Example #1
0
        /// <summary>
        /// Generate position.
        /// </summary>
        /// <returns> the pair </returns>
        private Pair <int, int> generatePosition()
        {
            Random    random = new Random();
            int       xP     = Clamp.clamp(random.Next(GameImpl.ARENA_WIDTH), 0 + PowerUpImpl.WIDTH / 2, GameImpl.ARENA_WIDTH - PowerUpImpl.WIDTH / 2);
            const int yP     = 0;

            return(new Pair <int, int>(xP, yP));
        }
Example #2
0
        /// <summary>
        /// Update.
        /// </summary>
        public override void update()
        {
            this.Position.SetX(this.Position.GetX() + this.Speed.GetX());
            this.Position.SetY(this.Position.GetY() + this.Speed.GetY());

            this.Position.SetX(Clamp.clamp(this.Position.GetX(), WIDTH / 2, GameImpl.ARENA_WIDTH - WIDTH / 2));
            this.Position.SetY(Clamp.clamp(this.Position.GetY(), HEIGHT / 2, GameImpl.ARENA_HEIGHT - HEIGHT / 2));

            this.Hitbox = new Rectangle(this.Position.GetX() - WIDTH / 2, this.Position.GetY() - HEIGHT / 2, WIDTH, HEIGHT);
        }
Example #3
0
    private void FadeOut()
    {
        if (m_isFadeOut == true)
        {
            return;
        }

        float time = (1 * m_time) / Time.deltaTime;

        m_a -= 1 / time;
        m_a  = Clamp.clamp(m_a, 0, 1);
    }
Example #4
0
    /// <summary>
    /// 更新
    /// </summary>
    public void Update()
    {
        if (m_isWorking == false)
        {
            return;
        }

        float time = 1 * m_fadeTime;

        m_alpha += 1 / time;
        m_alpha  = Clamp.clamp(m_alpha, 0, 1);
    }
        /// <summary>
        /// Insert effect.
        /// </summary>
        protected internal override void InsertEffect()
        {
            PlayerImpl player = this.EntityStrategy;

            if (this.Type.Equals(PowerUpT.HEALTH))
            {
                player.Health = Clamp.clamp(player.Health + this.strategy.multiplyEffect(STANDARD_HEALTH), 0, 100);
            }
            else if (this.Type.Equals(PowerUpT.FIRE_BOOST))
            {
                player.CoolDown = player.CoolDown - this.strategy.multiplyEffect(STANDARD_FIRE_RATE_BOOST);
            }
            else
            {
                if (this.GetActivated() == false)
                {
                    player.SHield = this.strategy.multiplyEffect(SHIELD_S);
                }
                else if (player.Shield == 0)
                {
                    this.setDead();
                }
            }
        }