Example #1
0
        public override void Update(GameTime gameTime, Map gameMap)
        {
            Speed.Y += GRAVITY;

            Speed.X = FaceDir;

            _idleAnim.Update(gameTime);
            _runAnim.Update(gameTime);

            Life--;
            if (Life <= 0)
            {
                Active = false;
            }

            CheckMapCollisions(gameMap);

            _tint = Color.White;

            base.Update(gameTime, gameMap);
        }
Example #2
0
        public override void Update(GameTime gameTime, Map gameMap)
        {
            if (_hitAlpha > 0f)
            {
                _hitAlpha -= 0.1f;
            }

            _idleAnim.Update(gameTime);
            _hitAnim.Update(gameTime);

            if (!(this is Gorger) && !(this is Lunger) && !(this is Flyer) && !(this is Boss))
            {
                if (Speed.X <= 0f)
                {
                    _faceDir = -1;
                }
                else
                {
                    _faceDir = 1;
                }
            }

            if (!(this is Boss))
            {
                CheckMapCollisions(gameMap);
            }

            if (Life <= 0f)
            {
                Die();
            }

            if (Position.Y > (gameMap.Height * gameMap.TileHeight))
            {
                Die();
            }

            if (_underWater)
            {
                if (Position.Y < 260)
                {
                    AudioController.PlaySFX("water_leave", 1f, -0.1f, 0.1f, Camera.Instance, Position);
                    _underWater = false;
                    for (int i = 0; i < 30; i++)
                    {
                        Vector2 pos = new Vector2(Helper.RandomFloat(-5f, 5f), 0f);
                        Color   col = Color.Lerp(new Color(0, 81, 147), new Color(211, 234, 254),
                                                 Helper.RandomFloat(0f, 1f));
                        ParticleController.Instance.Add(Position + pos,
                                                        (pos * 0.1f) + new Vector2(Speed.X, Speed.Y * Helper.RandomFloat(0.25f, 2f)),
                                                        0, 2000, 500, true, true, new Rectangle(0, 0, 3, 3),
                                                        col, particle =>
                        {
                            ParticleFunctions.FadeInOut(particle);
                            if (particle.Position.Y > 260)
                            {
                                particle.State = ParticleState.Done;
                            }
                        }, 1f, 0f, Helper.RandomFloat(-0.1f, 0.1f), 1, ParticleBlend.Alpha);
                    }
                }
            }
            else if (Position.Y > 260)
            {
                _underWater = true;
                AudioController.PlaySFX("water_enter", 1f, -0.1f, 0.1f, Camera.Instance, Position);
            }

            base.Update(gameTime, gameMap);
        }
Example #3
0
        public override void Update(GameTime gameTime, Map gameMap)
        {
            if (!Active)
            {
                Speed = Vector2.Zero;
                return;
            }

            //Vector2 screenPos = Vector2.Transform(Position, Camera.Instance.CameraMatrix);
            //engineLoop.Pan = (screenPos.X - (Camera.Instance.Width / 2f)) / (Camera.Instance.Width / 2f);
            //gunLoop.Pan = (screenPos.X - (Camera.Instance.Width / 2f)) / (Camera.Instance.Width / 2f);


            projectileTime1 -= gameTime.ElapsedGameTime.TotalMilliseconds;
            projectileTime2 -= gameTime.ElapsedGameTime.TotalMilliseconds;
            projectileTime3 -= gameTime.ElapsedGameTime.TotalMilliseconds;

            Position.Y = MathHelper.Clamp(Position.Y, 16, (gameMap.Height * gameMap.TileHeight) - 16);

            _idleAnim.Update(gameTime);
            _upAnim.Update(gameTime);
            _downAnim.Update(gameTime);
            _idleHitAnim.Update(gameTime);
            _upHitAnim.Update(gameTime);
            _downHitAnim.Update(gameTime);

            CheckMapCollisions(gameMap);

            Speed.X = MathHelper.Clamp(Speed.X, -5f, 5f);
            Speed.Y = MathHelper.Clamp(Speed.Y, -1.5f, 1.5f);

            if (_hitAlpha > 0f)
            {
                _hitAlpha -= 0.02f;
            }

            if (Life <= 0f)
            {
                Die();
            }

            if (_powerUpText > 0f)
            {
                _powerUpText -= 0.01f;
            }

            if (PowerUpMeter >= 20 && PowerUpLevel < 4)
            {
                AudioController.PlaySFX("powerup", 1f, 0f, 0f);

                _powerUpText = 1f;
                PowerUpLevel++;
                if (PowerUpLevel < 4)
                {
                    PowerUpMeter = PowerUpMeter - 20;
                }
            }

            Life = MathHelper.Clamp(Life, 0f, 100f);

            MultiplierTime -= gameTime.ElapsedGameTime.TotalMilliseconds;
            if (MultiplierTime <= 0f && Multiplier > 1)
            {
                MultiplierTime = 1000;
                Multiplier--;
                AudioController.PlaySFX("combo_down", 0.5f, -0.8f + (0.2f * (Multiplier - 1f)), -0.8f + (0.2f * (Multiplier - 1f)));
            }

            base.Update(gameTime, gameMap);
        }