public void WasShot() { hitpoints--; if (hitpoints <= 0) { IsExpired = true; } float hue = (float)((3 * GameRoot.GameTime.TotalGameTime.TotalSeconds) % 6); Color color = ColorUtil.HSVToColor(hue, 0.25f, 1); const int numParticles = 150; float startOffset = rand.NextFloat(0, MathHelper.TwoPi / numParticles); for (int i = 0; i < numParticles; i++) { Vector2 sprayVel = MathUtil.FromPolar(MathHelper.TwoPi * i / numParticles + startOffset, rand.NextFloat(8, 16)); Vector2 pos = Position + 2f * sprayVel; var state = new ParticleState() { Velocity = sprayVel, LengthMultiplier = 1, Type = ParticleType.IgnoreGravity }; GameRoot.ParticleManager.CreateParticle(Art.LineParticle, pos, color, 90, 1.5f, state); } Sound.Explosion.Play(0.5f, rand.NextFloat(-0.2f, 0.2f), 0); }
/// <summary> /// Handles death for the ship /// </summary> public void Kill() { // Remove a life PlayerStatus.RemoveLife(); // Reset the position Position = new Vector2(GameBase.ScreenSize.X / 2, GameBase.ScreenSize.Y - 10); // Set the frames until respawn as 120 if the game is not over, and 300 if the game is over framesUntilRespawn = PlayerStatus.IsGameOver ? 300 : 120; // Create a yellow explosion colour Color explosionColor = new Color(0.8f, 0.8f, 0.4f); // Create death particles for (int i = 0; i < 1200; i++) { // Define the particle speed and colour float speed = 18f * (1f - 1 / rand.NextFloat(1f, 10f)); Color color = Color.Lerp(Color.White, explosionColor, rand.NextFloat(0, 1)); // Create a new particle state var state = new ParticleState() { Velocity = rand.NextVector2(speed, speed), Type = ParticleType.None, LengthMultiplier = 1 }; // Create the individual particle GameBase.ParticleManager.CreateParticle(Art.LineParticle, Position, color, 190, 1.5f, state); } }
public void WasShot() { IsExpired = true; PlayerStatus.AddPoints(PointValue); PlayerStatus.IncreaseMultiplier(); float hue1 = rand.NextFloat(0, 6); float hue2 = (hue1 + rand.NextFloat(0, 2)) % 6f; Color color1 = ColorUtil.HSVToColor(hue1, 0.5f, 1); Color color2 = ColorUtil.HSVToColor(hue2, 0.5f, 1); for (int i = 0; i < 120; i++) { float speed = 18f * (1f - 1 / rand.NextFloat(1, 10)); var state = new ParticleState() { Velocity = rand.NextVector2(speed, speed), Type = ParticleType.Enemy, LengthMultiplier = 1 }; Color color = Color.Lerp(color1, color2, rand.NextFloat(0, 1)); GameRoot.ParticleManager.CreateParticle(Art.LineParticle, Position, color, 190, 1.5f, state); } Sound.Explosion.Play(0.5f, rand.NextFloat(-0.2f, 0.2f), 0); }
/// <summary> /// Kills an enemy /// </summary> /// <param name="isNewLife">Checks to see whether or not the player died and the enemy needs to /// be killed without generating new subenemies. False by default</param> public void KillEnemy(bool isNewLife = false) { // Expire the entity IsExpired = true; // Check to see if the enemy was not killed by virtue of a new life if (!isNewLife) { // Add points and increase the multiplier PlayerStatus.AddPoints(PointValue); PlayerStatus.IncreaseMultiplier(); // Create 2 random hues float hue1 = rand.NextFloat(0, 6); float hue2 = (hue1 + rand.NextFloat(0, 2)) % 6f; // Extract the colours from the two hues Color color1 = ColorUtil.HSVToColor(hue1, 0.5f, 1); Color color2 = ColorUtil.HSVToColor(hue2, 0.5f, 1); // Create a particle explosion of 120 particles for (int i = 0; i < 120; i++) { // Set the particle speed float speed = 18f * (1f - 1 / rand.NextFloat(1, 10)); // Create a new particle state var state = new ParticleState() { Velocity = rand.NextVector2(speed, speed), Type = ParticleType.Enemy, LengthMultiplier = 1 }; // Lerp the colour between the two colours defined above Color color = Color.Lerp(color1, color2, rand.NextFloat(0, 1)); // Create the particle GameBase.ParticleManager.CreateParticle(Art.LineParticle, Position, color, 190, 1.5f, state); } // Play an explosion sound Sound.Explosion.Play(0.5f, rand.NextFloat(-0.2f, 0.2f), 0); // NOTE: I use different X velocities to add to the illusion of weight // If the enemy is a large meteor, spawn in two middle meteors if (Type == EnemyType.LargeMeteor) { EntityManager.Add(MiddleMeteor(Position, new Vector2(5, -6))); EntityManager.Add(MiddleMeteor(Position, new Vector2(-5, -6))); } // If the enemy is a middle meteor, spawn in two small meteors else if (Type == EnemyType.MiddleMeteor) { EntityManager.Add(SmallMeteor(Position, new Vector2(7, -6))); EntityManager.Add(SmallMeteor(Position, new Vector2(-7, -6))); EntityManager.Add(SmallMeteor(Position, new Vector2(0, 6))); } } }
public static ParticleState GetRandom(float minVel, float maxVel) { var state = new ParticleState(); state.Velocity = rand.NextVector2(minVel, maxVel); state.Type = ParticleType.None; state.LengthMultiplier = 1; return(state); }
public override void Update() { var entities = EntityManager.GetNearbyEntities(Position, 250); foreach (var entity in entities) { if (entity is Enemy && !(entity as Enemy).IsActive) { continue; } // bullets are repelled by black holes and everything else is attracted if (entity is Bullet) { entity.Velocity += (entity.Position - Position).ScaleTo(0.3f); } else { var dPos = Position - entity.Position; var length = dPos.Length(); entity.Velocity += dPos.ScaleTo(MathHelper.Lerp(2, 0, length / 250f)); } } // The black holes spray some orbiting particles. The spray toggles on and off every quarter second. if ((GameRoot.GameTime.TotalGameTime.Milliseconds / 250) % 2 == 0) { Vector2 sprayVel = MathUtil.FromPolar(sprayAngle, rand.NextFloat(12, 15)); Color color = ColorUtil.HSVToColor(5, 0.5f, 0.8f); // light purple Vector2 pos = Position + 2f * new Vector2(sprayVel.Y, -sprayVel.X) + rand.NextVector2(4, 8); var state = new ParticleState() { Velocity = sprayVel, LengthMultiplier = 1, Type = ParticleType.Enemy }; GameRoot.ParticleManager.CreateParticle(Art.LineParticle, pos, color, 190, 1.5f, state); } // rotate the spray direction sprayAngle -= MathHelper.TwoPi / 50f; GameRoot.Grid.ApplyImplosiveForce((float)Math.Sin(sprayAngle / 2) * 10 + 20, Position, 200); }
public void Kill() { PlayerStatus.RemoveLife(); framesUntilRespawn = PlayerStatus.IsGameOver ? 300 : 120; Color explosionColor = new Color(0.8f, 0.8f, 0.4f); // yellow for (int i = 0; i < 1200; i++) { float speed = 18f * (1f - 1 / rand.NextFloat(1f, 10f)); Color color = Color.Lerp(Color.White, explosionColor, rand.NextFloat(0, 1)); var state = new ParticleState() { Velocity = rand.NextVector2(speed, speed), Type = ParticleType.None, LengthMultiplier = 1 }; GameRoot.ParticleManager.CreateParticle(Art.LineParticle, Position, color, 190, 1.5f, state); } }