void RandomWind(float delta) { var xmlPlayerData = XmlLoader.Load <PlayerSettings>("PlayerSettings"); switch (m_WindState) { case WindState.NoWind: break; case WindState.BuildUp: if (m_CurrentWindForce < m_FinalWindForce) { m_CurrentWindForce += m_CurrentIncrement; } else { m_WindState = WindState.BuildOff; } break; case WindState.BuildOff: if (m_CurrentWindForce > m_MinHorizontalWind) { m_CurrentWindForce -= m_CurrentIncrement; } else { m_CurrentWindForce = m_MinHorizontalWind; m_WindState = WindState.NoWind; } break; } }
public BloomPostProcessing(Game game) : base(game) { var bloomData = XmlLoader.Load <BloomData>("BloomSettings"); Settings = new BloomSettings("Bloom", bloomData.Tresh, bloomData.Blur, bloomData.Bloom, bloomData.Base, bloomData.BloomSat, bloomData.BaseSat); }
public void SaveScore() { m_Data = XmlLoader.Load <SaveData>("SaveData"); if (m_TotalDistanceTraveled >= m_Data.HighestDistance) { m_Data.HighestDistance = (int)(m_TotalDistanceTraveled * 0.02f); } XmlWriter.SaveScore(m_Data, SaveDataFile); }
void RandomWind(float delta) { var xmlPlayerData = XmlLoader.Load <PlayerSettings>("PlayerSettings"); switch (m_WindState) { case WindState.NoWind: m_WindTime += delta; if (m_WindTime >= m_WindTimePause) { m_WindTime = 0f; Random rnd = new Random(); if (xmlPlayerData.timeBetweenWindBursts == -1) { m_WindTimePause = rnd.Next(1, 15); } else { m_WindTimePause = xmlPlayerData.timeBetweenWindBursts; } m_WindState = WindState.BuildUp; //initialise wind burst m_FinalWindForce = (float)(rnd.NextDouble() * 10.0); m_WindDirection.X = (float)(rnd.Next(2)) - 1; m_WindDirection.Y = 0f; } break; case WindState.BuildUp: if (m_CurrentWindForce < m_FinalWindForce) { m_CurrentWindForce += m_CurrentIncrement; // m_Rotation += m_TurnAmount; } else { m_WindState = WindState.BuildOff; } break; case WindState.BuildOff: if (m_CurrentWindForce > 0.1f) //0.1 so there's always some wind { m_CurrentWindForce -= m_CurrentIncrement; } else { m_CurrentWindForce = 0.1f; m_WindState = WindState.NoWind; } break; } }
Vector2 Wind() { Vector2 wind = new Vector2(m_Multplier * m_FinalWindForce * m_WindDirection.X, 2f * (Position.Y / (m_OrginalPos.Y / 2))); //was -5 var xmlPlayerData = XmlLoader.Load <PlayerSettings>("PlayerSettings"); if (xmlPlayerData.windX != -1f) { wind = new Vector2(xmlPlayerData.windX, wind.Y); } if (xmlPlayerData.windY != -1f) { wind = new Vector2(wind.X, xmlPlayerData.windY); } return(wind); }
public Game1() : base() { //Set Screen size baed on settings var screenData = XmlLoader.Load <WorldSettings>("WorldSettings"); m_Graphics = new GraphicsDeviceManager(this); if (screenData.Fullscreen) { m_Graphics.ToggleFullScreen(); m_Graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; m_Graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; } else { m_Graphics.PreferredBackBufferWidth = screenData.ScreenWidth; m_Graphics.PreferredBackBufferHeight = screenData.ScreenHeight; } Content.RootDirectory = "Content"; }
public Player(string assetFile, RenderContext context, Vector2 originalPos) : base(assetFile, "Textures/Collision/c_Piece1", context) { m_OrginalPos = originalPos; //Create rigidBody RigidBody = BodyFactory.CreateRectangle(context.World, ConvertUnits.ToSimUnits(20), ConvertUnits.ToSimUnits(10), 1.0f); RigidBody.BodyType = BodyType.Dynamic; RigidBody.OnCollision += RigidBody_OnCollision; RigidBody.OnSeparation += RigidBody_OnSeparation; RigidBody.UserData = this; RigidBody.Restitution = 0.1f; Depth = -200; //Xml var xmlPlayerData = XmlLoader.Load <PlayerSettings>("PlayerSettings"); m_Multplier = xmlPlayerData.multiplier; m_TurnAmount = xmlPlayerData.turnAmount; m_CurrentIncrement = xmlPlayerData.windIncrement; m_Velocity = Vector2.Zero; }
Vector2 Wind(float delta) { Vector2 wind; if (!PickUpFromGround) { wind = new Vector2(m_CurrentWindForce, -0.4f - 0.02f * (Position.Y / 25)); if (wind.Y < 4f) { wind = new Vector2(wind.X, 4f); } } else //Get Sucked in or pushed out { wind = new Vector2(0f, m_VulcanoPower * PullDirection); m_PickupFromGroundTime += delta; if (m_PickupFromGroundTime > m_PickupFromGroundMaxTime) { m_PickupFromGroundTime = 0; PickUpFromGround = false; } } var xmlPlayerData = XmlLoader.Load <PlayerSettings>("PlayerSettings"); if (xmlPlayerData.windX != -1f) { wind = new Vector2(xmlPlayerData.windX, wind.Y); } if (xmlPlayerData.windY != -1f) { wind = new Vector2(wind.X, xmlPlayerData.windY); } return(wind); }