Exemple #1
0
        private float ModifyDamageToTake(PositionedObject damageDealer, float weaponLevelModifier, float baseDamage)
        {
            float toReturn = baseDamage;

            if (ShieldHalfAngle != 0)
            {
                Vector3 directionOfDamage = damageDealer.Position - Position;
                directionOfDamage.Normalize();
                var     directionFacing = TopDownDirectionExtensions.FromDirection(new Vector2(aimingVector.X, aimingVector.Y), PossibleDirections.EightWay);
                Vector3 forwardVector   = directionFacing.ToVector();

                var dotProd = directionOfDamage.X * forwardVector.X + directionOfDamage.Y * forwardVector.Y;

                var angleDegrees = Math.Acos(dotProd) * (180 / Math.PI);

                toReturn = baseDamage;

                if (angleDegrees < ShieldHalfAngle)
                {
                    toReturn /= 2;
                }
            }

            toReturn = toReturn * weaponLevelModifier;

            return(toReturn);
        }
Exemple #2
0
        private void DoShootingFireActivity(Bullet.DataCategory bulletData)
        {
            var direction = aimingVector;

            var bullet = Factories.BulletFactory.CreateNew(this.X, this.Y);

            bullet.Owner = this;
            bullet.CurrentDataCategoryState = bulletData;
            bullet.Velocity = bullet.BulletSpeed * direction;
            bullet.SetAnimationChainFromVelocity(TopDownDirectionExtensions.FromDirection(aimingVector, PossibleDirections), EquippedWeapon);

            CurrentEnergy -= ModifyEnergyDrain(bulletData.EnergyUsePerShot);

            shootingLayer.PlayOnce(GetChainName(currentPrimaryAction, SecondaryActions.Shooting));

            lastFireShotTime = FlatRedBall.Screens.ScreenManager.CurrentScreen.PauseAdjustedCurrentTime;
            if (bulletData == Bullet.DataCategory.PlayerFire)
            {
                FlatRedBall.Audio.AudioManager.Play(PlayerFlameShot);
            }
            else if (bulletData == Bullet.DataCategory.PlayerSkull)
            {
                switch (FlatRedBallServices.Random.Next(0, 3))
                {
                case 0: FlatRedBall.Audio.AudioManager.Play(PlayerShotSkull1); break;

                case 1: FlatRedBall.Audio.AudioManager.Play(PlayerShotSkull2); break;

                case 2: FlatRedBall.Audio.AudioManager.Play(PlayerShotSkull3); break;
                }
            }
        }
Exemple #3
0
        private string GetChainName(PrimaryActions primaryAction, SecondaryActions secondaryActions)
        {
            if (aimingVector.X != 0 || aimingVector.Y != 0)
            {
                var direction = TopDownDirectionExtensions.FromDirection(new Vector2(aimingVector.X, aimingVector.Y), PossibleDirections.EightWay);


                return(ChainNameHelperMethods.GenerateChainName(primaryAction, null, direction));
            }
            else
            {
                return(ChainNameHelperMethods.GenerateChainName(primaryAction, null, TopDownDirection.Right));
            }
        }
Exemple #4
0
        public void SetAnimationChainFromVelocity(TopDownDirection aimingDirection, Weapon weapon)
        {
            string weaponAnimationName = null;

            switch (weapon)
            {
            case Weapon.ShootingFire: weaponAnimationName = "Fireball"; break;

            case Weapon.ShootingSkulls: weaponAnimationName = "Skull"; break;
            }
            SpriteInstance.CurrentChainName = weaponAnimationName + "_" + aimingDirection.ToFriendlyString();
            var positionOffset = TopDownDirectionExtensions.ToVector(aimingDirection);

            Position += positionOffset * OffsetRadius;
        }
Exemple #5
0
        private string GetChainName(PrimaryActions primaryAction, SecondaryActions secondaryAction = SecondaryActions.None)
        {
            Weapon?weapon = null;

            if (secondaryAction == SecondaryActions.Shooting)
            {
                weapon = EquippedWeapon;
            }
            if (aimingVector.X != 0 || aimingVector.Y != 0)
            {
                var direction = TopDownDirectionExtensions.FromDirection(new Vector2(aimingVector.X, aimingVector.Y), PossibleDirections.EightWay);

                return(ChainNameHelperMethods.GenerateChainName(primaryAction, weapon, direction));
            }
            else
            {
                return(ChainNameHelperMethods.GenerateChainName(primaryAction, weapon, TopDownDirection.Right));
            }
        }