Beispiel #1
0
        protected static Ball create_ball_for(GameStateMatch g, Player p, float duration, GameEventModifyPlayer onball_hit)
        {
            bool isp1 = g.isPlayer1(p);

            g.newBall(p.thePad.Center + Vector3.UnitX * (isp1 ? -1 : +1) * g.Balls[0].Size.X, Vector3.UnitX * (isp1 ? -1 : +1) * Ball.TypicalSpeed * 2.1f, (int)(duration * yPhysics.Instance.fps), onball_hit);
            return(g.Balls[g.Balls.Length - 1]);
        }
Beispiel #2
0
 public override void Apply(GameStateMatch g, Player p)
 {
     if ((p.thePad.Center.X < 0 && p.thePad.Center.X > -g.theLevel.SizeX / 2 && g.isPlayer1(p)) || (p.thePad.Center.X > 0 && p.thePad.Center.X < g.theLevel.SizeX / 2 && !g.isPlayer1(p)))
     {
         p.thePad.setCenter(p.thePad.Center + (g.isPlayer1(p) ? +1 : -1) * Vector3.UnitX * g.theLevel.SizeX / 2);
     }
 }
Beispiel #3
0
        public override void Apply(GameStateMatch g, Player p)
        {
            Player target = g.isPlayer1(p) ? g.Player2 : g.Player1;

            g.theEvents.addEvent(new GameEventPlayerChangeFriction(6.0f, target, target.thePad.FrictionConstant));
            target.thePad.FrictionConstant = 4 * target.thePad.FrictionConstant;
        }
Beispiel #4
0
        public override void Apply(GameStateMatch g, Player p)
        {
            bool isp1   = g.isPlayer1(p);
            Pad  thepad = g.Pads[isp1 ? 0 : 1];

            thepad.F += movement;
        }
Beispiel #5
0
        public override void Apply(GameStateMatch g, Player p)
        {
            bool isp1 = g.isPlayer1(p);

            foreach (Ball b in g.Balls)
            {
                if (b.Speed.X * (isp1 ? +1 : -1) > 0)
                {
                    b.setSpeed(new Vector3(-b.Speed.X, b.Speed.Y, b.Speed.Z));
                }
            }
        }
Beispiel #6
0
        public override void Apply(GameStateMatch g, Player p)
        {
            const float lendiff = 1.2f;
            const float F       = 60.0f;

            bool    isp1 = g.isPlayer1(p);
            Vector3 pmin = new Vector3(p.thePad.MaxPoint.X - g.theLevel.SizeX, p.thePad.MinPoint.Y - lendiff * p.thePad.Size.Y, p.thePad.MinPoint.Z);
            Vector3 pmax = new Vector3(p.thePad.MaxPoint.X, p.thePad.MaxPoint.Y + lendiff * p.thePad.Size.Y, p.thePad.MaxPoint.Z);

            FieldEventForceConst fe = new FieldEventForceConst(new Vector3((isp1 ? -1 : +1) * F, 0, 0));

            g.theFieldlist.addField(new FieldBox(1.0f, fe, fe, fe, pmin, pmax));
        }
Beispiel #7
0
        public override void Apply(GameStateMatch g, Player p)
        {
            const float lendiff = 1.2f;

            bool    isp1 = g.isPlayer1(p);
            Vector3 pmin = new Vector3(p.thePad.MaxPoint.X - g.theLevel.SizeX, p.thePad.MinPoint.Y - lendiff * p.thePad.Size.Y, p.thePad.MinPoint.Z);
            Vector3 pmax = new Vector3(p.thePad.MaxPoint.X, p.thePad.MaxPoint.Y + lendiff * p.thePad.Size.Y, p.thePad.MaxPoint.Z);


            FieldEventInvisible finside = new FieldEventInvisible();
            FieldEventVisible   finexit = new FieldEventVisible();

            g.theFieldlist.addField(new FieldRadial(6.0f, finside, finexit, finside, Vector3.Zero, g.theLevel.SizeY / 3));
        }
Beispiel #8
0
        public override void Apply(GameStateMatch g, Player p)
        {
            /*
             * foreach (Ball b in g.Balls)
             * {
             *  if ((b.Center.X > 0 && b.Center.X < g.theLevel.SizeX / 2 && g.isPlayer1(p)) || (b.Center.X < 0 && b.Center.X > -g.theLevel.SizeX / 2 && !g.isPlayer1(p)))
             *  {
             *      b.Center = new Vector3(-b.Center.X, b.Center.Y, b.Center.Z);
             *      b.Speed = new Vector3(-b.Speed.X, b.Speed.Y, b.Speed.Z);
             *  }
             * }*/

            bool        p1     = g.isPlayer1(p);
            Player      target = p1 ? g.Player2 : g.Player1;
            const float border = 1.2f;

            float randx = (p1?-1:+1) * g.theLevel.SizeX / 4 + 2 * (yPhysics.Random() - 1) * (g.theLevel.SizeX / 2 - target.thePad.Size.X / 2 - border);
            float randy = +2 * (yPhysics.Random() - 1) * (g.theLevel.SizeY / 2 - target.thePad.Size.Y / 2 - border);

            Ball b = create_ball_for(g, p, 3.0f, new GameEventTeleportInOwnSpace(0, target, g));
        }
Beispiel #9
0
        public override void Apply(GameStateMatch g, Player p)
        {
            float duration = 3.0f;

            float angle = (float)(-Math.PI / 4 + Math.PI / 2 * yPhysics.Random()) + (float)Math.PI * (g.isPlayer1(p) ? 0 : 1);


            for (int i = 0; i < 2; i++)
            {
                Ball  b   = create_ball_for(g, p, duration);
                float len = b.Speed.Length / 1.5f;
                b.setSpeed(new Vector3(-len * (float)Math.Cos(angle), len * (float)Math.Sin(angle), 0));

                angle *= -1;
            }
        }
Beispiel #10
0
 public override void Apply(GameStateMatch g, Player p)
 {
     g.theEvents.addHot_or_Dot(g.isPlayer1(p) ? g.Player2 : g.Player1, 6, -2);
 }
Beispiel #11
0
 public override PongMove GetInput(GameStateMatch game, Player player, Character c, int[] cooldowns, KeyboardDevice k, int time)
 {
     return(AI.SuggestForce(game.isPlayer1(player) ? 0 : 1, game.theLevel, game.Balls, game.Pads[game.isPlayer1(player) ? 0 : 1]));
 }
Beispiel #12
0
 public override void Apply(GameStateMatch g, Player p)
 {
     bool   p1     = g.isPlayer1(p);
     Player target = p1 ? g.Player2 : g.Player1;
     Ball   b      = create_ball_for(g, p, 3.0f, new GameEventSlowForPeriod(0, target, g, 24.0f));
 }
Beispiel #13
0
        public override void Apply(GameStateMatch g, Player p)
        {
            Ball b = create_ball_for(g, p, 10.0f);

            float len   = b.Speed.Length / 1.5f;
            float angle = (float)(-Math.PI / 4 + Math.PI / 2 * yPhysics.Random()) + (float)Math.PI * (g.isPlayer1(p) ? 0 : 1);

            b.setSpeed(new Vector3(-len * (float)Math.Cos(angle), len * (float)Math.Sin(angle), 0));

            foreach (Ball ba in g.Balls)
            {
                if (ba.Age < yPhysics.Instance.fps * 10.0f && ba.Age >= 0)
                {
                    ba.Age = (int)(yPhysics.Instance.fps * 10.0f);
                }
            }
        }
Beispiel #14
0
        public override void Apply(GameStateMatch g, Player p)
        {
            Ball b = create_ball_for(g, p, 10);

            float len   = b.Speed.Length / 1.5f;
            float angle = (float)(-Math.PI / 4 + Math.PI / 2 * yPhysics.Random()) + (float)Math.PI * (g.isPlayer1(p) ? 0 : 1);

            b.setSpeed(new Vector3(-len * (float)Math.Cos(angle), len * (float)Math.Sin(angle), 0));
        }
Beispiel #15
0
 public Pad createPad(GameStateMatch g, int appnumber)
 {
     return(new Pad(g.theLevel, g.isPlayer1(this) ? 0 : 1, character.DefaultAppearance));
 }