protected override void initParticle(EmissionInfo emission)
        {
            Particle particle = emission.Particle;

            particle.Pos      = emission.StartPosition;
            particle.LastPos  = particle.Pos;
            particle.ViewPos  = particle.Pos;
            particle.MaxSpeed = AppMath.GetRandomNumber(minSpeed, maxSpeed); //700, 900 | (400, 600); //3, 8//Math->GetRandomNumber(510, 800); // 2000.0f

            if (!AppMath.Vec2IsZero(emission.EmitDirection))
            {
                Vector2f particleDirection = AppMath.GetRandomVecBySpread(emission.EmitDirection, this.maxSpread);
                particle.Vel = new Vector2f(particleDirection.X * particle.MaxSpeed, particleDirection.Y * particle.MaxSpeed);
            }
            else
            {
                // float angle = (float)cAppMath.DegressToRadian(cAppMath.GetRandomNumber(0, 360));//sDivisions * m_Angles;

                particle.Vel = AppMath.GetRandomUnitVec() * particle.MaxSpeed;
                // particle.Vel = new Vector2f((float)Math.Cos(angle) * particle.MaxSpeed, (float)Math.Sin(angle) * particle.MaxSpeed);
            }

            //float dir = Math->GetRandomClamped();



            //particle.m_Vel = sf::Vector2f(Math->GetRandomClamped() * particle.m_MaxSpeed, Math->GetRandomClamped() *particle.m_MaxSpeed);
            particle.SlowDown = slowDown; //0.92f;
                                          //particle.m_SlowDown = (float)Math->GetRandomDoubleInRange(0.55, 0.7); //0.6f;
                                          //phs->AddForce( sf::Vector2f(Math->GetRandomClamped() * phs->MaxSpeed, Math->GetRandomClamped() * phs->MaxSpeed) );

            Vector2u uSize = this.renderStates.Texture.Size;

            particle.Scale = (float)AppMath.GetRandomDoubleInRange(this.minScale, this.maxScale);
            particle.Dims  = new Vector2f(uSize.X * particle.Scale, uSize.Y * particle.Scale);

            particle.ScaleSpeed = -AppMath.GetRandomNumber(5, 20); //10.50
            particle.Color      = Utils.GetRandomBlueColor();
            particle.Opacity    = 255.0f;
            particle.Life       = 1.0f;
            particle.Fade       = 80; // 90; //Math->GetRandomNumber(100, 240);

            particle.Intersects = false;
        }
Example #2
0
        public override void Kill(cGameObject by)
        {
            this.Scene.LightMap.remove(this.p_followLight);
            this.Scene.LightMap.remove(this.eye);
            // this.spriteControl.ChangeState(new cSpriteState(MotionType.LIE, this.spriteControl.getCurrentState().HorizontalFacing));

            this.health = 0;
            this.killed = true;

            // int y = AppRandom.Choose<int>(new[] { 1,-1});

            this.Scene.QueueAction(() =>
            {
                Vector2f emitDirection = AppMath.Vec2NormalizeReturn(by.Velocity); //  new Vector2f(0.0f, y);

                float len   = (float)AppMath.Vec2Length(this.Velocity);
                float speed = len > 1.0f ? len : 0.0f;


                ShakeScreen.Init(this.pscene.Camera.ActualPosition);
                ShakeScreen.StartShake();


                Scene.Assets.PlaySound("blood_hit2", 25, this.position);
                //pscene.ParticleManager.Fireworks.NormalExplosion(new Particles.cEmissionInfo(this.Bounds.center, emitDirection));
                var e = pscene.ParticleManager["explosions"] as cExplosionController;
                e.NormalBlood(new EmissionInfo(this.Bounds.center, emitDirection, speed));

                e.Line(new EmissionInfo(this.Bounds.center, emitDirection));

                this.Scene.QueueAction(() =>
                {
                    /*
                     * if (this.IsOnGround)
                     * {
                     *  this.Scene.Effects.PlaceGround(this.Bounds.center.X, this.Bounds.rightBottom.Y, "side-explosion1");
                     * }
                     * else
                     */
                    {
                        this.Scene.Effects.Place(this.Bounds.center, "simple-explosion3");     // flash-black
                    }



                    // this.Scene.Effects.Place(intersection, "fire1");
                });

                // e.FastBlood(new EmissionInfo(this.Bounds.center,new Vector2f(0.0f, 0.0f)));

                //float gy = this.Bounds.rightBottom.Y; // ground y

                //pscene.Effects.PlaceGround(this.Bounds.center.X, gy, "side-explosion1");

                //pscene.EntityPool.getEntitiesInRadius()
                // pscene.Effects.Place(this.bounds.center, "simple-explosion2");
            }

                                   );

            this.Scene.QueueAction(() =>
            {
                Scene.Assets.PlaySound("coin_drop1", 20);

                ProbabilityRoll <int> numPickables = new ProbabilityRoll <int>();
                numPickables.add(70, 2);
                numPickables.add(30, 3);

                int num = numPickables.roll();
                for (int i = 0; i < num; ++i)
                {
                    pscene.EntityPool.AddPickup(
                        new cPickupAble(
                            this.Scene,
                            this.Bounds.center,
                            AppMath.GetRandomUnitVec(),                     // emitDirection,
                            PickupInfo.PickupType.COIN_GOLD)
                        );
                }
            });

            /*
             * new platformerGame.GameCommands.comPlacePickup(
             *  this.Scene,
             *  new GameObjects.cPickupAble(
             *      this.Scene,
             *      this.Scene.EntityPool.SpatialGrid,
             *      this.Bounds.center,
             *      emitDirection) )
             */
        }