Example #1
0
 public Bullet(Bullet bullet, float degree)
 {
     //This is a shrapnel
     //add new bullets in random velocities
     OwnerName = bullet.OwnerName;
     PenetratingLevel = bullet.PenetratingLevel;
     ShrapnelLevel = bullet.ShrapnelLevel;
     PositionX = bullet.PositionX;
     PositionY = bullet.PositionY;
     VelocityX = bullet.VelocityX + (float)(Math.Cos(degree) * 100);
     VelocityY = bullet.VelocityY + (float)(Math.Sin(degree) * 100);
     Color = Color.White;
     Scale = 0.5f;
     Lifetime = 1;
     Damage = 5;
     IsShrapnel = true;
 }
Example #2
0
 public void AddBullet(Player player)
 {
     for (int i = 0; i < player.NumberOfMounts + 1; i++)
     {
         float degree = (float)((((player.Angle - (15f * player.NumberOfMounts / 2) + (15f * i)) - 90) / 180) * Math.PI);
         Bullet bullet = new Bullet(player, degree);
         Bullets.Add(bullet);
     }
 }
Example #3
0
 public void HandleBullets(Bullet bullet, ObjectManager objectManager, float frameDeltaTime)
 {
     if (bullet.Damage <= 0)
     {
         return;
     }
     foreach (var asteroid in _asteroidsInCell)
     {
         if (asteroid.HP <= 0 || asteroid.ImpactedBullets.Contains(bullet))
         {
             continue;
             //This asteroid was destroyed, or already impacted by this bullet, skip checking
         }
         float tx1 = bullet.PositionX + bullet.VelocityX * frameDeltaTime;
         float ty1 = bullet.PositionY + bullet.VelocityY * frameDeltaTime;
         float tx2 = asteroid.PositionX + asteroid.VelocityX * frameDeltaTime;
         float ty2 = asteroid.PositionY + asteroid.VelocityY * frameDeltaTime;
         float rx = tx2 - tx1;
         float ry = ty2 - ty1;
         if ((float)Math.Sqrt(rx * rx + ry * ry) < (asteroid.Radius)) //bullet impact!
         {
             float damageDone = asteroid.HP;
             asteroid.HP -= bullet.Damage;
             damageDone -= asteroid.HP;
             asteroid.ImpactedBullets.Add(bullet);
             if (asteroid.HP <= 0)
             {
                 damageDone += asteroid.HP;
                 //Give money to player who shot it
                 int value;
                 switch (asteroid.AsteroidType)
                 {
                     case AsteroidType.GENERIC:
                         value = 15;
                         break;
                     case AsteroidType.CLUMPY:
                         value = 10;
                         break;
                     case AsteroidType.MAGNETIC:
                         value = 50;
                         break;
                     case AsteroidType.REPULSER:
                         value = 30;
                         break;
                     case AsteroidType.GRAVITIC:
                         value = 40;
                         break;
                     case AsteroidType.DENSE:
                         value = 30;
                         break;
                     case AsteroidType.ZIPPY:
                         value = 15;
                         break;
                     case AsteroidType.EXPLOSIVE:
                         value = 40;
                         break;
                     case AsteroidType.BLACK:
                         value = 30;
                         break;
                     case AsteroidType.GOLD:
                         value = 200;
                         break;
                     default:
                         value = 50;
                         break;
                 }
                 if (PlayerIsOwedMoney != null)
                 {
                     PlayerIsOwedMoney(bullet.OwnerName, value * asteroid.Size);
                 }
             }
             bullet.Damage -= damageDone * (1 - (bullet.PenetratingLevel * 0.10f));
             objectManager.AddExplosion(bullet.PositionX, bullet.PositionY, asteroid.VelocityX, asteroid.VelocityY, 1);
         }
     }
 }