Exemple #1
0
        void spawnItem(int i, Vector2 position)
        {
            int num = i;
            Vector2 pos = position;

            if (i == 0)
                num = RandomProvider.GetRandom().Next(1, 9);

            if (position == Vector2.Zero)
                pos = new Vector2(RandomProvider.GetRandom().Next((int)(TurkeySmashGame.WindowSize.X / 6), (int)(5 * TurkeySmashGame.WindowSize.X / 6)), TurkeySmashGame.WindowSize.Y / 6);

            PhysicsObject item = null;
            switch (num)
            {
                case 1:
                    itemsSprite.Add(football);
                    item = new RoundPhysicsObject(world, pos, 3f, 0.7f, football);
                    break;
                case 2:
                    itemsSprite.Add(caisseSprite);
                    item = new RectPhysicsObject(world, pos, 2.0f, caisseSprite);
                    break;
                case 3:
                    itemsSprite.Add(blocSwag);
                    item = new RectPhysicsObject(world, pos, 1f, blocSwag);
                    break;
                case 4:
                    itemsSprite.Add(pingpong);
                    item = new RoundPhysicsObject(world, pos, 5, 0.90f, pingpong);
                    break;
                case 5:
                    itemsSprite.Add(baguette);
                    item = new RectPhysicsObject(world, pos, 4, baguette);
                    break;
                case 6:
                    itemsSprite.Add(pneu);
                    item = new RoundPhysicsObject(world, pos, 5, 0.75f, pneu);
                    break;
                case 7:
                    itemsSprite.Add(pq);
                    item = new RectPhysicsObject(world, pos, 5, pq);
                    break;
                case 8:
                    itemsSprite.Add(tv);
                    item = new RectPhysicsObject(world, pos, 1, tv);
                    break;
            }
            FarseerBodyUserData userData = new FarseerBodyUserData
            {
                IsCharacter = false,
                IsBonus = false,
                IsItem = true,
            };
            item.body.UserData = userData;
            item.body.Mass = massItem;
            items.Add(item);
        }
        public override void Update(GameTime gameTime)
        {
            #region Reset Anim

            if (FinishedAnimation)
            {
                inAction = false;
                Reset(new Point(0, 1));
                TimeBetweenFrame = 100;
                canHit = true;
                isHit = false;
            }

            #endregion

            position = ConvertUnits.ToDisplayUnits(bodyPosition) - bodySize; // update de la position de l'image
            newPosition = bodyPosition;
            newColor = color;
            FarseerBodyUserData userdata = (FarseerBodyUserData)body.UserData;
            userdata.Protecting = isProtecting;
            invincible = userdata.Invincible;
            powerUp = userdata.PowerUp;
            int time = gameTime.ElapsedGameTime.Milliseconds;

            #region animatedEffects & particules update

            if (animatedEffects.Count > 0)
            {
                for (int k = 0; k < animatedEffects.Count; k++)
                {
                    animatedEffects[k].Update(gameTime);
                    if (animatedEffects[k].FinishedAnimation)
                        animatedEffects.RemoveAt(k);
                }
            }

            if (particles.Count > 0)
            {
                for (int index = 0; index < particles.Count; index++)
                {
                    particles[index].Update(gameTime, ConvertUnits.ToDisplayUnits(bodyPosition));
                    if (particles[index].particles.Count == 0)
                        particles.RemoveAt(index);
                }
            }

            #endregion

            #region Hit

            if (inAction & CurrentFrame.X == frameHit & canHit)
            {
                punchMiss.Play();
                RectPhysicsObject hit = new RectPhysicsObject(world, new Vector2(ConvertUnits.ToDisplayUnits(body.Position.X) + (allongeCoup + (bodySize.X / 2)) * x,
                    ConvertUnits.ToDisplayUnits(body.Position.Y) + (allongeCoup + bodySize.Y) * y), 1, new Vector2(bodySize.X / 2, bodySize.Y / 2));
                hit.body.IsSensor = true;
                hit.body.OnCollision += hitOnColision;
                world.Step(1 / 3000f);
                world.RemoveBody(hit.body);
                canHit = false;
            }

            #endregion

            if (pourcent > oldPourcent)
                isHit = true;

            #region Protection

            if (compteurProtection > tempsProtection)
            {
                isProtecting = false;
                userdata.Protecting = false;
            }
            else
            {
                if (isProtecting)
                {
                    particles.Add(new ParticleEngine(TurkeySmashGame.content.Load<Texture2D>("Jeu\\effets\\bulleProtectrice"), ConvertUnits.ToDisplayUnits(new Vector2(bodyPosition.X, bodyPosition.Y - 0.1f)),
                        Vector2.Zero, Color.Red, 1, BlendState.Additive, 0, 1.0f, false, false, false, false, false, false));
                }
            }

            #endregion

            #region Invincible

            if (compteurInvincible > tempsInvincibilite)
            {
                invincible = false;
                userdata.Invincible = false;
            }
            else
            {
                compteur += time;
                if (invincible & compteur > 50)
                {
                    particles.Add(new ParticleEngine(textures, ConvertUnits.ToDisplayUnits(new Vector2(bodyPosition.X, bodyPosition.Y - 0.15f)), Vector2.Zero, Color.Yellow, 4, 600, 1.0f, false, true, false, false));
                    color = lastColor == Color.Yellow ? Color.White : Color.Yellow;
                    compteur = 0;
                }
            }

            #endregion

            #region PowerUp

            if (compteurPowerUp > tempsPowerUp)
            {
                powerUp = false;
                userdata.PowerUp = false;
            }
            else
            {
                compteur0 += time;
                if (powerUp & compteur0 > 600)
                {
                    color = new Color(210,70,90);
                    compteur0 = 0;
                }
            }

            #endregion

            #region Chute

            if (newPosition.Y > (oldPosition.Y + 0.1f) & !inAction)
            {
                CurrentFrame = new Point(4, 2);
                definition.Loop = false;
                FinishedAnimation = true;
            }

            #endregion

            #region Flip Droite/Gauche

            if (!inAction)
            {
                if (lookingRight)
                    spriteEffects = SpriteEffects.None;
                else
                    spriteEffects = SpriteEffects.FlipHorizontally;
            }

            #endregion

            #region Filtre couleur + Anim coup reçu

            if (isHit)
            {
                color = Color.Red;
                i = 5;
                if (newPosition.X > (oldPosition.X + 0.1f) || newPosition.X < (oldPosition.X - 0.1f))
                {
                    Reset(new Point(0, 8));
                    TimeBetweenFrame = 50;
                }
                else
                {
                    CurrentFrame = new Point(0, 10);
                    FinishedAnimation = true;
                }
                inAction = true;
                definition.Loop = false;
            }
            else if (i > 0)
            {
                color = Color.Red;
                i--;
                if (FinishedAnimation)
                {
                    CurrentFrame = new Point(0, 10);
                    definition.Loop = false;
                    FinishedAnimation = true;
                }
            }
            else
            {
                if (!invincible & !powerUp)
                    color = Color.White;
            }

            #endregion

            #region Update Compteurs

            if (!inAction)
                compteurRoulade += time;
            else
                compteurRoulade = 0;

            if (isProtecting)
                compteurProtection += time;
            else
                compteurProtection -= compteurProtection > 0 ? time : 0;

            if (invincible)
                compteurInvincible += time;
            else
                compteurInvincible = 0;

            if (powerUp)
            {
                compteurPowerUp += time;
                puissPowerUp = 1.5f;
                pourcentageInflige = 14;
            }
            else
            {
                puissPowerUp = 1;
                compteurPowerUp = 1;
                pourcentageInflige = 7;
            }

            #endregion

            body.OnCollision += bodyOnCollision;
            oldPourcent = pourcent;
            oldDirection = direction;
            direction = Direction.Nodirection;
            pourcent = userdata.Pourcent;
            oldPosition = newPosition;
            lastColor = newColor;
            isMoving = false;
            isProtecting = false;

            base.Update(gameTime);
        }
Exemple #3
0
        void spawnBonus(int i, Vector2 position)
        {
            PhysicsObject thisBonus = null;
            int num = i;
            Vector2 pos = position;

            if (i == 0)
                num = RandomProvider.GetRandom().Next(1, 5);

            if (position == Vector2.Zero)
                pos = new Vector2(RandomProvider.GetRandom().Next((int)(TurkeySmashGame.WindowSize.X / 6), (int)(5 * TurkeySmashGame.WindowSize.X / 6)), TurkeySmashGame.WindowSize.Y / 6);

            switch (num)
            {
                case 1:
                    thisBonus = new RectPhysicsObject(world, pos, 1, dinde);
                    bonusSprite.Add(dinde);
                    FarseerBodyUserData userData1 = new FarseerBodyUserData
                    {
                        IsCharacter = false,
                        IsBonus = true,
                        IsUsed = false,
                        BonusType = "dinde"
                    };
                    thisBonus.body.UserData = userData1;
                    break;
                case 2:
                    thisBonus = new RectPhysicsObject(world, pos, 1, hamburger);
                    FarseerBodyUserData userData2 = new FarseerBodyUserData
                    {
                        IsCharacter = false,
                        IsBonus = true,
                        IsUsed = false,
                        BonusType = "pourcent"
                    };
                    thisBonus.body.UserData = userData2;
                    bonusSprite.Add(hamburger);
                    break;
                case 3:
                    thisBonus = new RectPhysicsObject(world, pos, 1, raquette);
                    FarseerBodyUserData userData3 = new FarseerBodyUserData
                    {
                        IsCharacter = false,
                        IsBonus = true,
                        IsUsed = false,
                        BonusType = "raquette"
                    };
                    thisBonus.body.UserData = userData3;
                    bonusSprite.Add(raquette);
                    break;
                case 4:
                    thisBonus = new RectPhysicsObject(world, pos, 1, invincible);
                    FarseerBodyUserData userData4 = new FarseerBodyUserData
                    {
                        IsCharacter = false,
                        IsBonus = true,
                        IsUsed = false,
                        BonusType = "invincible"
                    };
                    thisBonus.body.UserData = userData4;
                    bonusSprite.Add(invincible);
                    break;
            }
            bonus.Add(thisBonus);
        }