Ejemplo n.º 1
0
        private bool Body_OnCollision(Fixture fixturea, Fixture fixtureb, Contact contact)
        {
            if (!Convert.ToString(fixtureb.UserData).Equals("wall") && !Convert.ToString(fixtureb.UserData).Equals("ship"))
            {
                if (fixtureb.Body.IsBullet)
                {
                    String data = Convert.ToString(fixtureb.UserData);
                    String[] splitdata = data.Split(':');
                    String shotType = splitdata[0];
                    int shotEffect = Convert.ToInt32(splitdata[1]);

                    switch(shotType)
                    {
                        case("standard"):
                        {
                            sheilds -= shotEffect;
                            break;
                        }

                        case ("emp"):
                        {
                            currentNegativeState = negativeState.Emped;
                            negativeEffectTime = (shotEffect*1000);
                            break;
                        }

                        case ("net"):
                        {
                            sheilds -= shotEffect;
                            if(shotEffect > 0)
                            {
                                Console.Out.WriteLine("Damage = " + shotEffect);
                                Console.Out.WriteLine("sheilds = " + sheilds);
                            }
                            break;
                        }

                    }
                    //been shot
                    return true;
                }
                else if (!Convert.ToString(fixtureb.UserData).Equals(""))
                {
                    String powerupData = Convert.ToString(fixtureb.UserData);

                    switch (powerupData)
                    {
                        case "shield":
                            {
                                sheilds = 200;
                                break;
                            }
                        case "Shotgun":
                            {
                                currentFireState = fireState.Shotgun;
                                break;
                            }
                        case "Laser":
                            {
                                currentFireState = fireState.Laser;
                                break;
                            }
                        case "Machinegun":
                            {
                                currentFireState = fireState.Machinegun;
                                break;
                            }
                        case "Spiral":
                            {
                                currentPassiveState = passiveState.SpiralFire;
                                break;
                            }
                        case "Emp":
                            {
                                currentSecondaryFire = secondaryFire.EmpShot;
                                altFireQuantity = 5;
                                break;
                            }
                        case "Net":
                            {
                                currentSecondaryFire = secondaryFire.Net;
                                altFireQuantity = 1;
                                break;
                            }
                    }

                    return false; //powerup
                }
                else
                {
                    return true;
                }
            }
            else
            {
                float Yvel = base.mSpriteBody.LinearVelocity.Y;
                float Xvel = base.mSpriteBody.LinearVelocity.X;

                int wallDamage = (int)Math.Max(Math.Sqrt(Yvel*Yvel), Math.Sqrt(Xvel*Xvel));

                sheilds -= wallDamage;

                return true;
            }
        }
Ejemplo n.º 2
0
        public void updateNegativeShipState(GameTime gameTime, Matrix _view)
        {
            switch (currentNegativeState)
            {
                case (negativeState.Emped):
                    {
                        negativeEffectTime -= gameTime.ElapsedGameTime.Milliseconds;

                        if (negativeEffectTime <= 0)
                        {
                            currentNegativeState = negativeState.Standard;
                            negativeEffectTime = 0;
                        }
                        break;
                    }
            }
        }