public override void Update(GameTime gameTime)
        {
            HandleStun(gameTime, mAnimationPlayer, lightningCowAnimation, mPainAnimation);

            //mHealth -= 10;
            if (mHealth <= 0)
            {
                for (int i = 0; i < 10; i++)
                {
                    Particle smoke = new Particle(mHackSmoke, mFixture.Body.Position, 1.0f);
                    smoke.mScale = new Vector2(1f);
                    float precision = 100f;
                    float maxSmokeSpeed = 1f;
                    float maxRotSpeed = 1.0f;
                    float maxScaleSpeed = 1.0f;
                    smoke.mVelocity = new Vector2(
                        Particle.Random(-maxSmokeSpeed / 2, +maxSmokeSpeed / 2),
                        Particle.Random(-maxSmokeSpeed / 2, +maxSmokeSpeed / 2));
                    smoke.mRotVel = Particle.Random(-maxRotSpeed / 2, +maxRotSpeed / 2);
                    smoke.mScaleVel = -new Vector2(
                        Particle.Random(-maxScaleSpeed / 2, +maxScaleSpeed / 2),
                        Particle.Random(-maxScaleSpeed / 2, +maxScaleSpeed / 2));
                    GetGameWorld().AddGameObject(smoke);
                    //Console.Out.WriteLine("Okay Cows are like smoke");

                }

            }

               // mFixture.Body.LinearDamping = .01f;
            mFixture.Body.Rotation = 0f;
            timeElapsed += gameTime.ElapsedGameTime.TotalMilliseconds;

            if (timeElapsed > 1000)
            {
                timeElapsed = 0;
                getNextDirection(mPlayer);

            }

            Vector2 multiply = new Vector2(0, 0);

            switch (cowDirection)
            {

                case DIRECTION.UP:
                    multiply.Y = 1f;
                    break;

                case DIRECTION.RIGHT:
                    multiply.X = 1f;
                    break;

                case DIRECTION.DOWN:
                    multiply.Y = -1f;
                    break;

                case DIRECTION.LEFT:
                    multiply.X = -1f;
                    break;

                default:
                    break;
            }

            mFixture.Body.ApplyLinearImpulse(multiply * cowMaxSpeed * .03f);

            if (!mAnimationPlayer.IsPlaying())
            {
                mAnimationPlayer.Play();
            }

            mAnimationPlayer.Update(gameTime);

               base.Update(gameTime);

            if (justSpawned)
                {
                    if (cowRand.Next() % 2 == 0) mThunderSnd.Play(mThunderVolume, 0f, 0f);
                    else mMooSnd.Play(mMooVolume, 0, 0);
                    justSpawned = false;
                }

            /*Could be used for intermittent monster calls
             * mTimeSinceCall += gameTime.ElapsedGameTime.TotalMilliseconds;
            if (mTimeSinceCall > mCallFrequency)
            {
                mTimeSinceCall = 0;

                else if (cowRand.Next() % 19 == 0)
                {
                    mMooSnd.Play(mMooVolume, 0f, 0f);
                }

            }*/

            float speedParticle = 10f;
            if (mFixture.Body.LinearVelocity.Length() > speedParticle)
            {
                Particle smoke = new Particle(mHackSmoke, mFixture.Body.Position, 1.0f);
                smoke.mScale = new Vector2(0.5f);
                float precision = 100f;
                float maxSmokeSpeed = 2.0f;
                float maxRotSpeed = 1.0f;
                float maxScaleSpeed = 2.0f;
                smoke.mVelocity = new Vector2(
                    Particle.Random(-maxSmokeSpeed / 2, +maxSmokeSpeed / 2),
                    Particle.Random(-maxSmokeSpeed / 2, +maxSmokeSpeed / 2));
                smoke.mRotVel = Particle.Random(-maxRotSpeed / 2, +maxRotSpeed / 2);
                smoke.mScaleVel = -new Vector2(
                    Particle.Random(-maxScaleSpeed / 2, +maxScaleSpeed / 2),
                    Particle.Random(-maxScaleSpeed / 2, +maxScaleSpeed / 2));
                GetGameWorld().AddGameObject(smoke);
                mHealth -= 30;
            }

            //base.Update(gameTime);
        }
Example #2
0
        public bool playerOnCollision(Fixture one, Fixture two, FarseerPhysics.Dynamics.Contacts.Contact contact)
        {
            if (two.UserData.ToString() == "Sword" || two.Body.UserData.ToString() == "Sword")
            {
                //tempColor = Color.Red;
                return false;
            }
            else if (two.UserData.ToString() == "Monster" || two.Body.UserData.ToString() == "Monster")
            {
                // kill the player
                mPlayerDamageSnd.Play(mPlayerDamageVolume, 0, 0);

                // decrease health
                --mHealth;
                mPlayerDamageSnd.Play(mPlayerDamageVolume, -.3f, 0);
                if (this is AlivePlayer)
                {
                    Particle ouch = new Particle(mOuch, mFixture.Body.Position + (new Vector2(30, 30) * Camera.kPixelsToUnits), 0.5f);
                    ouch.mScale = new Vector2(1f, -1f);
                    GetGameWorld().AddGameObject(ouch);
                }
            }
            else if (two.UserData.ToString() == "Soul" || two.Body.UserData.ToString() == "Soul")
            {
                mCollectSoulSnd.Play(mCollectSoulVolume, 0, 0);
            }

            //tempColor = Color.Red;
            return true;
        }
Example #3
0
        protected void Fart()
        {
            /*Particle smoke  = new Particle(mHackSmoke, mPosition, 1.0f);
            float precision     = 100f;
            float maxSmokeSpeed = 2.0f;
            float maxRotSpeed   = 1.0f;
            float maxScaleSpeed = 1.0f;
            smoke.mVelocity = new Vector2(
                Particle.Random(-maxSmokeSpeed/2, +maxSmokeSpeed/2),
                Particle.Random(-maxSmokeSpeed/2, +maxSmokeSpeed/2));
            smoke.mRotVel   = Particle.Random(-maxRotSpeed/2, +maxRotSpeed/2);
            smoke.mScaleVel = -new Vector2(
                Particle.Random(-maxScaleSpeed / 2, +maxScaleSpeed / 2),
                Particle.Random(-maxScaleSpeed / 2, +maxScaleSpeed / 2));
            GetGameWorld().AddGameObject(smoke);*/

                Particle smoke  = new Particle(mHackSmoke, new Vector2(mPosition.X, mPosition.Y - (20.0f * Camera.kPixelsToUnits)), .75f);
                smoke.mScale = new Vector2(0.1f);
                float precision     = 100f;
                float maxSmokeSpeed = 0f;
                float maxRotSpeed   = 1.0f;
                float maxScaleSpeed = 1.0f;
                smoke.mVelocity = new Vector2(
                    Particle.Random(-maxSmokeSpeed/2, +maxSmokeSpeed/2),
                    Particle.Random(-maxSmokeSpeed/2, +maxSmokeSpeed/2));
                smoke.mRotVel   = Particle.Random(-maxRotSpeed/2, +maxRotSpeed/2);
                smoke.mScaleVel = -new Vector2(
                    Particle.Random(-maxScaleSpeed / 2, +maxScaleSpeed / 2),
                    Particle.Random(-maxScaleSpeed / 2, +maxScaleSpeed / 2));
                GetGameWorld().AddGameObject(smoke);
        }
        public virtual bool monsterOnCollision(Fixture one, Fixture two, FarseerPhysics.Dynamics.Contacts.Contact contact)
        {
            tempColor = Color.Red;

            if ((String)two.Body.UserData == "Sword")
            {
                // --mHealth;
                //mFixture.Body.ApplyLinearImpulse(new Vector2(5f, 5f));
                Vector2 forceOfHit = getKnockBack(one, two);
                //one.Body.LinearDamping = .01f;
                mFixture.Body.ApplyForce(forceOfHit * 3);
                //two.Body.ResetDynamics();
                mFixture.Body.Mass *= 0.8f;
                //mFixture.Body.
                isHit = true;
                //this.mHealth -= 100;

                //Should play the bat collision sound but the Snd is too touchy, and the SEI isn't interruptable...
                //mHitMonsterSnd.Play(mHitMonsterSndVolume, -.5f, 0);
                //mHitMonsterSEI.Play();

                Random rand = new Random();
               // Particle smoke;
                switch(rand.Next(0,3))
                {
                    case 0:
                        smoke = new Particle(critical, one.Body.Position, 1.0f);
                        break;
                    case 1:
                        smoke = new Particle(pow, one.Body.Position, 1.0f);
                        break;
                    case 2:
                        smoke = new Particle(hit, one.Body.Position, 1.0f);
                        break;
                    //case 3:
                    //    smoke = new Particle(hit, one.Body.Position, 1.0f);
                }
                smoke.mScale = new Vector2(1f, -1f);
                float precision = 100f;
                float maxSmokeSpeed = 2.0f;
                float maxRotSpeed = 1.0f;
                float maxScaleSpeed = 2.0f;
                smoke.mVelocity = new Vector2(
                    Particle.Random(-maxSmokeSpeed / 2, +maxSmokeSpeed / 2),
                    Particle.Random(-maxSmokeSpeed / 2, +maxSmokeSpeed / 2));
                smoke.mRotVel = Particle.Random(-maxRotSpeed / 2, +maxRotSpeed / 2);
                smoke.mScaleVel = -new Vector2(
                    Particle.Random(-maxScaleSpeed / 2, +maxScaleSpeed / 2),
                    Particle.Random(-maxScaleSpeed / 2, +maxScaleSpeed / 2));
                if(GetGameWorld() != null)
                GetGameWorld().AddGameObject(smoke);

                mStunTimeout += 0.5f;
            }
            else mMonMonCollSnd.Play(mMonMonCollVolume, -.5f, 0);

            return true;
        }