Beispiel #1
0
        public void WasShot()
        {
            IsExpired = true;
            PlayerStatus.AddPoints(PointValue);
            PlayerStatus.IncreaseMultiplier();

            float hue1   = rand.NextFloat(0, 6);
            float hue2   = (hue1 + rand.NextFloat(0, 2)) % 6f;
            Color color1 = ColorUtil.HSVToColor(hue1, 0.5f, 1);
            Color color2 = ColorUtil.HSVToColor(hue2, 0.5f, 1);

            for (int i = 0; i < 120; i++)
            {
                float speed = 18f * (1f - 1 / rand.NextFloat(1, 10));
                var   state = new ParticleState()
                {
                    Velocity         = rand.NextVector2(speed, speed),
                    Type             = ParticleType.Enemy,
                    LengthMultiplier = 1
                };

                Color color = Color.Lerp(color1, color2, rand.NextFloat(0, 1));
                LastStandInSpace.ParticleManager.CreateParticle(Art.LineParticle, Position, color, 190, 1.5f, state);
            }

            Sound.Explosion.Play(0.5f, rand.NextFloat(-0.2f, 0.2f), 0);
        }
        public static ParticleState GetRandom(float minVel, float maxVel)
        {
            var state = new ParticleState();
            state.Velocity = rand.NextVector2(minVel, maxVel);
            state.Type = ParticleType.None;
            state.LengthMultiplier = 1;

            return state;
        }
Beispiel #3
0
        public static ParticleState GetRandom(float minVel, float maxVel)
        {
            var state = new ParticleState();

            state.Velocity         = rand.NextVector2(minVel, maxVel);
            state.Type             = ParticleType.None;
            state.LengthMultiplier = 1;

            return(state);
        }
Beispiel #4
0
        public void Kill()
        {
            PlayerStatus.RemoveLife();
            framesUntilRespawn = PlayerStatus.IsGameOver ? 300 : 120;

            Color explosionColor = new Color(0.8f, 0.8f, 0.4f);	// yellow

            for (int i = 0; i < 1200; i++)
            {
                float speed = 18f * (1f - 1 / rand.NextFloat(1f, 10f));
                Color color = Color.Lerp(Color.White, explosionColor, rand.NextFloat(0, 1));
                var state = new ParticleState()
                {
                    Velocity = rand.NextVector2(speed, speed),
                    Type = ParticleType.None,
                    LengthMultiplier = 1
                };

                LastStandInSpace.ParticleManager.CreateParticle(Art.LineParticle, Position, color, 190, 1.5f, state);
            }
        }
Beispiel #5
0
        public void Kill()
        {
            PlayerStatus.RemoveLife();
            framesUntilRespawn = PlayerStatus.IsGameOver ? 300 : 120;

            Color explosionColor = new Color(0.8f, 0.8f, 0.4f); // yellow

            for (int i = 0; i < 1200; i++)
            {
                float speed = 18f * (1f - 1 / rand.NextFloat(1f, 10f));
                Color color = Color.Lerp(Color.White, explosionColor, rand.NextFloat(0, 1));
                var   state = new ParticleState()
                {
                    Velocity         = rand.NextVector2(speed, speed),
                    Type             = ParticleType.None,
                    LengthMultiplier = 1
                };

                LastStandInSpace.ParticleManager.CreateParticle(Art.LineParticle, Position, color, 190, 1.5f, state);
            }
        }
Beispiel #6
0
        public void WasShot()
        {
            IsExpired = true;
            PlayerStatus.AddPoints(PointValue);
            PlayerStatus.IncreaseMultiplier();

            float hue1 = rand.NextFloat(0, 6);
            float hue2 = (hue1 + rand.NextFloat(0, 2)) % 6f;
            Color color1 = ColorUtil.HSVToColor(hue1, 0.5f, 1);
            Color color2 = ColorUtil.HSVToColor(hue2, 0.5f, 1);

            for (int i = 0; i < 120; i++)
            {
                float speed = 18f * (1f - 1 / rand.NextFloat(1, 10));
                var state = new ParticleState()
                {
                    Velocity = rand.NextVector2(speed, speed),
                    Type = ParticleType.Enemy,
                    LengthMultiplier = 1
                };

                Color color = Color.Lerp(color1, color2, rand.NextFloat(0, 1));
                LastStandInSpace.ParticleManager.CreateParticle(Art.LineParticle, Position, color, 190, 1.5f, state);
            }

            Sound.Explosion.Play(0.5f, rand.NextFloat(-0.2f, 0.2f), 0);
        }