Exemple #1
0
        public bool Update(float dt)
        {
            LifeLeft -= dt;
            if (LifeLeft <= 0)
            {
                return(false);
            }
            lifePhase = LifeLeft / StartingLife;      // 1 means newly created 0 means dead.
            Position += MathExtension.LinearInterpolate(EndDirection, StartDirection, lifePhase) * dt;
            rotation += (Parent.RotationStrength * dt);

            //if (Parent.RestrictToBoundries)
            //{
            //
            //    //if (this.Position.X > Parent.Transform.Position.X + Parent.CollisionModel.Width / 2
            //    //    || this.Position.X < Parent.Transform.Position.X - Parent.CollisionModel.Width / 2)
            //    //{
            //    //    EndDirection.X *= -1;
            //    //    StartDirection.X *= -1;
            //    //}
            //    //if (this.Position.Y > Parent.Transform.Position.Y + Parent.CollisionModel.Height / 2
            //    //   || this.Position.Y < Parent.Transform.Position.Y - Parent.CollisionModel.Height / 2)
            //    //{
            //    //    EndDirection.Y *= -1;
            //    //    StartDirection.Y *= -1;
            //    //}
            //}

            return(true);
        }
Exemple #2
0
        public void Draw(SpriteBatch spriteBatch)
        {
            float currScale = MathExtension.LinearInterpolate(ScaleEnd, ScaleBegin, lifePhase);
            Color currCol   = MathExtension.LinearInterpolate(EndColor, StartColor, lifePhase);

            spriteBatch.Draw(Parent.texture, new Vector2((int)(Position.X), (int)(Position.Y)), null, currCol, rotation, origin, currScale, SpriteEffects.None, 0);
        }
Exemple #3
0
        /// <summary>
        /// Draw a box at the input location
        /// </summary>
        /// <param name="sb">The spritebatch</param>
        /// <param name="upperLeft">Upper left position</param>
        /// <param name="lowerRight">Lower right position</param>
        /// <param name="c">Color</param>
        public static void DrawBox(SpriteBatch sb, Vector2 upperLeft, Vector2 lowerRight, Color c, int linewidth)
        {
            Rectangle r = MathExtension.RectangleFromVectors(upperLeft, lowerRight);

            DrawLine(sb, r.Left, r.Top, r.Right, r.Top, c, linewidth);
            DrawLine(sb, r.Right, r.Y, r.Right, r.Bottom, c, linewidth);
            DrawLine(sb, r.Right, r.Bottom, r.Left, r.Bottom, c, linewidth);
            DrawLine(sb, r.Left, r.Bottom, r.Left, r.Top, c, linewidth);
        }
        /// <summary>
        /// Initializes this instance
        /// </summary>
        public override void Initialize()
        {
            base.Initialize();

            random = new Random();

            if (texture == null && texturePath != null && texturePath.Trim() != "")
            {
                LoadTexture();
            }

            LoadState();

            nextSpawn  = MathExtension.LinearInterpolate(SecondsPerSpawnMin, SecondsPerSpawnMax, random.NextDouble());
            secElapsed = 0.0f;
            particles  = new LinkedList <Particle>();
        }
        /// <summary>
        /// Updates this instance
        /// </summary>
        /// <param name="gameTime">The gametime</param>
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            if (texture != null)
            {
                secElapsed += (float)gameTime.ElapsedGameTime.TotalSeconds;
                while (secElapsed > nextSpawn)
                {
                    if (particles.Count < MaxParticles && enabled)
                    {
                        // Spawn a particle
                        Vector2 StartDirection = Vector2.Transform(SpawnDirection, Matrix.CreateRotationZ(MathExtension.LinearInterpolate(spawnAngleNoise.X, spawnAngleNoise.Y, random.NextDouble())));
                        StartDirection.Normalize();
                        Vector2 EndDirection = StartDirection * MathExtension.LinearInterpolate(FinalSpeedMin, FinalSpeedMax, random.NextDouble());
                        StartDirection *= MathExtension.LinearInterpolate(InitialSpeedMin, InitialSpeedMax, random.NextDouble());
                        particles.AddLast(new Particle(
                                              Transform.Position,
                                              StartDirection,
                                              EndDirection,
                                              MathExtension.LinearInterpolate(LifespanMin, LifespanMax, random.NextDouble()),
                                              MathExtension.LinearInterpolate(InitialScaleMin, InitialScaleMax, random.NextDouble()),
                                              MathExtension.LinearInterpolate(FinalScaleMin, FinalScaleMax, random.NextDouble()),
                                              MathExtension.LinearInterpolate(InitialColor1, InitialColor2, random.NextDouble()),
                                              MathExtension.LinearInterpolate(FinalColor1, FinalColor2, random.NextDouble()),
                                              this)
                                          );

                        particles.Last.Value.Update(secElapsed);
                    }

                    secElapsed -= nextSpawn;
                    nextSpawn   = MathExtension.LinearInterpolate(SecondsPerSpawnMin, SecondsPerSpawnMax, random.NextDouble());

                    if (burst)
                    {
                        particleBurstCount++;
                    }

                    if (burst && particleBurstCount >= maxParticles)
                    {
                        this.enabled            = false;
                        this.particleBurstCount = 0;
                    }
                }
            }

            LinkedListNode <Particle> node = particles.First;

            while (node != null)
            {
                bool isAlive = node.Value.Update((float)gameTime.ElapsedGameTime.TotalSeconds);
                node = node.Next;
                if (!isAlive)
                {
                    if (node == null)
                    {
                        particles.RemoveLast();
                    }
                    else
                    {
                        particles.Remove(node.Previous);
                    }
                }
            }
        }
Exemple #6
0
        /// <summary>
        /// Draw a filled box at the input location
        /// </summary>
        /// <param name="sb">The spritebatch</param>
        /// <param name="upperLeft">Upper left position</param>
        /// <param name="lowerRight">Lower right position</param>
        /// <param name="c">Color</param>
        public static void DrawBoxFilled(SpriteBatch sb, Vector2 upperLeft, Vector2 lowerRight, Color c)
        {
            Rectangle r = MathExtension.RectangleFromVectors(upperLeft, lowerRight);

            sb.Draw(pixel, r, c);
        }
Exemple #7
0
        /// <summary>
        /// Draws this instance
        /// </summary>
        /// <param name="gameTime">The gametime</param>
        /// <param name="spriteBatch">The spriteBatch</param>
        public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
        {
            base.Draw(gameTime, spriteBatch);

            if (texture != null && Visible) // && (MeasureDimension().Intersects(SceneManager.ActiveCamera.BoundingBox) || displayMode == DisplayModes.Fill || displayMode == DisplayModes.Tile || displayMode == DisplayModes.PositionTile))
            {
                Vector2 _orgx = Vector2.Zero;

                if (sourceRectangle != Rectangle.Empty)
                {
                    _orgx = new Vector2(sourceRectangle.X - (sourceRectangle.Width / 2), sourceRectangle.Y - (sourceRectangle.Height / 2));
                }
                else if (origin == Origins.Center)
                {
                    _orgx = new Vector2(texture.Width / 2, texture.Height / 2);
                }

                if (displayMode == DisplayModes.Tile && MathExtension.IsPowerOfTwo(new Vector2(texture.Width, texture.Height)))
                {
                    //Vector2 initialPosition = Vector2.Transform(Vector2.Zero, Matrix.Invert(SceneManager.ActiveCamera.TransformMatrix));
                    //Vector2 endPos = Vector2.Transform(new Vector2(SceneManager.GraphicsDevice.Viewport.Width, SceneManager.GraphicsDevice.Viewport.Height), Matrix.Invert(SceneManager.ActiveCamera.TransformMatrix));
                    //int sizeWidth = (int)(endPos.X - initialPosition.X);
                    //int sizeHeight = (int)(endPos.Y - initialPosition.Y);

                    spriteBatch.Begin(SpriteSortMode.Deferred, this.blendState, SamplerState.LinearWrap, null, null, null, SceneManager.ActiveCamera.TransformMatrix);

                    //spriteBatch.Draw(texture, new Vector2(initialPosition.X, initialPosition.Y), new Rectangle((int)SceneManager.ActiveCamera.Position.X,
                    //    (int)SceneManager.ActiveCamera.Position.Y, sizeWidth, sizeHeight), Color, 0, Vector2.Zero, 1.0f,
                    //    SpriteEffects.None, 1);

                    float tBorder = Vector2.Transform(new Vector2(0, 0), Matrix.Invert(SceneManager.ActiveCamera.TransformMatrix)).Y;
                    float bBorder = Vector2.Transform(new Vector2(0, SceneManager.GraphicsDevice.Viewport.Height), Matrix.Invert(SceneManager.ActiveCamera.TransformMatrix)).Y;
                    float lBorder = Vector2.Transform(new Vector2(0, 0), Matrix.Invert(SceneManager.ActiveCamera.TransformMatrix)).X;
                    float rBorder = Vector2.Transform(new Vector2(SceneManager.GraphicsDevice.Viewport.Width, 0), Matrix.Invert(SceneManager.ActiveCamera.TransformMatrix)).X;

                    Rectangle dispRect = new Rectangle()
                    {
                        X      = (int)lBorder,
                        Y      = (int)tBorder,
                        Width  = (int)rBorder - (int)lBorder,
                        Height = (int)bBorder - (int)tBorder
                    };

                    //spriteBatch.Draw(texture, dispRect, null, Color, 0, Vector2.Zero, spriteEffect, 1);

                    spriteBatch.Draw(texture, new Vector2(lBorder, tBorder), new Rectangle((int)SceneManager.ActiveCamera.Position.X,
                                                                                           (int)SceneManager.ActiveCamera.Position.Y, dispRect.Width, dispRect.Height), Color, 0, Vector2.Zero, Transform.Scale, spriteEffect, 1);
                }
                else if (displayMode == DisplayModes.PositionTile)
                {
                    //Vector2 initialPosition = Vector2.Transform(Vector2.Zero, Matrix.Invert(SceneManager.ActiveCamera.TransformMatrix));
                    //Vector2 endPos = Vector2.Transform(new Vector2(SceneManager.GraphicsDevice.Viewport.Width, SceneManager.GraphicsDevice.Viewport.Height), Matrix.Invert(SceneManager.ActiveCamera.TransformMatrix));
                    //int sizeWidth = (int)(endPos.X - initialPosition.X);
                    //int sizeHeight = (int)(endPos.Y - initialPosition.Y);

                    spriteBatch.Begin(SpriteSortMode.Deferred, this.blendState, SamplerState.LinearWrap, null, null, null, SceneManager.ActiveCamera.TransformMatrix);

                    //spriteBatch.Draw(texture, new Vector2(initialPosition.X, initialPosition.Y), new Rectangle((int)Transform.Position.X,
                    //    (int)Transform.Position.Y, sizeWidth, sizeHeight), Color, 0, Vector2.Zero, 1.0f,
                    //    SpriteEffects.None, 1);

                    spriteBatch.Draw(texture, new Vector2((int)SceneManager.ActiveCamera.Position.X - SceneManager.GraphicsDevice.Viewport.Width, (int)SceneManager.ActiveCamera.Position.Y - SceneManager.GraphicsDevice.Viewport.Height), new Rectangle((int)Transform.Position.X,
                                                                                                                                                                                                                                                          (int)Transform.Position.Y, SceneManager.GraphicsDevice.Viewport.Width * 2, SceneManager.GraphicsDevice.Viewport.Height * 2), Color, 0, Vector2.Zero, Transform.Scale,
                                     spriteEffect, 1);
                }
                else if (displayMode == DisplayModes.Fill)
                {
                    Rectangle fill = new Rectangle(
                        (int)SceneManager.ActiveScene.Camera.Position.X,
                        (int)SceneManager.ActiveScene.Camera.Position.Y - 1,
                        (int)SceneManager.GameProject.Settings.ScreenWidth,
                        (int)SceneManager.GameProject.Settings.ScreenHeight);

                    spriteBatch.Begin(SpriteSortMode.Deferred, this.blendState, SamplerState.LinearClamp, null, null, null, SceneManager.ActiveCamera.TransformMatrix);

                    if (sourceRectangle == Rectangle.Empty)
                    {
                        spriteBatch.Draw(texture, fill, null, Color, 0, _orgx, spriteEffect, 0);
                    }
                    else
                    {
                        spriteBatch.Draw(texture, fill, sourceRectangle, Color, 0, _orgx, spriteEffect, 0);
                    }
                }
                else
                {
                    spriteBatch.Begin(SpriteSortMode.Deferred, this.blendState, SamplerState.LinearClamp, null, RasterizerState.CullNone, null, SceneManager.ActiveCamera.TransformMatrix);

                    //Console.WriteLine("rr: " + Transform.Rotation);

                    if (sourceRectangle == Rectangle.Empty)
                    {
                        spriteBatch.Draw(texture, Transform.Position, null, color, Transform.Rotation, _orgx, Transform.Scale, spriteEffect, 1);
                    }
                    else
                    {
                        spriteBatch.Draw(texture, Transform.Position, sourceRectangle, color, Transform.Rotation, _orgx, Transform.Scale, spriteEffect, 1);
                    }
                }

                spriteBatch.End();
            }
        }