public ComponentShield( Ship arg_ship, float arg_size, ShieldTemplate arg_template): base(arg_ship, arg_ship.template.component_shield_pos, arg_size, arg_template)
        {
            template = arg_template;

            radius = arg_ship.template.shield_radius;

            hitbox = new HitboxCircle(radius);
            art = ArtManager.shields[template.art_resource].New(radius, size);

            shield_resistance = template.shield_resistance * SHIELD_BASE_RESISTANCE;

            max_integrity = (arg_template.integrity * arg_size * Utility.Sqrt(arg_size));
            regen_rate = (arg_template.regen / GameConst.framerate) * arg_size;
            integrity = max_integrity;
            reform_integrity = max_integrity * template.reform_integrity;
            active = true;
        }
Exemple #2
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 public virtual Intersection Intersect( Hitbox hitbox )
 {
     return null;
 }
Exemple #3
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        public override Intersection Intersect(Hitbox hitbox)
        {
            if (!this.WithinRadius(hitbox)) { return null; }

            if (hitbox is HitboxCircle)
            {
                return this.IntersectCircle((HitboxCircle)hitbox);
            }

            if (hitbox is HitboxPolygon)
            {
                return this.IntersectPolygon((HitboxPolygon)hitbox);
            }

            return null;
        }
Exemple #4
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 // as above
 public bool WithinRadius(Hitbox hitbox)
 {
     float combined_radsq = radius + hitbox.radius;
     combined_radsq *= combined_radsq;
     return Vector2.DistanceSquared(pos, hitbox.pos) < (combined_radsq);
 }
Exemple #5
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        public override Intersection Intersect(Hitbox hitbox)
        {
            if (!this.WithinRadius(hitbox)) { return null; }
            
            if (hitbox is HitboxCircle)
            {
                // if both hitboxes are circles, then the ContainsExclusion test
                // is the same as the collision test.
                // So a collision has occurred

                Intersection sect = new Intersection();

                sect.position = ((hitbox.pos * radius) + (pos * hitbox.radius)) / (radius + hitbox.radius);
                sect.surface_normal = Utility.Angle(pos - hitbox.pos);
                sect.overlap = (radius - (sect.position - pos).Length())*2;

                return sect;
            }
            
            if ( hitbox is HitboxPolygon )
            {
                // YEA. DO THAT.
                return ((HitboxPolygon)hitbox).IntersectCircle(this);
            }

            return null;
        }