiel #4
0
        private void Activate()
        {
            if (!WaveStepState.WeaponsFree)
            {
                return;
            }

            FactionManager.AddEnergy(ParentShip.FactionNumber, -150);

            Vector3 Position3 = new Vector3(ParentShip.Position.X(), 0, ParentShip.Position.Y());
            float   Theta     = 0;
            float   Offset    = ParentShip.Size.X() * 2;

            FactionManager.Factions[ParentShip.FactionNumber].roundReport.UnitsSpawned += MyCard.GhostCount;

            for (int i = 0; i < MyCard.GhostCount; i++)
            {
                UnitShip u = (UnitShip)MyCard.GetUnit(ParentShip.FactionNumber);
                ParentShip.ParentLevel.AddObject(u);

                while (!ParentShip.TestFree(ParentShip.Position.get(), Theta, Offset, ParentShip.Size.X()))
                {
                    Theta += (float)Math.PI / 10f;
                    if (Theta > Math.PI * 2)
                    {
                        Theta  -= (float)Math.PI * 2;
                        Offset += ParentShip.Size.X();
                    }
                }
                Vector2 BestPosition = Logic.ToVector2(Theta) * Offset + ParentShip.Position.get();

                u.SetForGhost();
                u.Position.set(BestPosition);
                u.SetLevel(WaveManager.CurrentWave / 5f * WaveCard.LevelMult, 1);

                Position3 = new Vector3(BestPosition.X, 0, BestPosition.Y);
                for (int j = 0; j < 30; j++)
                {
                    ParticleManager.CreateParticle(Position3, Rand.V3() * 200, new Color(1, 0.75f, 0.5f), 20, 5);
                }
            }


            ParticleManager.CreateParticle(Position3, Vector3.Zero, new Color(1, 0.75f, 0.5f), ParentShip.Size.X() * 5, 4);
            for (int i = 0; i < 30; i++)
            {
                ParticleManager.CreateParticle(Position3, Rand.V3() * 200, new Color(1, 0.75f, 0.5f), 20, 5);
            }
        }
Beispiel #5
0
        public virtual void Fire(float DirectionR)
        {
            if (ParentUnit == null)
            {
                return;
            }

            if (ReloadTime <= 0)
            {
                bool   CreatedMatrix  = false;
                Matrix RotationMatrix = Matrix.Identity;

                SoundManager.Play3DSound(FireSound,
                                         new Vector3(ParentUnit.Position.X(), ParentUnit.Y, ParentUnit.Position.Y()),
                                         FireVolume, FireDistance, FireExponent);

                if (!CreatedMatrix)
                {
                    CreatedMatrix  = true;
                    RotationMatrix = Matrix.CreateRotationZ(DirectionR);
                }

                ROF      -= MaxROF;
                BurstTime = 0;
                ClipSize--;
                BurstSize--;
                if (Ammo > 0)
                {
                    Ammo--;
                }

                for (int i = 0; i < BulletCount; i++)
                {
                    Bullet b = getBullet();

                    ParentUnit.ParentLevel.AddObject(b);
                    b.SetShipParent(ParentUnit);
                    b.SetPosition(ParentUnit.Position.get() + Vector2.Transform(getPositionPattern(i), RotationMatrix), false);
                    b.SetSpeed(BulletSpeed * Logic.ToVector2(DirectionR + Accuracy - Rand.F() * Accuracy * 2 + getDirectionPattern(i)));
                    b.SetAttackType(attackType);
                    b.SetStartingPosition(b.getPosition());
                    b.SetDamage(Damage, PushTime, PushVelocityMult);
                    b.SetModifierFactor(ModifierFactor);
                    b.SetLifeTime(LifeTime);
                    b.SetExplosive(BulletExplosionDistance, BulletExplosionDamage);
                    //b.AddTime(ROF);
                }
            }
        }
Beispiel #6
0
        public override void Update(GameTime gameTime)
        {
            int Mult = 4;

            Vector3 Position3 = new Vector3(Position.X(), 0, Position.Y());

            ParticleManager.CreateParticle(Position3, Vector3.Zero, ParticleColor2, 60 * Mult, 1);
            ParticleManager.CreateParticle(Position3, Vector3.Zero, ParticleColor2, (70 + Rand.F() * 70) * Mult, 1);
            ParticleManager.CreateParticle(Position3, Vector3.Zero, ParticleColor2, (10 + Rand.F() * 20) * Mult, 2);
            ParticleManager.CreateParticle(Position3, Vector3.Zero, ParticleColor2, (10 + Rand.F() * 20) * Mult, 0);
            FlareSystem.AddLightning(Position3, ParticleColor2, 4, 20, 4, 10);

            SearchTime += gameTime.ElapsedGameTime.Milliseconds;
            if (SearchTime > MaxSearchTime || (AttackTarget != null && !AttackTarget.CanBeTargeted()))
            {
                SearchTime  -= MaxSearchTime;
                AttackTarget = null;
                float BestDistance = SearchDistance;

                QuadGrid quad = Parent2DScene.quadGrids.First.Value;
                foreach (Basic2DObject o in quad.Enumerate(Position.get(), new Vector2(SearchDistance * 2)))
                {
                    if (o.GetType().IsSubclassOf(typeof(UnitTurret)))
                    {
                        UnitBasic s = (UnitBasic)o;

                        if (s.CanBeTargeted() && !s.IsAlly(ParentUnit))
                        {
                            float d = Vector2.Distance(Position.get(), o.Position.get());

                            if (d < BestDistance && !o.GetType().Equals(typeof(CrystalWall)))
                            {
                                BestDistance = d;
                                AttackTarget = s;
                            }
                        }
                    }
                }
            }

            if (AttackTarget != null)
            {
                Speed = Logic.ToVector2(Logic.Clerp(Logic.ToAngle(Speed), Logic.ToAngle(AttackTarget.Position.get() - Position.get()),
                                                    TurnSpeed * gameTime.ElapsedGameTime.Milliseconds * 60 / 1000f)) * SpeedL;
            }

            base.Update(gameTime);
        }
        public bool TestFree(Vector2 Position, float Angle, float Offset, float Size)
        {
            QuadGrid quad = Parent2DScene.quadGrids.First.Value;

            foreach (Basic2DObject o in quad.Enumerate(Logic.ToVector2(Angle) * Offset, new Vector2(Size * 2)))
            {
                if (o.GetType().IsSubclassOf(typeof(BasicShipGameObject)))
                {
                    BasicShipGameObject s = (BasicShipGameObject)o;
                    if (Vector2.Distance(Logic.ToVector2(Angle) * Offset, o.Position.get()) < (Size + o.Size.X()) / 2)
                    {
                        return(false);
                    }
                }
            }

            return(true);
        }
Beispiel #8
0
        public override void Trigger()
        {
            if (RechargeTime >= MaxRechargeTime)
            {
                RechargeTime = 0;
                WindowMissileBullet b = new WindowMissileBullet();
                ParentShip.ParentLevel.AddObject(b);
                b.SetShipParent(ParentShip);
                b.SetPosition(ParentShip.getPosition());
                b.SetStartingPosition(b.getPosition());
                b.SetSpeed(BulletStartSpeed * Logic.ToVector2(Logic.ToAngle(ParentShip.AdjustedAimPointer - ParentShip.getPosition())));
                b.SetDamage(BulletDamage, BulletPushTime, BulletVelocityMult);
                b.SetAttackType(AttackType.Blue);
                b.SetModifierFactor(1);
                b.SetLifeTime(BulletLifeTime);
                b.SetExplosive(ExplosionDistance, ExplosionDamage);
            }

            base.Trigger();
        }
 public void Accelerate(GameTime gameTime, Vector2 Amount)
 {
     Rotation.set(MathHelper.ToDegrees(Logic.Clerp(Rotation.getAsRadians(), Logic.ToAngle(Amount), RotationSpeed * gameTime.ElapsedGameTime.Milliseconds * 60.0f / 1000.0f)));
     SetSpeed(Logic.ToVector2(Rotation.getAsRadians()) * Acceleration * 5 * (FieldStateTime > 0 ? fieldState == FieldState.SpeedBoost ? 1.25f : 0.33f : 1));
     RotationMatrix = Matrix.CreateFromYawPitchRoll(Rotation.getAsRadians() + RotationOffset.X, RotationOffset.Y, RotationOffset.Z);
 }
Beispiel #10
0
        public virtual void Fire(GameTime gameTime)
        {
            if (ReloadTime <= 0)
            {
                bool   CreatedMatrix  = false;
                Matrix RotationMatrix = Matrix.Identity;
                ChargeTime += gameTime.ElapsedGameTime.Milliseconds;
                if (ChargeTime > MaxChargeTime)
                {
                    while (ROF >= MaxROF && ClipSize > 0 && BurstSize > 0 && (Ammo > 0 || Ammo == -100))
                    {
                        Vector3 P = Parent != null ?
                                    new Vector3(Parent.getParent().Position.X(), 0, Parent.getParent().Position.Y()) :
                                    new Vector3(ParentUnit.Position.X(), 0, ParentUnit.Position.Y());

                        SoundManager.Play3DSound(FireSound,
                                                 P,
                                                 FireVolume, FireDistance, FireExponent);


                        ChargeTime = 0;
                        if (!CreatedMatrix)
                        {
                            CreatedMatrix = true;
                            if (Parent != null)
                            {
                                RotationMatrix = Matrix.CreateRotationZ(-Parent.getRotation());
                            }
                            else if (ParentUnit.Guns != null)
                            {
                                RotationMatrix = Matrix.CreateRotationZ(-ParentUnit.Guns[0].getRotation());
                            }
                        }

                        ROF      -= MaxROF;
                        BurstTime = 0;
                        ClipSize--;
                        BurstSize--;
                        if (Ammo > 0)
                        {
                            Ammo--;
                        }

                        for (int i = 0; i < BulletCount; i++)
                        {
                            Bullet b = getBullet();
                            if (Parent != null)
                            {
                                if (Parent.getParent().GetType().IsSubclassOf(typeof(UnitShip)))
                                {
                                    UnitShip s = (UnitShip)Parent.getParent();
                                    if (s.IsHuge)
                                    {
                                        b.Big = true;
                                    }
                                }
                                Parent.getParent().ParentLevel.AddObject(b);
                                b.SetShipParent(Parent.getParent());

                                ParentUnit = Parent.getParent();
                                Vector3 P3 = InstanceManager.GetWeaponPosition(ParentUnit.GetIntType(), new Vector3(ParentUnit.Position.X(), ParentUnit.Y, ParentUnit.Position.Y()), ref ParentUnit.RotationMatrix, ParentUnit.WeaponIndexID++, ParentUnit.Size.X());

                                Vector2 P2 = getPositionPattern(i);
                                if (P2 != Vector2.Zero)
                                {
                                    P2 = Vector2.Transform(P2, RotationMatrix);
                                }

                                b.SetPosition(new Vector2(P3.X, P3.Z) + P2, false);
                                b.Y = P3.Y;
                                Vector2 v = BulletSpeed * Logic.ToVector2(Parent.getRotation() + Accuracy - Rand.F() * Accuracy * 2 + getDirectionPattern(i));
                                b.SetSpeed(v);
                            }
                            else
                            {
                                ParentUnit.ParentLevel.AddObject(b);
                                if (ParentUnit.GetType().IsSubclassOf(typeof(UnitShip)))
                                {
                                    UnitShip s = (UnitShip)ParentUnit;
                                    if (s.IsHuge)
                                    {
                                        b.Big = true;
                                    }
                                }
                                b.SetShipParent(ParentUnit);
                                b.SetPosition(ParentUnit.Position.get() + Vector2.Transform(getPositionPattern(i), RotationMatrix), false);
                                b.SetSpeed(BulletSpeed * Logic.ToVector2(ParentUnit.Guns[0].getRotation() + Accuracy - Rand.F() * Accuracy * 2 + getDirectionPattern(i)));
                            }

                            b.SetAttackType(attackType);
                            b.SetStartingPosition(b.getPosition());
                            b.SetDamage(Damage, PushTime, PushVelocityMult);
                            b.SetModifierFactor(ModifierFactor);
                            b.SetLifeTime(LifeTime);
                            b.SetExplosive(BulletExplosionDistance, BulletExplosionDamage);
                            b.AddTime(ROF);
                        }
                    }
                }
                else
                {
                    CreateChargeParticles(ChargeTime / (float)(MaxChargeTime));
                }
                if (ClipSize <= 0)
                {
                    ReloadTime += gameTime.ElapsedGameTime.Milliseconds;
                }
            }
        }