Example #1
0
        public void takeDamage(int damage)
        {
            if (state != PsiEmitterState.FIRING)
            {
                return;
            }

            Health -= damage;

            if (Health <= 0)
            {
                recoverTime = 3f;
                state       = PsiEmitterState.RECOVERING;
                Health      = 100;
                ScrollingShooterGame.GameObjectManager.CreateExplosion(ID);
            }
        }
        /// <summary>
        /// Handles collisions
        /// </summary>
        private void checkForCollisions()
        {
            foreach (CollisionPair pair in ScrollingShooterGame.GameObjectManager.Collisions)
            {
                if (pair.A == this.ID || pair.B == this.ID)
                {
                    uint colliderID = (pair.A == this.ID) ? pair.B : pair.A;
                    GameObject collider = ScrollingShooterGame.GameObjectManager.GetObject(colliderID);

                    Projectile projectile = collider as Projectile;
                    if (projectile != null && projectile as EnemyPsiBall == null)
                    {
                        //TODO: implement health
                        this.state = PsiEmitterState.RECOVERING;
                        ScrollingShooterGame.GameObjectManager.DestroyObject(colliderID);
                    }
                }
            }
        }
        /// <summary>
        /// Updates the psi emitter
        /// </summary>
        /// <param name="elapsedTime">Time passed since last frame</param>
        public override void Update(float elapsedTime)
        {
            if (state == PsiEmitterState.DESTROYED)
                return;

            this.psiOrbRotation += (float)Math.PI * elapsedTime;

            if (state == PsiEmitterState.INACTIVE)
                return;

            if (timeUntilDirectionSwitch <= 0)
            {
                targetRotationSpeed *= -1;
                timeUntilDirectionSwitch = 15 + rand.Next(15);
            }
            else
            {
                timeUntilDirectionSwitch -= elapsedTime;
            }
            checkForCollisions();

            switch (state)
            {
                case PsiEmitterState.INACTIVE:
                    break;

                case PsiEmitterState.FIRING:
                    timeUntilNextShot -= elapsedTime;

                    if (currentShotSpeed < targetShotSpeed)
                        currentShotSpeed += 50 * elapsedTime;
                    else
                        currentShotSpeed = targetShotSpeed;

                    if (shotDelay > targetShotDelay)
                        shotDelay -= 0.015f * elapsedTime;
                    else
                        shotDelay = targetShotDelay;

                    if (rotationSpeed < targetRotationSpeed)
                        rotationSpeed += (float)(Math.PI / 10 * elapsedTime);
                    else
                        rotationSpeed -= (float)(Math.PI/10 * elapsedTime);

                    armRotation += rotationSpeed * elapsedTime;

                    if (timeUntilNextShot > 0)
                        return;
                    else
                        timeUntilNextShot = shotDelay;

                    float armAngle;
                    EnemyPsiBall projectile;

                    for (int i = 0; i < numArms; i++)
                    {
                        armAngle = (float)((Math.PI * 2) * (i / (float) (numArms))) + armRotation;

                        projectile = ScrollingShooterGame.GameObjectManager.CreateProjectile(ProjectileType.EnemyPsyBall, position) as EnemyPsiBall;
                        projectile.Initialize(armAngle, (int) currentShotSpeed);
                        ApplyProjectileColor(projectile);
                    }
                    break;

                case PsiEmitterState.RECOVERING:
                    //TODO: add recover time between fire stages, make emblem/orb look disabled during recovery
                    //TODO: change orb/emblem color/size for each fire stage
                    numArms++;

                    if (numArms > 5)
                    {
                        numArms = 0;
                        state = PsiEmitterState.DESTROYED;
                    }
                    else
                    {

                        rotationSpeed = 0;
                        currentShotSpeed = 20;

                        updateShotValues();

                        state = PsiEmitterState.FIRING;
                    }
                    break;
            }
        }
 /// <summary>
 /// Awakens the psi emitter so it will start fighting
 /// </summary>
 public void startAttacking()
 {
     this.state = PsiEmitterState.FIRING;
     updateShotValues();
 }
        /// <summary>
        /// Updates the psi emitter
        /// </summary>
        /// <param name="elapsedTime">Time passed since last frame</param>
        public override void Update(float elapsedTime)
        {
            if (state == PsiEmitterState.DESTROYED)
                return;

            this.psiOrbRotation += (float)Math.PI * elapsedTime;

            if (state == PsiEmitterState.INACTIVE)
                return;

            if (timeUntilDirectionSwitch <= 0)
            {
                targetRotationSpeed *= -1;
                timeUntilDirectionSwitch = 15 + rand.Next(15);
            }
            else
            {
                timeUntilDirectionSwitch -= elapsedTime;
            }

            switch (state)
            {
                case PsiEmitterState.INACTIVE:
                    break;

                case PsiEmitterState.FIRING:
                    timeUntilNextShot -= elapsedTime;

                    if (currentShotSpeed < targetShotSpeed)
                        currentShotSpeed += 25 * elapsedTime;
                    else
                        currentShotSpeed = targetShotSpeed;

                    if (shotDelay > targetShotDelay)
                        shotDelay -= 0.015f * elapsedTime;
                    else
                        shotDelay = targetShotDelay;

                    if (rotationSpeed < targetRotationSpeed)
                        rotationSpeed += (float)(Math.PI / 10 * elapsedTime);
                    else
                        rotationSpeed -= (float)(Math.PI/10 * elapsedTime);

                    armRotation += rotationSpeed * elapsedTime;

                    if (timeUntilNextShot > 0)
                        return;
                    else
                        timeUntilNextShot = shotDelay;

                    float armAngle;
                    EnemyPsiBall projectile;

                    for (int i = 0; i < numArms; i++)
                    {
                        armAngle = (float)((Math.PI * 2) * (i / (float) (numArms))) + armRotation;

                        projectile = ScrollingShooterGame.GameObjectManager.CreateProjectile(ProjectileType.EnemyPsyBall, position) as EnemyPsiBall;
                        projectile.Initialize(armAngle, (int) currentShotSpeed);
                        ApplyProjectileColor(projectile);
                    }
                    break;

                case PsiEmitterState.RECOVERING:
                    recoverTime -= elapsedTime;

                    tintColor.R = (byte) rand.Next(255);
                    tintColor.G = (byte) rand.Next(255);
                    tintColor.B = (byte) rand.Next(255);

                    if (recoverTime > 0)
                        return;

                    numArms++;

                    if (numArms > 5)
                    {
                        numArms = 0;
                        Health = 0;
                        state = PsiEmitterState.DESTROYED;
                    }
                    else
                    {

                        rotationSpeed = 0;

                        updateShotValues();

                        tintColor = Color.White;

                        state = PsiEmitterState.FIRING;
                    }
                    break;
            }
        }
        public void takeDamage(int damage)
        {
            if (state != PsiEmitterState.FIRING)
                return;

            Health -= damage;

            if (Health <= 0)
            {
                recoverTime = 3f;
                state = PsiEmitterState.RECOVERING;
                Health = 100;
                ScrollingShooterGame.GameObjectManager.CreateExplosion(ID);
            }
        }
Example #7
0
 /// <summary>
 /// Awakens the psi emitter so it will start fighting
 /// </summary>
 public void startAttacking()
 {
     this.state = PsiEmitterState.FIRING;
     updateShotValues();
 }
Example #8
0
        /// <summary>
        /// Updates the psi emitter
        /// </summary>
        /// <param name="elapsedTime">Time passed since last frame</param>
        public override void Update(float elapsedTime)
        {
            if (state == PsiEmitterState.DESTROYED)
            {
                return;
            }

            this.psiOrbRotation += (float)Math.PI * elapsedTime;

            if (state == PsiEmitterState.INACTIVE)
            {
                return;
            }

            if (timeUntilDirectionSwitch <= 0)
            {
                targetRotationSpeed     *= -1;
                timeUntilDirectionSwitch = 15 + rand.Next(15);
            }
            else
            {
                timeUntilDirectionSwitch -= elapsedTime;
            }

            switch (state)
            {
            case PsiEmitterState.INACTIVE:
                break;

            case PsiEmitterState.FIRING:
                timeUntilNextShot -= elapsedTime;

                if (currentShotSpeed < targetShotSpeed)
                {
                    currentShotSpeed += 25 * elapsedTime;
                }
                else
                {
                    currentShotSpeed = targetShotSpeed;
                }

                if (shotDelay > targetShotDelay)
                {
                    shotDelay -= 0.015f * elapsedTime;
                }
                else
                {
                    shotDelay = targetShotDelay;
                }

                if (rotationSpeed < targetRotationSpeed)
                {
                    rotationSpeed += (float)(Math.PI / 10 * elapsedTime);
                }
                else
                {
                    rotationSpeed -= (float)(Math.PI / 10 * elapsedTime);
                }

                armRotation += rotationSpeed * elapsedTime;

                if (timeUntilNextShot > 0)
                {
                    return;
                }
                else
                {
                    timeUntilNextShot = shotDelay;
                }

                float        armAngle;
                EnemyPsiBall projectile;

                for (int i = 0; i < numArms; i++)
                {
                    armAngle = (float)((Math.PI * 2) * (i / (float)(numArms))) + armRotation;

                    projectile = ScrollingShooterGame.GameObjectManager.CreateProjectile(ProjectileType.EnemyPsyBall, position) as EnemyPsiBall;
                    projectile.Initialize(armAngle, (int)currentShotSpeed);
                    ApplyProjectileColor(projectile);
                }
                break;

            case PsiEmitterState.RECOVERING:
                recoverTime -= elapsedTime;

                tintColor.R = (byte)rand.Next(255);
                tintColor.G = (byte)rand.Next(255);
                tintColor.B = (byte)rand.Next(255);

                if (recoverTime > 0)
                {
                    return;
                }

                numArms++;

                if (numArms > 5)
                {
                    numArms = 0;
                    Health  = 0;
                    state   = PsiEmitterState.DESTROYED;
                }
                else
                {
                    rotationSpeed = 0;

                    updateShotValues();

                    tintColor = Color.White;

                    state = PsiEmitterState.FIRING;
                }
                break;
            }
        }