Exemple #1
0
        public static void ChecksHighLevels(ArrayList players, Radar.PlayerObject im)
        {
            //Чекаем, теряем ли мы хп?
            if (Game1.settings.sounds.PlayMeDamaged)
            {
                if (im.CurrentHealth < LastMyHP)
                {
                    if (my_player_damaged.State == SoundState.Stopped)
                    {
                        //Нас дамажат, проигрываем эффект удара
                        my_player_damaged.Volume = 0.3f;
                        my_player_damaged.Pitch  = Game1.random.Next(4, 6) / 10.0f;
                        my_player_damaged.Play();
                    }
                }
            }
            LastMyHP = im.CurrentHealth;


            ArrayList playerToCheckDistance = new ArrayList();

            bool HighLvlFinded = false;

            foreach (Radar.PlayerObject player in players)
            {
                if (player.Guid != im.Guid)
                {
                    if (!player.IsDead & !im.IsDead)
                    {
                        if (Defines.IsEnemy(player.Race, im.Race))
                        {
                            if (player.IsHighLvl)
                            {
                                playerToCheckDistance.Add(player);
                                HighLvlFinded = true;
                            }
                        }
                    }
                }
            }


            //Ищем ближайших высокий левелов
            float nearestDistance = MaxSoundDistance;

            foreach (Radar.PlayerObject player in players)
            {
                float currPlayer_Distance = Vector2.Distance(new Vector2(im.XPos, im.YPos), new Vector2(player.XPos, player.YPos));

                if (currPlayer_Distance < nearestDistance)
                {
                    nearestDistance = currPlayer_Distance;
                }
            }

            //Вычисляем громкость, чем ближе - тем громче
            float procVal  = (nearestDistance / MaxSoundDistance) * 100;
            float limit    = 70;
            float procents = procVal > limit ? limit : procVal;  //Ограничиваем
            float volume   = Math.Abs((100 - procents) / 666);

            high_lvl_rogue.Volume = volume;
            high_lvl.Volume       = volume;
            low_lvl.Volume        = volume;


            //Проигрование звуки если высокий лвл
            bool findedAny = false;

            foreach (Radar.PlayerObject player in players)
            {
                if (player.Guid != im.Guid)
                {
                    if (!player.IsDead & !im.IsDead)
                    {
                        if (Defines.IsEnemy(player.Race, im.Race))
                        {
                            if (HighLvlFinded)  //Высокий уровень
                            {
                                //Если рога
                                bool hasRogue = (player.Class == (byte)Defines.Classes.ROGUE | player.Class == (byte)Defines.Classes.DRUID);
                                if (Game1.settings.sounds.PlayInvisibles & hasRogue)
                                {
                                    if (Game1.settings.sounds.PlayInvisibles) //Если проигрывать звуки для инвизчиков
                                    {
                                        if (high_lvl_rogue.State != SoundState.Playing)
                                        {
                                            low_lvl.Stop();
                                            high_lvl.Stop();
                                            high_lvl_rogue.Play();  //Проигрываем звук для инвизеров
                                        }
                                    }
                                }
                                else
                                {
                                    if (Game1.settings.sounds.PlayHighLvl) //Если проигрывать звуки для высоких лвл
                                    {
                                        if (high_lvl.State != SoundState.Playing)
                                        {
                                            low_lvl.Stop();
                                            high_lvl_rogue.Stop();
                                            high_lvl.Play();  //Проигрываем звук для высоких лвл
                                        }
                                    }
                                }

                                findedAny = true;
                                break;
                            }
                            else if (!player.IsHighLvl)               //Низкий уровень
                            {
                                if (Game1.settings.sounds.PlayLowLvl) //Если проигрывать звуки для низких лвл
                                {
                                    if (low_lvl.State != SoundState.Playing & high_lvl_rogue.State != SoundState.Playing)
                                    {
                                        high_lvl.Stop();
                                        low_lvl.Play();  //Проигрываем звук для низких лвл
                                    }
                                    findedAny = true;
                                    break;
                                }
                            }
                        }
                    }
                }
            }


            //Если не нашло ничего, вырубаем (кроме роги)
            if (!findedAny)
            {
                low_lvl.Stop();
                high_lvl.Stop();
            }
        }
Exemple #2
0
        public static void DrawPlayer(this SpriteBatch sb, Radar.PlayerObject player, Radar.PlayerObject im)
        {
            float RadarZoom = Game1.settings.RadarZoom;

            bool  IsEnemy  = Defines.IsEnemy(player.Race, im.Race);
            float XPos     = (im.XPos - player.XPos) * RadarZoom + Game1.RadarWidth / 2;
            float YPos     = (im.YPos - player.YPos) * RadarZoom + Game1.RadarHeight / 2;
            float Rotation = -player.Rotation;
            float Zoom     = RadarZoom / 3.2f;
            Color color    = Tools.GetRandomColor(Game1.random);
            int   Size     = Game1.settings.Player_Size;

            Texture2D class_tex = Textures.GetTextureByClass(player.Class);
            Texture2D arrow_tex = Textures.GetTexture("other_arrow");

            //Calc destinations for textures
            Rectangle ClassDest = new Rectangle((int)XPos, (int)YPos, (int)(class_tex.Width * Zoom), (int)(class_tex.Height * Zoom));
            Rectangle ArrowDest = new Rectangle((int)XPos, (int)YPos, (int)(arrow_tex.Width * (Zoom / 1.4f)), (int)(arrow_tex.Height * (Zoom / 1.4f)));


            //Рисуем линию взгляда если высокий лвл
            if (IsEnemy)
            {
                if (player.IsHighLvl)
                {
                    sb.DrawLine(new Vector2(XPos, YPos), Game1.RadarWidth * 1.5f, (Rotation - 1.577f), Color.Red, 2);
                    sb.DrawText(player.Name + ":" + player.Level.ToString(), new Vector2(XPos, YPos + Size), 15.0f, color);
                }
                else
                {
                    float medium_lenght = (class_tex.Width / 2) + (class_tex.Height / 2);
                    sb.DrawLine(new Vector2(XPos, YPos), (medium_lenght) * Zoom + (medium_lenght / 2), (Rotation - 1.577f), Color.Red, 2);
                    sb.DrawText(player.Name + ":" + player.Level.ToString(), new Vector2(XPos, YPos + Size), 14.0f, Color.Red);
                }
            }
            else
            {
                float medium_lenght = (class_tex.Width / 2) + (class_tex.Height / 2);
                sb.DrawLine(new Vector2(XPos, YPos), (medium_lenght) * Zoom, (Rotation - 1.577f), Color.LightSkyBlue, 2);
                sb.DrawText(player.Name + ":" + player.Level.ToString(), new Vector2(XPos, YPos + Size), 14.0f, Color.Gold);
            }



            if (player.IsDead)
            {
                sb.DrawOpacityTexture(class_tex, ClassDest, 120);
            }
            else
            {
                //Draw class
                sb.DrawTexture(class_tex, ClassDest);


                //And finally arrow of sight
                if (IsEnemy)
                {
                    sb.DrawTexture(arrow_tex, ArrowDest, Rotation, Color.Red);
                }
                else
                {
                    sb.DrawTexture(arrow_tex, ArrowDest, Rotation, Color.LightSkyBlue);
                }
            }
        }