Example #1
0
 public Laser(Ship S)
 {
     myShip = S;
 }
Example #2
0
        public void Update(GameTime gameTime)
        {
            //Update Laser
            Laser.Update(gameTime);

            //Get Target
            TargetPosition = new Vector2(99999, 99999);

            Ship oldS = targetedShip;
            Player oldP = targetedMothership;

            foreach (Player p in myLevel.Players)
            {
                if (p.myIndex == myPlayer.myIndex) continue;

                if (Vector2.Distance(Position, p.MotherShipVec) < Vector2.Distance(Position, TargetPosition) && p.MotherShipHP > 0)
                {
                    TargetPosition = p.MotherShipVec;
                    targetedMothership = p;
                    targetedShip = null;
                }

                foreach (Ship s in p.Ships)
                {
                    if (Vector2.Distance(Position, s.Position) < Vector2.Distance(Position, TargetPosition))
                    {
                        TargetPosition = s.Position;
                        targetedMothership = null;
                        targetedShip = s;
                    }
                }
            }

            if (TargetPosition.X == 99999 && TargetPosition.Y == 99999)
            {
                targetedShip = null;
                targetedMothership = null;
                TargetPosition = myPlayer.MotherShipVec;
            }

            //Laser Position is always updated, even if it's not being drawn
            if (targetedShip != null || targetedMothership != null) Laser.Target = TargetPosition;

            //Accelerate in its direction
            Vector2 AccDir = Vector2.Normalize(TargetPosition - Position) * AccelerationForce;

            //If in range, fire!
            if (Vector2.Distance(Position, TargetPosition) < Range)
            {
                AccDir *= 0.1f;

                if (FiringTimer.HasTimeElapsed(gameTime, FiringRate))
                {
                    if (targetedMothership != null) targetedMothership.MotherShipHP -= (int)(AttackPower * myPlayer.DamageModifier);
                    if (targetedShip != null) targetedShip.HitPoints -= (int)(AttackPower * myPlayer.DamageModifier);

                    for (int j = 0; j < OneSpace.Random.Next(2, 4); j++)
                    {
                        if (targetedMothership != null)
                        {
                            myLevel.Particles.Add(new Particle(myPlayer.Colour, targetedMothership.MotherShipVec, 1, gameTime));
                            Audio.PlayCue("laser");
                        }
                        if (targetedShip != null)
                        {
                            myLevel.Particles.Add(new Particle(myPlayer.Colour, targetedShip.Position, 1, gameTime));
                            Audio.PlayCue("laser");
                        }
                    }

                    Laser.Reset(gameTime);
                    FiringTimer.Reset(gameTime);
                }
            }

            //Move ship
            Velocity += AccDir;
            Position += Velocity;

            //Cap Velocity
            if (Vector2.Distance(Vector2.Zero, Velocity) > MaxVelocity)
                Velocity = Vector2.Normalize(Velocity) * MaxVelocity;

            //Keep on screen
            if (Position.X < -16) Position.X = -16;
            Position.Y = MathHelper.Clamp(Position.Y, -shipTex.Height / 2, OneSpace.theGame.GraphicsDevice.Viewport.Height + shipTex.Height / 2);

            if (HealthBar != null)
            {
                HealthBar.Position = new Vector2(Position.X, Position.Y + shipTex.Height / (Type == ShipType.Medium ? 3 : 2));
                HealthBar.UpdateAngle(0);
                HealthBar.CurrentValue = HitPoints;
            }
        }