Exemple #1
0
        internal override void ObjectAddedToStage(DisplayObject o)
        {
            if (o is V2DSprite)
            {
                V2DSprite sp = (V2DSprite)o;
                sp.AddBodyInstanceToRuntime();
            }

            base.ObjectAddedToStage(o);
        }
 public void EndContact(V2DSprite objB)
 {
     if (objB.Parent != this.Parent)
     {
         contactCount--;
         if (objB is Target)
         {
             targetContactIndex = -1;
         }
     }
 }
 public void BeginContact(V2DSprite objB)
 {
     if (objB.Parent != this.Parent)
     {
         contactCount++;
         airTime = 0;
         if(objB is Target)
         {
             targetContactIndex = objB.Index;
         }
     }
 }
Exemple #4
0
 public override void RemoveChild(DisplayObject obj)
 {
     base.RemoveChild(obj);
     if (obj is V2DSprite)
     {
         V2DSprite sp = (V2DSprite)obj;
         if (sp.body != null && screen is V2DScreen)
         {
             ((V2DScreen)screen).DestroyBody(sp.body);
             sp.body.SetUserData(null);
         }
     }
 }
Exemple #5
0
        public override Sprite CreateDefaultObject(Texture2D texture, V2DInstance inst)
        {
            Sprite result;

            if (inst.Definition.V2DShapes.Count > 0 || inst.Definition.Instances.Count > 0)
            {
                result = new V2DSprite(texture, inst);
            }
            else
            {
                result = new Sprite(texture, inst);
            }
            return(result);
        }
Exemple #6
0
 public override Sprite CreateDefaultObject(Texture2D texture, V2DInstance inst)
 {
     Sprite result;
     if (inst.Definition.V2DShapes.Count > 0 || inst.Definition.Instances.Count > 0)
     {
         result = new V2DSprite(texture, inst);
     }
     else
     {
         result = new Sprite(texture, inst);
     }
     return result;
 }
        public override void BeginContact(Contact contact)
        {
            collisionObjA = (V2DSprite)contact.GetFixtureA().GetBody().GetUserData();
            collisionObjB = (V2DSprite)contact.GetFixtureB().GetBody().GetUserData();

            SmuckPlayer p = null;
            V2DSprite nonPlayerObj = null;
            if(collisionObjA is SmuckPlayer)
            {
                p = (SmuckPlayer)collisionObjA;
                nonPlayerObj = collisionObjB;
            }
            else if(collisionObjB is SmuckPlayer)
            {
                p = (SmuckPlayer)collisionObjB;
                nonPlayerObj = collisionObjA;
            }

            if (p != null)
            {
                LaneVehicle v = nonPlayerObj is LaneVehicle ? (LaneVehicle)nonPlayerObj : null;
                if (v != null)
                {
                    if (v.Lane.LaneKind == LaneKind.DrownWater && !collideWithBoats)
                    {
                        if (p.LivingState == LivingState.Alive)
                        {
                            p.aboardVehicle = v;
                        }
                        else
                        {
                            p.DestroyAfterUpdate(); // dont want drowning amin over boats
                        }
                    }
                    else
                    {
                        Manifold m;
                        contact.GetManifold(out m);
                        Vector2 dir = m._localNormal * (p == collisionObjA ? 20 : -20) + v.body.GetLinearVelocity() * 10;
                        if (Math.Abs(dir.Y) < 60)
                        {
                            dir.Y += rnd.Next(-400, 400);
                        }
                        p.isExploding = false;
                        p.body.ApplyLinearImpulse(dir, p.body.GetPosition());
                        float torque = dir.Y > 0 ? 1 : -1;
                        p.body.ApplyTorque(torque);
                        p.body.SetAngularVelocity(rnd.Next(15) * torque);

                        if (p.LivingState == LivingState.Alive) // first hit a whack
                        {
                            stage.audio.PlaySound(Sfx.whack);
                        }
                        stage.audio.PlaySound(Sfx.secondWhack);

                        this.KillPlayer(p);
                    }
                }
                else
                {
                    if (nonPlayerObj.InstanceName.StartsWith("water"))
                    {
                        p.IsOnWater = true;
                        if (p.aboardVehicle == null)
                        {
                            p.Lane = lanes[GetLaneFromY((int)nonPlayerObj.Y)];
                            p.LivingState = LivingState.Dying;
                            stage.audio.PlaySound(Sfx.bigSplash);
                        }
                    }
                    else if (p.LivingState == LivingState.Dying && nonPlayerObj.InstanceName.StartsWith("border"))
                    {
                        // no death icon when flying off left or right side of highway
                        if (nonPlayerObj.Index == 0 || nonPlayerObj.Index == 2)
                        {
                            p.skipDeathMarker = true;
                        }
                        p.DestroyAfterUpdate();
                    }
                }
            }
            else if (collisionObjA is LaneVehicle && collisionObjB is LaneVehicle)
            {
                LaneVehicle vA = (LaneVehicle)collisionObjA;
                LaneVehicle vB = (LaneVehicle)collisionObjB;
                const float boost = 15;
                if (vA.Lane.movesRight && vB.Lane.movesRight)
                {
                    if (vA.Position.X > vB.Position.X)
                    {
                        vA.MaxSpeed = vA.Lane.vehicleSpeed + boost;
                        vB.MaxSpeed = vA.MaxSpeed - boost;
                    }
                    else
                    {
                        vB.MaxSpeed = vB.Lane.vehicleSpeed + boost;
                        vA.MaxSpeed = vB.MaxSpeed - boost;
                    }
                }
                else if (!vA.Lane.movesRight && !vB.Lane.movesRight)
                {
                    if (vA.Position.X > vB.Position.X)
                    {
                        vB.MaxSpeed = vB.Lane.vehicleSpeed + boost;
                        vA.MaxSpeed = vB.MaxSpeed - boost;
                    }
                    else
                    {
                        vA.MaxSpeed = vA.Lane.vehicleSpeed + boost;
                        vB.MaxSpeed = vA.MaxSpeed - boost;
                    }
                }
            }
        }