Beispiel #1
0
        private void Impact(Ship ship, Bullet bullet)
        {
            if (bullet.Owner == ship.Player)
            {
                // I own this particle, thus it won't hurt me.

                // Make it bounce.
                bullet.Velocity *= -1;

                try
                {
                    this.bulletShipImpactBounceSound.Play();
                }
                catch
                {
                    // Must be out of sound channels.
                }
            }
            else
            {
                bullet.Life = 0;

                try
                {
                    this.bulletShipImpactSound.Play();
                }
                catch
                {
                    // Must be out of sound channels.
                }

                DamageShip(ship, bullet.Power);
            }
        }
Beispiel #2
0
        private void Impact(Planet planet, Bullet bullet)
        {
            bullet.Life = 0;

            try
            {
                this.bulletPlanetImpactSound.Play();
            }
            catch
            {
                // Must be out of sound channels.
            }
        }
Beispiel #3
0
        public Bullet Fire()
        {
            Vector shipVector = this.owner.Velocity;

            Sprite sprite = this.owner.Sprite;
            int gunDirectionDeg = this.owner.SpriteSheet.CurrentDirectionDeg;
            Point shipCenterPos = sprite.Center;

            if (this.LiveBulletCount >= Configuration.MaxLiveBulletsPerCannon)
            {
                // Too many bullets currently active for this cannon.

                try
                {
                    this.dryFireSound.Play();
                }
                catch
                {
                    // Must be out of sound channels.
                }

                return null;
            }

            DateTime now = DateTime.Now;

            if (this.lastFiredTime + this.cooldown > now)
                // Still cooling down.
                return null;

            Point gunBarrelPos = SolidEntity.GetPosition(shipCenterPos, gunDirectionDeg, this.barrelLength);

            Vector bulletVector = Vector.FromDirection(gunDirectionDeg, this.muzzleSpeed);
            bulletVector += shipVector;

            Bullet cannonBullet = new Bullet(this.owner.Player, this.bulletSurface, gunBarrelPos, bulletVector, Configuration.Ships.Cannon.Power, bulletLife);

            /* Add the new bullet to the ship's particle collection so we can
             * tell it apart from bullets fired by the other ship.
             */
            this.bulletCollection.Add(cannonBullet);

            this.lastFiredTime = now;

            try
            {
                this.fireSound.Play();
            }
            catch
            {
                // Must be out of sound channels.
            }

            return cannonBullet;
        }