Example #1
0
 public DirectShooter(int ID, LinkedList <Bullet> mBullet, BulletInfo bulletData, int frequency,
                      Vector2 relativePosition, int startFrame, int life, Sprite target, string eventString,
                      int eventLoopFrame, float randomRadius, bool isSelfSnipe, int bindingID, bool relativeBinding)
     : base(ID, relativePosition, startFrame, life, bindingID)
 {
     this.localBullet      = mBullet;
     this.bulletData       = bulletData;
     this.frequency        = frequency;
     this.randomRadius     = randomRadius;
     this.target           = target;
     this.isSelfSnipe      = isSelfSnipe;
     this.isHighLight      = bulletData.isHighLight;
     this.fireCircleRadius = bulletData.fireRadius;
     this.fireInCircle     = bulletData.isFireInCircle;
     this.randomPosition   = Vector2.Zero;
     this.circlePosition   = Vector2.Zero;
     this.bulletEvent      = new List <BarrageEvent>();
     this.myEvent          = new List <BarrageEvent>();
     this.myEventReader    = new EventReader();
     this.currentEvent     = new List <BarrageEvent>();
     this.relativeBinding  = relativeBinding;
     //处理子弹事件
     if (bulletData.bulletEvent.Length != 0)
     {
         bulletEvent = myEventReader.ReadEvent(bulletData.bulletEvent);
     }
     if (eventString.Length != 0)
     {
         myEvent = myEventReader.ReadEvent(eventString);
     }
     eventID             = 0;
     this.eventLoopFrame = eventLoopFrame;
 }
Example #2
0
        public override void Initialize(int iStartFrame)
        {
            //修正发射器位置
            if (isAbsolutePos)
            {
                this.relativePosition = new Vector2(x.iGunPosX2, x.iGunPosY2);
                this.position         = relativePosition;
            }
            else
            {
                this.relativePosition = new Vector2(x.iGunPosX, x.iGunPosY);
                this.position         = getSpritePosition() + relativePosition;
            }

            bulletData = new BulletInfo(
                x.iBulletType, x.fBulletSpeed,
                x.fFireAngle, x.fBulletAcc,
                x.iBulletAccAngle, x.iBulletLife,
                x.eBulletToward, x.iBulletHeadAngle,
                x.strBulletEvent, x.iBulletEventCycleTime,
                x.bHighLight, x.fLocationRadius,
                x.eBulletCreatePos, x.bKillOutBullet,
                x.bMask, x.bReflex, x.bForce);
            this.frequency        = x.iCycleTime;
            this.randomRadius     = x.fLaserLength;
            this.isSelfSnipe      = x.bSelfSnipe;
            this.isHighLight      = bulletData.isHighLight;
            this.fireCircleRadius = bulletData.fireRadius;
            this.fireInCircle     = bulletData.isFireInCircle;
            this.randomPosition   = Vector2.Zero;
            this.circlePosition   = Vector2.Zero;
            eventID             = 0;
            this.eventLoopFrame = x.iGunEventCycleTime;
            base.Initialize(iStartFrame);
        }
Example #3
0
        private void AddBullet(Vector2 position, float relativeDegree)
        {
            if (isSelfSnipe)//检查自机狙
            {
                Vector2 dire        = this.target.getPosition() - position;
                float   snipeDegree = MathHelper.ToDegrees((float)Math.Acos(dire.X / dire.Length()));
                if (dire.Y < 0)
                {
                    snipeDegree = 360 - snipeDegree;
                }
                if (lines % 2 != 0)
                {
                    bulletData.speedDirec = snipeDegree;
                }
                else
                {
                    bulletData.speedDirec = snipeDegree - anglePerLine / 2;
                }
            }
            int i = 0;

            while (i < lines)
            {
                randomBulletData = new BulletInfo(0, 0, 0, 0, 0, 0, directionType.SPEED, 0, "", 0, false, 0, 1, true, false, false, false);
                CheckRandomAttribute();
                this.position = getSpritePosition() + relativePosition;

                if (fireInCircle)//设置发射半径
                {
                    circlePosition = Vector2.Zero;
                    float fireAngle = MathHelper.ToRadians(bulletData.speedDirec + anglePerLine * i);
                    this.circlePosition.X += (float)(this.fireCircleRadius * Math.Cos(fireAngle));
                    this.circlePosition.Y += (float)(this.fireCircleRadius * Math.Sin(fireAngle));
                }
                Bullet newBullet = new Bullet(bulletData.ID, position + randomPosition + circlePosition, bulletData.speed + randomBulletData.speed + randomEventSpeed,
                                              relativeDegree + bulletData.speedDirec + anglePerLine * i + randomBulletData.speedDirec + randomEventSpeedDirec, bulletData.acceleration + randomBulletData.acceleration + randomEventAcc,
                                              bulletData.accelerationDegree + randomBulletData.accelerationDegree + randomEventAccDirec, bulletData.life + randomBulletData.life, bulletData.directType, (localBullet.Count % 500.0f) * 0.001f + 0.2f);

                //设置布尔变量值
                newBullet.forceAvailable  = bulletData.forceAvailable;
                newBullet.reflexAvailable = bulletData.reflexAvailable;
                newBullet.maskAvailable   = bulletData.maskAvailable;
                newBullet.outDisappear    = bulletData.outScreenDisappear;

                //添加子弹事件
                if (bulletEvent.Count != 0)
                {
                    newBullet.setEvent(bulletEvent);
                }
                //子弹事件添加完毕
                if (this.target != null)
                {
                    newBullet.setTarget(this.target);
                }
                localBullet.AddFirst(newBullet);
                i++;
            }
        }
Example #4
0
 public override void Initialize(int iStartFrame)
 {
     //修正发射器位置
     if (isAbsolutePos)
     {
         this.relativePosition = new Vector2(x.iGunPosX2, x.iGunPosY2);
         this.position         = relativePosition;
     }
     else
     {
         this.relativePosition = new Vector2(x.iGunPosX, x.iGunPosY);
         this.position         = getSpritePosition() + relativePosition;
     }
     bulletData = new BulletInfo(
         x.iBulletType, x.fBulletSpeed,
         x.fFireAngle, x.fBulletAcc,
         x.iBulletAccAngle, x.iBulletLife,
         x.eBulletToward, x.iBulletHeadAngle,
         x.strBulletEvent, x.iBulletEventCycleTime,
         x.bHighLight, x.fLocationRadius,
         x.eBulletCreatePos, x.bKillOutBullet,
         x.bMask, x.bReflex, x.bForce);
     this.frequency        = x.iCycleTime;
     this.angleRange       = x.iGunAngleRange;
     this.lines            = x.iFireNumber;
     this.randomRadius     = x.fLaserLength;
     this.isSelfSnipe      = x.bSelfSnipe;
     this.isHighLight      = bulletData.isHighLight;
     this.fireCircleRadius = bulletData.fireRadius;
     this.fireInCircle     = bulletData.isFireInCircle;
     anglePerLine          = (float)angleRange / lines;
     this.randomAttribute  = x.eRandomValue;
     this.randomHalfHight  = x.fRandomHalfHeight;
     this.randomHalfWidth  = x.fRandomHalfLength;
     this.randomRange      = x.fRandomRange;
     this.randomPosition   = Vector2.Zero;
     this.circlePosition   = Vector2.Zero;
     this.position.Y      += randomHalfHight * 2 * (float)ran.NextDouble() - randomHalfHight;
     this.position.X      += randomHalfWidth * 2 * (float)ran.NextDouble() - randomHalfWidth;
     eventID               = 0;
     this.eventLoopFrame   = x.iGunEventCycleTime;
     randomEventSpeed      = 0;
     randomEventSpeedDirec = 0;
     randomEventAcc        = 0;
     randomEventAccDirec   = 0;
     base.Initialize(iStartFrame);
 }
Example #5
0
 public MultiShooter(int ID, LinkedList <Bullet> mBullet, BulletInfo bulletData, int frequency,
                     int angleRange, int lines, Vector2 relativePosition, int startFrame, int life)
     : this(ID, mBullet, bulletData, frequency, angleRange, lines, relativePosition, startFrame, life, null, "", life, 0, false, -1, false)
 {
 }