Exemple #1
0
        public void TriangleAttack()
        {
            var projectileSprite    = ((SpriteRenderer)phaseOneProjectile.GetComponent <SpriteRenderer>()).Sprite;
            var projectileDirection = -VectorMath.Angle2Vector(transform.Rotation);

            for (int i = 0; i < bossOutline.Length - 1; i++)
            {
                var j = (i == bossOutline.Length - 1) ? 0 : i + 1;

                var direction = bossOutline[j] - bossOutline[i];
                if (direction.X != 0 || direction.Y != 0)
                {
                    direction.Normalize();
                }

                var offset       = Vector2.Distance(bossOutline[j], bossOutline[i]) / 16;
                var currentPoint = bossOutline[i];

                var projectileInstance = GameManager.Instantiate(phaseOneProjectile, currentPoint + transform.Position - projectileSprite.GetCenter());
                projectileInstance.Tag = "Enemy" + projectileInstance.Tag;
                var instanceVelocity = (Velocity)projectileInstance.GetComponent <Velocity>();
                instanceVelocity.Direction = projectileDirection;

                while (Vector2.Distance(currentPoint, bossOutline[j]) >= offset)
                {
                    currentPoint              += offset * direction;
                    projectileInstance         = GameManager.Instantiate(phaseOneProjectile, currentPoint + transform.Position - projectileSprite.GetCenter());
                    projectileInstance.Tag     = "Enemy" + projectileInstance.Tag;
                    instanceVelocity           = (Velocity)projectileInstance.GetComponent <Velocity>();
                    instanceVelocity.Direction = projectileDirection;
                }
            }
        }
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
            if (gameTime.TotalGameTime.TotalMilliseconds >= cooldown + lastAttackTime)
            {
                cooldown = 300;
                var numProjectiles = projectileWave + 2;
                var offset         = VectorMath.Degrees2Radians((range.Y - range.X) / (numProjectiles + 1));
                var currentAngle   = VectorMath.Degrees2Radians(range.X);

                for (int i = 0; i < numProjectiles; i++)
                {
                    currentAngle += offset;
                    var projectileInstance = GameManager.Instantiate(projectile, transform.Position + renderer.Sprite.GetCenter() - projectileRenderer.Sprite.GetCenter());
                    projectileInstance.Tag = "Enemy" + projectileInstance.Tag;
                    var velocity = (Velocity)projectileInstance.GetComponent <Velocity>();
                    velocity.Direction = VectorMath.Angle2Vector(currentAngle);
                }
                projectileWave++;

                if (projectileWave > 3)
                {
                    projectileWave = 0;
                    cooldown       = 2000;
                }

                lastAttackTime = gameTime.TotalGameTime.TotalMilliseconds;
            }
        }
Exemple #3
0
 public void BulletRain(float offset)
 {
     for (var currentX = offset; currentX <= 710; currentX += bulletRainSpacing)
     {
         var projectileInstance = GameManager.Instantiate(bulletRainProjectile, new Vector2(currentX, transform.Y + ((isFlipped) ? renderer.Sprite.GetDimensions().Y + 10 : -10)));
         projectileInstance.Tag = "Enemy" + projectileInstance.Tag;
         var projectileVelocity = (Velocity)projectileInstance.GetComponent <Velocity>();
         projectileVelocity.Direction = -VectorMath.Angle2Vector(transform.Rotation);
     }
 }
Exemple #4
0
        private void FireProjectile()
        {
            var projectileInstance = GameManager.Instantiate(PlayerProjectile,
                                                             sprite.GetCenter() + transform.Position - projectileSprite.GetCenter());

            projectileInstance.Tag = "Player" + PlayerProjectile.Tag;
            var instanceVelocity = (Velocity)projectileInstance.GetComponent <Velocity>();

            instanceVelocity.Direction = VectorMath.Angle2Vector(transform.Rotation);
            var instanceProjectile = (Projectile)projectileInstance.GetComponent <Projectile>();
        }
Exemple #5
0
        private void BulletFan(Vector2 origin)
        {
            for (var currentAngle = 0f; currentAngle < Math.PI * 2; currentAngle += bulletFanOffset)
            {
                var projectileInstance = GameManager.Instantiate(bulletFanProjectile, origin);
                projectileInstance.Tag = "Enemy" + projectileInstance.Tag;
                var instanceVelocity = (Velocity)projectileInstance.GetComponent <Velocity>();

                instanceVelocity.Direction = VectorMath.Angle2Vector(currentAngle);
                ((Transform)projectileInstance.GetComponent <Transform>()).Rotation = currentAngle;
            }
        }
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            if (gameTime.TotalGameTime.TotalMilliseconds > lastAttackTime + cooldown)
            {
                var projectileOrigin = renderer.Sprite.GetCenter() + transform.Position - projectileRenderer.Sprite.GetCenter();

                for (currentAngle = 0; currentAngle < Math.PI * 2; currentAngle += offset)
                {
                    var projectileInstance = GameManager.Instantiate(projectile, projectileOrigin);
                    projectileInstance.Tag = "Enemy" + projectileInstance.Tag;
                    var instanceVelocity = (Velocity)projectileInstance.GetComponent <Velocity>();

                    instanceVelocity.Direction = VectorMath.Angle2Vector(currentAngle);
                    ((Transform)projectileInstance.GetComponent <Transform>()).Rotation = currentAngle;
                }
                lastAttackTime = gameTime.TotalGameTime.TotalMilliseconds;
            }
        }