Beispiel #1
0
		public override void Added()
		{
			base.Added();

			// Create main fire ball particle system
			Particle_Dust = new ParticleSystem( X, Y );
			Particle_Dust.Initialize( 50, 20, 0, 360, 5, 15, "../../resources/particle/smoke.png", 87, 87, 0.8f );
			Particle_Dust.particleShake = 1;
			Particle_Dust.beginColour = Color.Gray * Color.Gray * Color.Orange + Color.Gray;
			Particle_Dust.beginColour.A = 0.5f;
			Particle_Dust.endColour = Color.Black;
			Particle_Dust.endColour.A = 0;
			Particle_Dust.particleEndScale = 5.0f;
			Particle_Dust.particleStartRotation = Rand.Float( -720, 720 );
			Particle_Dust.particleEndRotation = Rand.Float( -720, 720 );
			Particle_Dust.particleLocalSpace = true;
            Particle_Dust.Start();
			Scene.Add( Particle_Dust );

			// Intitialize the ground trail mark image
			GroundTrail = new Otter.Image( "../../resources/particle/scorch.png" );

			// Initialize trail mark timers to seconds
			TrailBetween = TRAIL_BETWEEN * 60;
			TrailBetweenRandom = TRAIL_BETWEEN_RANDOM * 60;

			// Remove default audio sample
			AudioLoop.Stop();
			AudioLoop = null;

			// Initialize the dust storm audio loop
			AudioLoop = new Sound( "../../resources/audio/dust.wav", true );
			AudioLoop.Attenuation = 0.1f;
			AudioLoop.Play();
		}
		public override void Added()
		{
			base.Added();

			// Create main spell particle system
			Particle_Spray = new ParticleSystem( X, Y );
            Particle_Spray.Initialize(10, 10, 0, 360, 15, 15, "../../resources/particle/water_circle.png", 87, 87, 1.5f);
            Particle_Spray.beginColour = Color.White;
            Particle_Spray.endColour = (Color.Blue * Color.Gray * Color.Gray);
            Particle_Spray.endColour.A = 0;
            Particle_Spray.particleShake = 4;
            Particle_Spray.particleStartRotation = Rand.Float(-360, 360);
            Particle_Spray.particleEndRotation = Rand.Float(-360, 360);
            Particle_Spray.Start();
            Scene.Add(Particle_Spray);


            GroundSplat = new Otter.Image("../../resources/particle/splash.png");
            GroundSplat.Color = Color.Cyan;
            GroundSplat.Scale = 2.5f;
            GroundSplat.Color.A = 0.4f;

            GroundTrail = new Otter.Image("../../resources/particle/splash.png");
            GroundTrail.Color = Color.Cyan;
			GroundTrail.Color.A = 0.2f;

			// Remove default audio sample
			AudioLoop.Stop();
			AudioLoop = null;

			// Initialize the fire audio loop
			AudioLoop = new Sound( "../../resources/audio/water.wav", true );
			AudioLoop.Attenuation = 0.1f;
			AudioLoop.Play();
		}
Beispiel #3
0
 public Monster1Blue(float x = 0, float y = 0)
     : base(baseSpeed:600)
 {
     X = x;
     Y = y;
     HurtSound = new Sound(Resources.Sound.Monsters.BASIC_ENEMY_HIT);
     HurtSound.Volume = 0.1f;
     DeathSound = new Sound(Resources.Sound.Monsters.BASIC_ENEMY_EXPLOSION);
     DeathSound.Volume = 0.7f;
     Sprite = new Spritemap<string>(Resources.Sprites.Monsters.ENEMY_1_BLUE, 46, 46);
     Sprite.Add("walk", new int[] { 0, 1, 2, 3, 4, 5 }, new float[] { 10f, 2f, 1f, 10f, 2f, 1f });
     Sprite.Play("walk");
     Graphic = Sprite;
     Graphic.CenterOrigin();
     Health = new Life(10);
     Health.OnDeath = OnDeath;
     Health.OnHurt = OnHurt;
     Direction = Vector2.Zero;
     var c = new LinkedListNode<Vector2>(new Vector2(50.0f, 50.0f));
     var t = new LinkedList<Vector2>();
     Path = c;
     t.AddLast(c);
     t.AddLast(new Vector2(Global.GAME.Width - 50.0f, 50.0f));
     t.AddLast(new Vector2(Global.GAME.Width - 50.0f, Global.GAME.Height - 50.0f));
     t.AddLast(new Vector2(50, Global.GAME.Height - 50.0f));
     AddComponent(new CheckPointMovement(this, Path));
     AddComponent(new Rotation(this, 90));
     AddComponent(Health);
     SetHitbox(23, 23, Global.HitBoxTag.Enemy);
 }
Beispiel #4
0
		public override void Added()
		{
			base.Added();

			// Create main fireball particle system
			Particle_Fire = new ParticleSystem( X, Y );
			Particle_Fire.Initialize( 50, 20, 0, 360, 5, 15, "../../resources/particle/fire.png", 87, 87, 0.8f );
			Particle_Fire.beginColour = Color.Orange + ( Color.Yellow * Color.Gray * Color.Gray );
			Particle_Fire.endColour = Color.Red;
			Particle_Fire.endColour.A = 0;
			Particle_Fire.particleLocalSpace = true;
			Particle_Fire.Start();
			Scene.Add( Particle_Fire );

			// Create fireball trail particle system
			Particle_Fire_Trail = new ParticleSystem( X, Y );
			Particle_Fire_Trail.Initialize( 100, 20, 0, 180, 5, 10, "../../resources/particle/fire.png", 87, 87, 0.8f );
			Particle_Fire_Trail.beginColour = Color.Orange + ( Color.Yellow * Color.Gray * Color.Gray );
			Particle_Fire_Trail.endColour = Color.Red;
			Particle_Fire_Trail.endColour.A = 0;
			Particle_Fire_Trail.Start();
			Scene.Add( Particle_Fire_Trail );

			GroundSplat = new Otter.Image( "../../resources/particle/ground_explosion.png" );

			// Remove default audio sample
			AudioLoop.Stop();
			AudioLoop = null;

			// Initialize the fire audio loop
			AudioLoop = new Sound( "../../resources/audio/fire.wav", true );
			AudioLoop.Attenuation = 0.1f;
			AudioLoop.Play();
		}
Beispiel #5
0
 public ToCloserMonsterWeapon(Turret tower)
     : base(range:tower.Range, damage:4, cooldown:40)
 {
     ShootSound = new Sound(Resources.Sound.Monsters.BASIC_ENEMY_SHOOT);
     ShootSound.Volume = 0.2f;
     Tower = tower;
 }
Beispiel #6
0
 public AoEWeapon(Turret tower)
     : base(range:tower.Range, damage:1, cooldown: 13)
 {
     ShootSound = new Sound(Resources.Sound.Monsters.BASIC_ENEMY_SHOOT);
     ShootSound.Volume = 0.2f;
     Tower = tower;
     Range = 100;
     RangeImage = Image.CreateCircle(100, new Color(0x25456320));
     RangeImage.CenterOrigin();
     Tower.AddGraphic(RangeImage);
 }
        public void DropBombs()
        {
            Sound bip = new Sound(Assets.SFX_CHARGE);
            bip.Volume = 0.9f;
            bip.Play();

            // Create 8 missiles
            for (int i = 0; i < 8; i++)
            {
                Missile newMissile = new Missile(X, Y);
                newMissile.Graphic.Angle = Rand.Float(0, 360);
                this.Scene.Add(newMissile);
            }
            Global.Bombs--;
        }
Beispiel #8
0
		public override void Added()
		{
			base.Added();

			// Initialie collider
			SetHitbox( 10, 10, ( (int) ColliderType.Spell ) + ID );
			Hitbox.CenterOrigin();

			// Initialize trail mark timers to seconds
			TrailBetween = TRAIL_BETWEEN * 60;
			TrailBetweenRandom = TRAIL_BETWEEN_RANDOM * 60;

			// Initialize the default audio loop
			AudioLoop = new Sound( "../../resources/audio/magichappens.wav", true );
			AudioLoop.Attenuation = 0.1f;
			AudioLoop.Play();
		}
        public override void Removed()
        {
            // Create paff
            Particle paff = new Particle(X, Y, Assets.GFX_MISSILEBREAK, 32, 32);

            paff.LifeSpan = 10.0f;
            paff.FrameCount = 6;
            paff.FinalAlpha = 1.0f;
            paff.Image.CenterOrigin();

            this.Scene.Add(paff);
            Sound bip = new Sound(Assets.SFX_BOOM);
            bip.Volume = 0.9f;
            bip.Pitch = Rand.Float(0.8f, 1.2f);
            bip.Play();

            base.Removed();
        }
Beispiel #10
0
        public Player(float x, float y, Session session)
            : base(x, y)
        {
            // Assign session
            this.session = session;

            // Init bounce sounds
            bounce[0] = new Sound("assets/sfx/bounce1.wav");
            bounce[1] = new Sound("assets/sfx/bounce2.wav");
            bounce[2] = new Sound("assets/sfx/bounce3.wav");
            for (int i = 0; i < 3; ++i) {
                bounce[i].Volume = 0.98f;
            }

            // Set up animations
            sprite.Add(AnimType.Go, new Anim(new int[] { 0, 1, 2, 3, 4, }, new float[] { 5.0f }));
            sprite.Add(AnimType.Attack, new Anim(new int[] { 7, 8, 9, 10, 11, 12, 13 }, new float[] { 4.0f }));
            sprite.Play(AnimType.Go);

            // Set up hitboxes
            SetHitbox(sprite.Width - 24, sprite.Height - 24, (int)Tags.PLAYER);
            Hitbox.CenterOrigin();

            // Sprite stuff
            sprite.CenterOrigin();
            Graphic = sprite;

            Layer = -1;

            // Initilize light
            light = new Light();
            light.SetAlpha(0.7f);
            light.SetColor(new Color("879DFF"), new Color("62D8E0"));
            light.SetColorSpan(5.0f);
            light.SetRadius(sprite.Width + 30, sprite.Width + 60);
            light.SetRadiusSpan(5.0f);
            light.entity = this;
            Level.lights.Add(light);

            // TODO: Make ink slow you down
        }
        public Controller()
        {
            BPM = 175*0.5f;
            BPMConstant = BPM / 60;
            FramesPerBeat = 60 / BPMConstant;

            Vector2 pos = new Vector2(320 - 16, 320 - 16);
            Vector2[] dirs = new Vector2[] { Vector2.UnitX, Vector2.UnitY, -Vector2.UnitX, -Vector2.UnitY };
            int d = Rand.Int(0, 4);
            for (int i = 0; i < 100; i++)
            {
                d = Rand.Int(0, 4);
                pos += dirs[d] * 32;
                tiles.Add(Tuple.Create(pos, d));
            }

            Layer = 1000;
            BIP = new Sound("bip.wav",false);
            song = new Sound("music.ogg", false);
            //song.Play();

        }
Beispiel #12
0
        public override void Update()
        {
            base.Update();

            // Fly towards player
            Vector2 VectorToPlayer = new Vector2(Global.theGhost.X - X, Global.theGhost.Y - Y - 10);

            if(VectorToPlayer.Length < 2)
            {
                Global.Score++;
                Sound bip = new Sound(Assets.SFX_GET);
                bip.Volume = 0.6f;

                bip.Pitch = Rand.Float(0.8f, 1.2f);
                bip.Play();
                RemoveSelf();
                //Global.theMusic.Pitch += 0.01f;
            }

            VectorToPlayer.Normalize();
            X += VectorToPlayer.X * 3;
            Y += VectorToPlayer.Y * 3;
        }
Beispiel #13
0
		public override void Added()
		{
			base.Added();

			// Add base rock image to projectile
			Graphic = new Otter.Image( "../../resources/particle/rock" + Rand.Int( 1, IMAGE_ROCKS ) + ".png" );
			Graphic.CenterOrigin();

			// Add the circling smaller rocks
			int extras = ROCK_EXTRA + Rand.Int( -ROCK_EXTRA_RANDOM, ROCK_EXTRA_RANDOM );
			for ( int extra = 1; extra <= extras; extra++ )
			{
				AddGraphic( new Otter.Image( "../../resources/particle/rock_small" + Rand.Int( 1, IMAGE_ROCKS_SMALL ) + ".png" ) );
				Graphics[extra].OriginX = -ROCK_EXTRA_OFFSET;
				Graphics[extra].OriginY = -ROCK_EXTRA_OFFSET;
				Graphics[extra].Angle = 360 / extras * extra;
			}

			// Create main fire ball particle system
			Particle_Dust = new ParticleSystem( X, Y );
			Particle_Dust.Initialize( 50, 20, 0, 360, 1, 15, "../../resources/particle/smoke.png", 87, 87, 0.8f );
			Particle_Dust.particleShake = 1;
			Particle_Dust.beginColour = Color.Gray * Color.Gray * Color.Orange + Color.Gray;
			Particle_Dust.beginColour.A = 0.5f;
			Particle_Dust.endColour = Color.Black;
			Particle_Dust.endColour.A = 0;
			Particle_Dust.particleStartScale = 0.1f;
			Particle_Dust.particleEndScale = 1.0f;
			Particle_Dust.particleStartRotation = Rand.Float( -720, 720 );
			Particle_Dust.particleEndRotation = Rand.Float( -720, 720 );
			Particle_Dust.particleLocalSpace = true;
			Particle_Dust.Start();
			Scene.Add( Particle_Dust );

			// Intitialize the ground trail mark image
			GroundTrail = new Otter.Image( "../../resources/particle/scorch.png" );

			// Initialize trail mark timers to seconds
			TrailBetween = TRAIL_BETWEEN * 60;
			TrailBetweenRandom = TRAIL_BETWEEN_RANDOM * 60;

			// Remove default audio sample
			AudioLoop.Stop();
			AudioLoop = null;

			// Initialize the dust storm audio loop
			AudioLoop = new Sound( "../../resources/audio/dust.wav", true );
			AudioLoop.Attenuation = 0.1f;
			AudioLoop.Play();
		}
Beispiel #14
0
		public override void Added()
		{
			base.Added();

			// Draw wizard on top of all but the HUD & particles
			Layer = 8 + ID;

			// Initialize the wizard's shader
			//TestShader = new Shader( "../../shaders/video.fs" );

			// Initialize the position interpolation objects
			ClampedPosition_X.Speed = 7;
			ClampedPosition_Y.Speed = 7;

			// Initialize the position of the wizard
			Position = new Vector2( 0, 0 );
			Destination = new Vector2( 0, 0 );

			// Initialize the wizard type unique variables
			string wizardtypeimage = "light";
			WandOffset = WAND_OFFSET;
			{
				if ( WizardType == WizardTypeStruct.WIZARD_DARK )
				{
					wizardtypeimage = "dark";
					WandOffset *= -1;
					WandAngleDirection *= -1;

				}
			}

			// Initialize the wizard's body sprite
			Body = new Otter.Image( "../../resources/wizard_" + wizardtypeimage + ".png" );
			{
				Body.ScaleX = SPRITE_SCALE;
				Body.ScaleY = SPRITE_SCALE;
				Body.Angle = Angle;
				Body.CenterOrigin();
			}
			// Body graphic is added later after wand

			// Initialize the wizard's wand sprite
			WandOffset *= new Vector2( Body.Width * SPRITE_SCALE, Body.Height * SPRITE_SCALE ); // Multiply offset by the size of the wizard body

			Wand = new Otter.Image( "../../resources/wand_" + wizardtypeimage + ".png" );
			{
				Wand.ScaleX = SPRITE_SCALE;
				Wand.ScaleY = SPRITE_SCALE;
				Wand.Angle = Angle + WandAngle;
				Wand.CenterOrigin();
				Wand.OriginY = Wand.Height;
				//Wand.Shader = TestShader;
			}

			// Add the graphics to the scene
			AddGraphic( Wand ); // Add wand below wizard robes
			AddGraphic( Body );

			// Add a hitbox to the wizard
			int size = (int) Math.Floor( Body.Width * Body.ScaleX * HITBOX_SCALE );
            SetHitbox( size, size, ( (int) ColliderType.Wizard ) + ID );
			Hitbox.CenterOrigin();

            // Calculate the forward & right vectors of this wizard
            double radangle = Math.PI * Angle / 180;
            double sin = Math.Sin( radangle );
            double cos = Math.Cos( radangle );

            Vector2 origin = new Vector2( 0, 1 ); // Default is facing upwards
            Forward = new Vector2(
				(float) ( ( (double) origin.X * cos ) - ( (double) origin.Y * sin ) ),
				(float) ( ( (double) origin.X * sin ) + ( (double) origin.Y * cos ) )
			);
			Right = new Vector2(
				Forward.Y,
				Forward.X
			);

			// Initialize the clamped position of the wizard (for player movement)
			{
				// Calculate the side of the screen the player is on
				float side = Math.Sign( Forward.X ); // -1, 0, 1
				float onleft = Math.Max( 0, side ); // 0 or 1 boolean number
				float onright = Math.Max( 0, -side ); // 0 or 1 boolean number

				// X
				float halfwidth = Body.Width * Body.ScaleX * COLLISION_SCALE; // Image is centered, ensure the whole thing stays onscreen
				ClampedX.Minimum = ( Game.Instance.HalfWidth * onright ) + halfwidth;
				ClampedX.Maximum = Game.Instance.Width - ( Game.Instance.HalfWidth * onleft ) - halfwidth;

				// Y
				float halfheight = Body.Height * Body.ScaleY * COLLISION_SCALE; // Image is centered, ensure the whole thing stays onscreen
				ClampedY.Minimum = halfheight;
				ClampedY.Maximum = Game.Instance.Height - halfheight;
			}

			// Initialize the hurt sound effects
			Hurt = new Sound[SOUND_HURT];
			{
				for ( short effect = 0; effect < SOUND_HURT; effect++ )
				{
					Hurt[effect] = new Sound( "../../resources/audio/hurt" + ( effect + 1 ) + ".wav" );
					Hurt[effect].Attenuation = 0.1f;
				}
			}
		}
Beispiel #15
0
		public override void Added()
		{
			base.Added();

			float offsetsin = Rand.Float( -180, 180 );

			// Create first vine
			VineSineOne = new SineWave( 5, 1, offsetsin );
			VineOne = new ParticleSystem( X, Y - VineSineOne.Value * 100 );
			VineOne.Initialize( 0, 0, 0, 0, 1, 60, "../../resources/particle/vine.png", 87, 87, 0.3f );
			VineOne.beginColour = Color.Orange * Color.Gray;
			VineOne.endColour = ( Color.Green * Color.Gray * Color.Red );
			VineOne.endColour.A = 0;
			VineOne.particleShake = 4;
			VineOne.particleStartRotation = ( VineSineOne.Value * ( 180.0f / (float) Math.PI ) ) * 2;
			VineOne.particleEndRotation = VineOne.particleStartRotation;
			VineOne.Start();
			Scene.Add( VineOne );
			this.AddComponent( VineSineOne );

			// Create second vine
			VineSineTwo = new SineWave( 5, 1, 180.0f + offsetsin );
			VineTwo = new ParticleSystem( X, Y - VineSineTwo.Value * 100 );
			VineTwo.Initialize( 0, 0, 0, 0, 1, 60, "../../resources/particle/vine.png", 87, 87, 0.3f );
			VineTwo.beginColour = Color.Orange * Color.Gray;
			VineTwo.endColour = ( Color.Green * Color.Gray * Color.Red );
			VineTwo.endColour.A = 0;
			VineTwo.particleShake = 4;
			VineTwo.particleStartRotation = ( VineSineTwo.Value * ( 180.0f / (float) Math.PI ) ) * 2;
			VineTwo.particleEndRotation = VineTwo.particleStartRotation;
			VineTwo.Start();
			Scene.Add( VineTwo );
			this.AddComponent( VineSineTwo );

			GroundTrail = new Otter.Image( "../../resources/particle/leaf.png" );
			GroundTrail.Color = Color.Green * Color.Gray * Color.Yellow;

			TrailBetween = 5;
			TrailBetweenRandom = 5;

			// Remove default audio sample
			AudioLoop.Stop();
			AudioLoop = null;

			// Initialize the fire audio loop
			AudioLoop = new Sound( "../../resources/audio/vine.wav", true );
			AudioLoop.Attenuation = 0.1f;
			AudioLoop.Play();
		}
        public override void Update()
        {
            base.Update();
            if(CurrentActivity == 0)
            {
                //nada
            }

            if(CurrentActivity == 1)
            {
                // charging laser
                if(ChargeTime < MaxChargeTime)
                {
                    ChargeTime++;
                    //update anim
                    mySprite.Anim("charge").Speed((ChargeTime / (MaxChargeTime)) * 4);

                    // drift towards player
                    Vector2 VectorToPlayer = new Vector2(Global.theGhost.X - X, Global.theGhost.Y - Y);

                    if(VectorToPlayer.Length > 500)
                    {
                        // teleport to player
                        X = Rand.Float(Global.theGhost.X - 400, Global.theGhost.X + 400);
                        Y = Rand.Float(Global.theGhost.Y - 400, Global.theGhost.Y + 400);
                    }

                    VectorToPlayer.Normalize();
                    X += VectorToPlayer.X * 0.5f;
                    Y += VectorToPlayer.Y * 0.5f;
                }
                else
                {
                    FireLaser();
                }
            }
            if(CurrentActivity == 2)
            {
                // firing laser
                if(CurrentFireTime < MaxFireTime)
                {
                    CurrentFireTime++;
                    // create laser particles, aim at player, then tween angle displacement slowly
                    float ProgressThroughFire = CurrentFireTime / MaxFireTime;
                    Vector2 VectorToPlayer = new Vector2(TargetPos.X - X, TargetPos.Y - Y);
                    float AngleToPlayer = (float)Math.Atan2(VectorToPlayer.Y, VectorToPlayer.X);
                    AngleToPlayer *= (float)(180.0 / Math.PI);
                    if(FireDir)
                    {
                        AngleToPlayer += (-15) + (ProgressThroughFire * 30);
                    }
                    else
                    {
                        AngleToPlayer -= (-15) + (ProgressThroughFire * 30);
                    }

                    AngleToPlayer *= (float)(Math.PI / 180.0);
                    Laser newLaser = new Laser(X, Y, (float)Math.Cos(AngleToPlayer) * 7, (float)Math.Sin(AngleToPlayer) * 7);
                    this.Scene.Add(newLaser);

                }
                else
                {
                    ChargeUpLaser();
                }

            }

            if(CurrentActivity == 3)
            {
                RemoveColliders(Collider);
                mySprite.Play("dead");
                return;
            }

            if(Collider.Overlap(X, Y, 1))
            {
                // Hit by star, die
                // spawn music note & particles
                Hits--;
                if(Hits <= 0)
                {
                    this.Scene.Add(new Note(X, Y));
                    int maxSpawn = 1 + ((int)Global.Score / 200);
                    for (int i = 0; i < maxSpawn; i++)
                    {
                        this.Scene.Add(new Drone(Rand.Float(Global.theGhost.X - 400, Global.theGhost.X + 400), Rand.Float(Global.theGhost.Y - 400, Global.theGhost.Y + 400), maxSpawn * 2));
                    }
                    CurrentActivity = 3;
                    mySprite.OriginY -= 14;
                    Layer = 10;
                    mySprite.ShakeX = 3;
                    Sound bip = new Sound(Assets.SFX_HURT);
                    bip.Volume = 0.9f;
                    bip.Pitch = Rand.Float(0.8f, 1.2f);
                    bip.Play();
                }

            }
        }
        public void FireLaser()
        {
            mySprite.Play("fire");
            CurrentActivity = 2;
            CurrentFireTime = 0;
            FireDir = Rand.Bool;

            // capture player location/angle relative to us
            TargetPos = new Vector2(Global.theGhost.X, Global.theGhost.Y);
            Sound bip = new Sound(Assets.SFX_DRONEFIRE);
            bip.Volume = 0.3f;
            bip.Play();
        }
Beispiel #18
0
		public override void Removed()
		{
			base.Removed();

			// Cleanup the main audio loop
			AudioLoop.Stop();
			AudioLoop = null;
		}
        public void ShootInDirection(Vector2 shootAxis)
        {
            // Shoot stars
            if ((shootAxis.Length > 0.9) && RefireTime <= 0.0 && hurtTime <= 0.0)
            {
                RefireTime = MaxRefire;

                float XSpeedOfStar = 4.0f * shootAxis.X;
                float YSpeedOfStar = 4.0f * shootAxis.Y;

                Star newStar = new Star(X, Y, XSpeedOfStar, YSpeedOfStar);
                this.Scene.Add(newStar);
                Sound bip = new Sound(Assets.SFX_SHOOT);
                bip.Volume = 0.9f;
                bip.Play();

                mySpeed.X -= shootAxis.X * 0.2f;
                mySpeed.Y -= shootAxis.Y * 0.2f;

            }
        }
        public override void Update()
        {
            base.Update();

            // Input & Movement
            if (!Impostor)
            {
                HandleInput();
            }
            else
            {
                HandleImpostorInput();
            }

            X += mySpeed.X;
            Y += mySpeed.Y;

            if (RefireTime > 0.0f)
            {
                RefireTime--;
            }

            // Hit By Laser
            if (Collider.Overlap(X, Y, 3) && hurtTime <= 0.0f)
            {
                // Got hurt!
                hurtTime = 45.0f;
                Global.theCamShaker.ShakeCamera(20.0f);

                // reduce score / screw with music
                Global.Score -= 10 + ((Global.Score / 100) * 10);
                //Global.theMusic.Pitch -= 0.01f;
                Sound bip = new Sound(Assets.SFX_HURT);
                bip.Volume = 0.9f;
                bip.Play();
            }
        }