Beispiel #1
0
        partial void Splash(Limb limb, Hull limbHull)
        {
            //create a splash particle
            GameMain.ParticleManager.CreateParticle("watersplash",
                                                    new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
                                                    new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 20.0f)),
                                                    0.0f, limbHull);

            GameMain.ParticleManager.CreateParticle("bubbles",
                                                    new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
                                                    limb.LinearVelocity * 0.001f,
                                                    0.0f, limbHull);

            //if the Character dropped into water, create a wave
            if (limb.LinearVelocity.Y < 0.0f)
            {
                if (splashSoundTimer <= 0.0f)
                {
                    SoundPlayer.PlaySplashSound(limb.WorldPosition, Math.Abs(limb.LinearVelocity.Y) + Rand.Range(-5.0f, 0.0f));
                    splashSoundTimer = 0.5f;
                }
            }
        }
Beispiel #2
0
        partial void Splash(Limb limb, Hull limbHull)
        {
            //create a splash particle
            for (int i = 0; i < MathHelper.Clamp(Math.Abs(limb.LinearVelocity.Y), 1.0f, 5.0f); i++)
            {
                var splash = GameMain.ParticleManager.CreateParticle("watersplash",
                                                                     new Vector2(limb.WorldPosition.X, limbHull.WorldSurface),
                                                                     new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 20.0f)) + Rand.Vector(Math.Abs(limb.LinearVelocity.Y * 10)),
                                                                     Rand.Range(0.0f, MathHelper.TwoPi), limbHull);

                if (splash != null)
                {
                    splash.Size *= MathHelper.Clamp(Math.Abs(limb.LinearVelocity.Y) * 0.1f, 1.0f, 2.0f);
                }
            }

            GameMain.ParticleManager.CreateParticle("bubbles",
                                                    new Vector2(limb.WorldPosition.X, limbHull.WorldSurface),
                                                    limb.LinearVelocity * 0.001f,
                                                    0.0f, limbHull);

            //if the Character dropped into water, create a wave
            if (limb.LinearVelocity.Y < 0.0f)
            {
                if (splashSoundTimer <= 0.0f)
                {
                    SoundPlayer.PlaySplashSound(limb.WorldPosition, Math.Abs(limb.LinearVelocity.Y) + Rand.Range(-5.0f, 0.0f));
                    splashSoundTimer = 0.5f;
                }

                //+ some extra bubbles to follow the character underwater
                GameMain.ParticleManager.CreateParticle("bubbles",
                                                        new Vector2(limb.WorldPosition.X, limbHull.WorldSurface),
                                                        limb.LinearVelocity * 10.0f,
                                                        0.0f, limbHull);
            }
        }