/// <summary> /// Apply Gravity on a unit and eat it if close enough /// call on each unit during unit update loop /// </summary> /// <param name="unit">unit to affect. Should be called after updating unit</param> public void ApplyToUnit(PhysicalUnit unit, GameTime gameTime) { float massEaten; if (_state != BlackHoleState.Pulling && _state != BlackHoleState.Overdrive) { return; } if (_state == BlackHoleState.Pulling) { unit.ApplyGravity(Gravity, gameTime); } else if (_state == BlackHoleState.Overdrive) { unit.FlyToPoint(Position, _overdriveTimer, 2.0f); } if ((massEaten = unit.EatByBlackHole(Position, _radius)) > 0) { _capacityUsed += massEaten; _particleEffect.IntensityFactor = 1.0f + _capacityUsed / _totalCapacity; Gravity.MagnitudeFactor = (1.0f + _capacityUsed / _totalCapacity); if (_capacityUsed > _totalCapacity) { goOverdrive(); } } }
public void CheckAndApplyCollision(PhysicalUnit unit, GameTime gameTime) { switch (_state) { case State.Dormant: break; case State.Appearing: case State.Scanning: unit.ApplyGravity(_gravity, gameTime); break; case State.Charging: unit.ApplyGravity(_gravity, gameTime); if (willCollide(unit.Top, unit.Bottom, unit.Left, unit.Right, gameTime.ElapsedGameTime)) { unit.ApplyImpact(_velocity, IMPACT_IMPULSE); unit.ApplyDamage(IMPACT_DAMAGE); break; } break; } }
public void CheckAndApplyCollision(PhysicalUnit unit, GameTime gameTime) { switch (_state) { case State.Dormant: break; case State.Appearing: case State.Scanning: unit.ApplyGravity(_gravity, gameTime); break; case State.Charging: unit.ApplyGravity(_gravity, gameTime); if (willCollide(unit.Top, unit.Bottom, unit.Left, unit.Right, gameTime.ElapsedGameTime)) { unit.ApplyImpact(_velocity, IMPACT_IMPULSE); unit.ApplyDamage(IMPACT_DAMAGE); break; } break; } }
/// <summary> /// Apply Gravity on a unit and eat it if close enough /// call on each unit during unit update loop /// </summary> /// <param name="unit">unit to affect. Should be called after updating unit</param> public void ApplyToUnit(PhysicalUnit unit, GameTime gameTime) { float massEaten; if (_state != BlackHoleState.Pulling && _state != BlackHoleState.Overdrive) return; if (_state == BlackHoleState.Pulling) { unit.ApplyGravity(Gravity, gameTime); } else if (_state == BlackHoleState.Overdrive) { unit.FlyToPoint(Position, _overdriveTimer, 2.0f); } if ((massEaten = unit.EatByBlackHole(Position, _radius)) > 0) { _capacityUsed += massEaten; _particleEffect.IntensityFactor = 1.0f + _capacityUsed / _totalCapacity; Gravity.MagnitudeFactor = (1.0f + _capacityUsed / _totalCapacity); if (_capacityUsed > _totalCapacity) { goOverdrive(); } } }
/// <summary> /// Apply Gravity on a unit and eat it if close enough /// call on each unit during unit update loop /// </summary> /// <param name="unit">unit to affect. Should be called after updating unit</param> public void ApplyToUnit(PhysicalUnit unit, GameTime gameTime) { if (_state == BlackHoleState.Exhausted || _state == BlackHoleState.PreExplosion) return; unit.ApplyGravity(Gravity, gameTime); if ((Position - unit.Center).Length() <= _radius && _state == BlackHoleState.Pulling) { //try to eat unit if (unit.EatByBlackHole()) { _capacityUsed += unit.Mass; foreach (ParticleEffect p in _particleEffects) { p.IntensityFactor = 1.0f + _capacityUsed / _totalCapacity; } Gravity.MagnitudeFactor = (1.0f + _capacityUsed / _totalCapacity); if (_capacityUsed > _totalCapacity) { _state = BlackHoleState.PreExplosion; _explosionTimer = TimeSpan.FromSeconds(SECONDS_BEFORE_EXPLODE); } } } }