Exemple #1
0
        public void Destroy()
        {
            isDead = true;
            for (int i = 0; i < 2; i++)
            {
                int    a      = Utility.Atan2(Y - Game.Player.Y, Game.Player.X - X) + Game.Random.Next(-60, 60 + 1);
                Bullet bullet = new SnakeBullet(Game, X, Y, Game.Random.Next(8, 12 + 1), a);
                Game.AddEnemyBullet(bullet);
            }
            int startAngle = Game.Random.Next(90);

            for (int i = 0; i < 8; i++)
            {
                int    angle  = startAngle + i * 45 + Game.Random.Next(-45, 46);
                double x      = X + 16 * Utility.Cos(angle);
                double y      = Y - 16 * Utility.Sin(angle);
                double speed  = 0.5 + 1.5 * Game.Random.NextDouble();
                Effect debris = new Debris(Game, x, y, 128, 128, 128, speed, angle);
                Game.AddEffect(debris);
            }
            Effect effect = new BigExplosionEffect(Game, X, Y, Game.Random.Next(360), 255, 255, 255);

            Game.AddEffect(effect);
            Game.PlaySound(Sound.Explosion);
        }
Exemple #2
0
 public void Destroy()
 {
     isDead = true;
     for (int i = 0; i < 2; i++)
     {
         int a = Utility.Atan2(Y - Game.Player.Y, Game.Player.X - X) + Game.Random.Next(-60, 60 + 1);
         Bullet bullet = new SnakeBullet(Game, X, Y, Game.Random.Next(8, 12 + 1), a);
         Game.AddEnemyBullet(bullet);
     }
     int startAngle = Game.Random.Next(90);
     for (int i = 0; i < 8; i++)
     {
         int angle = startAngle + i * 45 + Game.Random.Next(-45, 46);
         double x = X + 16 * Utility.Cos(angle);
         double y = Y - 16 * Utility.Sin(angle);
         double speed = 0.5 + 1.5 * Game.Random.NextDouble();
         Effect debris = new Debris(Game, x, y, 128, 128, 128, speed, angle);
         Game.AddEffect(debris);
     }
     Effect effect = new BigExplosionEffect(Game, X, Y, Game.Random.Next(360), 255, 255, 255);
     Game.AddEffect(effect);
     Game.PlaySound(Sound.Explosion);
 }
Exemple #3
0
 public override void Update()
 {
     if (waitCount > 0)
     {
         double newX = waitX + swingWidth * Utility.Sin(Game.Ticks * 8);
         double newY = waitY + swingHeight * Utility.Sin(Game.Ticks * 8);
         vx = newX - X;
         vy = newY - Y;
         X  = newX;
         Y  = newY;
         waitCount--;
     }
     if (waitCount == 0)
     {
         if (!attacking)
         {
             if (angle == 90)
             {
                 angle += Game.Random.Next(2) == 0 ? 1 : -1;
             }
             else
             {
                 int deg = Utility.NormalizeDeg(270 - angle);
                 if (Math.Abs(deg) < 8)
                 {
                     angle     = 270;
                     attacking = true;
                 }
                 else
                 {
                     if (deg < 0)
                     {
                         angle -= 8;
                     }
                     else if (deg > 0)
                     {
                         angle += 8;
                     }
                 }
             }
             vx += 0.5 * Utility.Cos(angle);
             vy -= 0.5 * Utility.Sin(angle);
             Move();
         }
         else
         {
             if (X < Game.Player.X + playerXTraceOffset)
             {
                 vx += 0.25;
             }
             else if (X > Game.Player.X + playerXTraceOffset)
             {
                 vx -= 0.25;
             }
             vy += 0.25;
             Move();
             {
                 int deg = Utility.NormalizeDeg(Utility.Atan2(Y - Game.Player.Y, Game.Player.X - X) - angle);
                 if (deg == -180)
                 {
                     angle += Game.Random.Next(2) == 0 ? 1 : -1;
                 }
                 else if (Math.Abs(deg) < 2)
                 {
                     angle = Utility.Atan2(Y - Game.Player.Y, Game.Player.X - X);
                 }
                 else
                 {
                     if (deg < 0)
                     {
                         angle -= 2;
                     }
                     else if (deg > 0)
                     {
                         angle += 2;
                     }
                 }
                 angle = (angle % 360 + 360) % 360;
                 if (angle < 225)
                 {
                     angle = 225;
                 }
                 else if (angle > 315)
                 {
                     angle = 315;
                 }
             }
             if (fireCount > 0)
             {
                 fireCount--;
                 if (fireCount < 12)
                 {
                     if (!Game.Player.IsDead)
                     {
                         if (fireCount % 4 == 0)
                         {
                             int    a      = Utility.Atan2(Y - Game.Player.Y, Game.Player.X - X) + Game.Random.Next(-45, 45 + 1);
                             Bullet bullet = new SnakeBullet(Game, X, Y, Game.Random.Next(4, 6 + 1), a);
                             Game.AddEnemyBullet(bullet);
                         }
                     }
                 }
             }
             else
             {
                 fireCount          = Game.Random.Next(60, 90);
                 playerXTraceOffset = Game.Random.Next(-96, 96 + 1);
             }
         }
     }
     damaged = false;
 }
Exemple #4
0
        public override void Update()
        {
            damaged = false;

            if (isDying)
            {
                if (dyingCount < POS_BUF_LEN_SUM)
                {
                    if (dyingCount % POS_BUF_LEN == 0)
                    {
                        bodies[dyingCount / POS_BUF_LEN].Destroy();
                    }
                    dyingCount++;
                }
                if (dyingCount == POS_BUF_LEN_SUM)
                {
                    int startAngle = Game.Random.Next(90);
                    for (int i = 0; i < 12; i++)
                    {
                        int angle = startAngle + i * 30 + Game.Random.Next(-30, 31);
                        double x = X + 32 * Utility.Cos(angle);
                        double y = Y - 32 * Utility.Sin(angle);
                        double speed = 0.5 + 1.5 * Game.Random.NextDouble();
                        Effect debris = new Debris(Game, x, y, 128, 128, 128, speed, angle);
                        Game.AddEffect(debris);
                    }
                    Effect effect1 = new BigExplosionEffect(Game, X + 16, Y, Game.Random.Next(360), 255, 255, 255);
                    Effect effect2 = new BigExplosionEffect(Game, X, Y - 16, Game.Random.Next(360), 255, 255, 255);
                    Effect effect3 = new BigExplosionEffect(Game, X - 16, Y, Game.Random.Next(360), 255, 255, 255);
                    Effect effect4 = new BigExplosionEffect(Game, X, Y + 16, Game.Random.Next(360), 255, 255, 255);
                    Game.AddEffect(effect1);
                    Game.AddEffect(effect2);
                    Game.AddEffect(effect3);
                    Game.AddEffect(effect4);
                    Game.PlaySound(Sound.Explosion);
                }
                return;
            }

            px = X;
            py = Y;
            for (int i = 0; i < POS_BUF_LEN_SUM - 1; i++)
            {
                posBufX[i] = posBufX[i + 1];
                posBufY[i] = posBufY[i + 1];
                angleBuf[i] = angleBuf[i + 1];
            }
            posBufX[POS_BUF_LEN_SUM - 1] = X;
            posBufY[POS_BUF_LEN_SUM - 1] = Y;
            angleBuf[POS_BUF_LEN_SUM - 1] = this.angle;

            if (Game.Ticks % 30 == 0)
            {
                if (Game.Random.Next(0, 8) != 0)
                {
                    targetX = Game.Random.Next(Game.FieldWidth / 2 - 192, Game.FieldWidth / 2 + 192 + 1);
                    targetY = Game.Random.Next(Game.FieldHeight / 4 - 64, Game.FieldHeight / 4 + 192 + 1);
                }
                else
                {
                    targetX = (int)Math.Round(Game.Player.X);
                    targetY = (int)Math.Round(Game.Player.Y);
                }
            }
            if (Math.Abs(targetX - X) < 32 && Math.Abs(targetY - Y) < 32)
            {
                targetX = Game.Random.Next(Game.FieldWidth / 2 - 192, Game.FieldWidth / 2 + 192 + 1);
                targetY = Game.Random.Next(Game.FieldHeight / 4 - 64, Game.FieldHeight / 4 + 192 + 1);
            }

            if (X < targetX)
            {
                vx += 1;
            }
            else if (targetX < X)
            {
                vx -= 1;
            }
            if (Math.Abs(vx) > MAX_SPEED)
            {
                vx = Math.Sign(vx) * MAX_SPEED;
            }
            if (Y < targetY)
            {
                vy += 1;
            }
            else if (targetY < Y)
            {
                vy -= 1;
            }
            if (Math.Abs(vy) > MAX_SPEED)
            {
                vy = Math.Sign(vy) * MAX_SPEED;
            }
            X += vx;
            Y += vy;

            for (int i = 0; i < NUM_BODIES; i++)
            {
                int index = POS_BUF_LEN * i;
                bodies[i].X = posBufX[index];
                bodies[i].Y = posBufY[index];
                bodies[i].Angle = angleBuf[index];
            }

            {
                int deg = Utility.NormalizeDeg(Utility.Atan2(py - Y, X - px) - angle);
                if (deg == -180)
                {
                    angle += Game.Random.Next(2) == 0 ? 1 : -1;
                }
                else if (Math.Abs(deg) < 16)
                {
                    angle = Utility.Atan2(py - Y, X - px);
                }
                else
                {
                    if (deg < 0)
                    {
                        angle -= 16;
                    }
                    else if (deg > 0)
                    {
                        angle += 16;
                    }
                }
            }

            if (attackCount > 0)
            {
                attackCount--;
                if (!Game.Player.IsDead)
                {
                    if (attackCount / 2 < NUM_BODIES)
                    {
                        if (attackCount % 2 == 0)
                        {
                            SnakeBody body = bodies[attackCount / 2];
                            int a = Utility.Atan2(body.Y - Game.Player.Y, Game.Player.X - body.X) + Game.Random.Next(-45, 45 + 1);
                            Bullet bullet = new SnakeBullet(Game, body.X, body.Y, Game.Random.Next(4, 8 + 1), a);
                            Game.AddEnemyBullet(bullet);
                        }
                    }
                }
            }
            else
            {
                attackCount = Game.Random.Next(60, 90);
            }
        }
Exemple #5
0
 public override void Update()
 {
     if (waitCount > 0)
     {
         double newX = waitX + swingWidth * Utility.Sin(Game.Ticks * 8);
         double newY = waitY + swingHeight * Utility.Sin(Game.Ticks * 8);
         vx = newX - X;
         vy = newY - Y;
         X = newX;
         Y = newY;
         waitCount--;
     }
     if (waitCount == 0)
     {
         if (!attacking)
         {
             if (angle == 90)
             {
                 angle += Game.Random.Next(2) == 0 ? 1 : -1;
             }
             else
             {
                 int deg = Utility.NormalizeDeg(270 - angle);
                 if (Math.Abs(deg) < 8)
                 {
                     angle = 270;
                     attacking = true;
                 }
                 else
                 {
                     if (deg < 0)
                     {
                         angle -= 8;
                     }
                     else if (deg > 0)
                     {
                         angle += 8;
                     }
                 }
             }
             vx += 0.5 * Utility.Cos(angle);
             vy -= 0.5 * Utility.Sin(angle);
             Move();
         }
         else
         {
             if (X < Game.Player.X + playerXTraceOffset)
             {
                 vx += 0.25;
             }
             else if (X > Game.Player.X + playerXTraceOffset)
             {
                 vx -= 0.25;
             }
             vy += 0.25;
             Move();
             {
                 int deg = Utility.NormalizeDeg(Utility.Atan2(Y - Game.Player.Y, Game.Player.X - X) - angle);
                 if (deg == -180)
                 {
                     angle += Game.Random.Next(2) == 0 ? 1 : -1;
                 }
                 else if (Math.Abs(deg) < 2)
                 {
                     angle = Utility.Atan2(Y - Game.Player.Y, Game.Player.X - X);
                 }
                 else
                 {
                     if (deg < 0)
                     {
                         angle -= 2;
                     }
                     else if (deg > 0)
                     {
                         angle += 2;
                     }
                 }
                 angle = (angle % 360 + 360) % 360;
                 if (angle < 225)
                 {
                     angle = 225;
                 }
                 else if (angle > 315)
                 {
                     angle = 315;
                 }
             }
             if (fireCount > 0)
             {
                 fireCount--;
                 if (fireCount < 12)
                 {
                     if (!Game.Player.IsDead)
                     {
                         if (fireCount % 4 == 0)
                         {
                             int a = Utility.Atan2(Y - Game.Player.Y, Game.Player.X - X) + Game.Random.Next(-45, 45 + 1);
                             Bullet bullet = new SnakeBullet(Game, X, Y, Game.Random.Next(4, 6 + 1), a);
                             Game.AddEnemyBullet(bullet);
                         }
                     }
                 }
             }
             else
             {
                 fireCount = Game.Random.Next(60, 90);
                 playerXTraceOffset = Game.Random.Next(-96, 96 + 1);
             }
         }
     }
     damaged = false;
 }
Exemple #6
0
        public override void Update()
        {
            damaged = false;

            if (isDying)
            {
                if (dyingCount < POS_BUF_LEN_SUM)
                {
                    if (dyingCount % POS_BUF_LEN == 0)
                    {
                        bodies[dyingCount / POS_BUF_LEN].Destroy();
                    }
                    dyingCount++;
                }
                if (dyingCount == POS_BUF_LEN_SUM)
                {
                    int startAngle = Game.Random.Next(90);
                    for (int i = 0; i < 12; i++)
                    {
                        int    angle  = startAngle + i * 30 + Game.Random.Next(-30, 31);
                        double x      = X + 32 * Utility.Cos(angle);
                        double y      = Y - 32 * Utility.Sin(angle);
                        double speed  = 0.5 + 1.5 * Game.Random.NextDouble();
                        Effect debris = new Debris(Game, x, y, 128, 128, 128, speed, angle);
                        Game.AddEffect(debris);
                    }
                    Effect effect1 = new BigExplosionEffect(Game, X + 16, Y, Game.Random.Next(360), 255, 255, 255);
                    Effect effect2 = new BigExplosionEffect(Game, X, Y - 16, Game.Random.Next(360), 255, 255, 255);
                    Effect effect3 = new BigExplosionEffect(Game, X - 16, Y, Game.Random.Next(360), 255, 255, 255);
                    Effect effect4 = new BigExplosionEffect(Game, X, Y + 16, Game.Random.Next(360), 255, 255, 255);
                    Game.AddEffect(effect1);
                    Game.AddEffect(effect2);
                    Game.AddEffect(effect3);
                    Game.AddEffect(effect4);
                    Game.PlaySound(Sound.Explosion);
                }
                return;
            }

            px = X;
            py = Y;
            for (int i = 0; i < POS_BUF_LEN_SUM - 1; i++)
            {
                posBufX[i]  = posBufX[i + 1];
                posBufY[i]  = posBufY[i + 1];
                angleBuf[i] = angleBuf[i + 1];
            }
            posBufX[POS_BUF_LEN_SUM - 1]  = X;
            posBufY[POS_BUF_LEN_SUM - 1]  = Y;
            angleBuf[POS_BUF_LEN_SUM - 1] = this.angle;

            if (Game.Ticks % 30 == 0)
            {
                if (Game.Random.Next(0, 8) != 0)
                {
                    targetX = Game.Random.Next(Game.FieldWidth / 2 - 192, Game.FieldWidth / 2 + 192 + 1);
                    targetY = Game.Random.Next(Game.FieldHeight / 4 - 64, Game.FieldHeight / 4 + 192 + 1);
                }
                else
                {
                    targetX = (int)Math.Round(Game.Player.X);
                    targetY = (int)Math.Round(Game.Player.Y);
                }
            }
            if (Math.Abs(targetX - X) < 32 && Math.Abs(targetY - Y) < 32)
            {
                targetX = Game.Random.Next(Game.FieldWidth / 2 - 192, Game.FieldWidth / 2 + 192 + 1);
                targetY = Game.Random.Next(Game.FieldHeight / 4 - 64, Game.FieldHeight / 4 + 192 + 1);
            }

            if (X < targetX)
            {
                vx += 1;
            }
            else if (targetX < X)
            {
                vx -= 1;
            }
            if (Math.Abs(vx) > MAX_SPEED)
            {
                vx = Math.Sign(vx) * MAX_SPEED;
            }
            if (Y < targetY)
            {
                vy += 1;
            }
            else if (targetY < Y)
            {
                vy -= 1;
            }
            if (Math.Abs(vy) > MAX_SPEED)
            {
                vy = Math.Sign(vy) * MAX_SPEED;
            }
            X += vx;
            Y += vy;

            for (int i = 0; i < NUM_BODIES; i++)
            {
                int index = POS_BUF_LEN * i;
                bodies[i].X     = posBufX[index];
                bodies[i].Y     = posBufY[index];
                bodies[i].Angle = angleBuf[index];
            }

            {
                int deg = Utility.NormalizeDeg(Utility.Atan2(py - Y, X - px) - angle);
                if (deg == -180)
                {
                    angle += Game.Random.Next(2) == 0 ? 1 : -1;
                }
                else if (Math.Abs(deg) < 16)
                {
                    angle = Utility.Atan2(py - Y, X - px);
                }
                else
                {
                    if (deg < 0)
                    {
                        angle -= 16;
                    }
                    else if (deg > 0)
                    {
                        angle += 16;
                    }
                }
            }

            if (attackCount > 0)
            {
                attackCount--;
                if (!Game.Player.IsDead)
                {
                    if (attackCount / 2 < NUM_BODIES)
                    {
                        if (attackCount % 2 == 0)
                        {
                            SnakeBody body   = bodies[attackCount / 2];
                            int       a      = Utility.Atan2(body.Y - Game.Player.Y, Game.Player.X - body.X) + Game.Random.Next(-45, 45 + 1);
                            Bullet    bullet = new SnakeBullet(Game, body.X, body.Y, Game.Random.Next(4, 8 + 1), a);
                            Game.AddEnemyBullet(bullet);
                        }
                    }
                }
            }
            else
            {
                attackCount = Game.Random.Next(60, 90);
            }
        }