Exemple #1
0
        public override void Update()
        {
            base.Update();

            if (_explosions != null)
            {
                foreach (GameObject gameObject in _explosions)
                {
                    gameObject.Update();
                }
            }

            if (Dead && !_dead)
            {
                _dead = true;
                TimeIndexedSineMotion motion = (TimeIndexedSineMotion)Motion;
                motion.Amplitude = 0;
                _explosions      = new List <GameObject>();
                for (int i = 0; i < 10; i++)
                {
                    Explosion explosion = new Explosion();
                    explosion.Location = new Vector3D(Location.X + Math.Random() * 300, Location.Y - 133 + Math.Random() * 266, 10);
                    _explosions.Add(explosion);
                }

                ShooterLevel.Current.Win();
            }

            if (Dead)
            {
                return;
            }

            if (Location.X <= 500)
            {
                TimeIndexedSineMotion motion = (TimeIndexedSineMotion)Motion;
                motion.Speed = ShooterLevel.Current.BaseSpeed;
            }

            if (_topGun != null)
            {
                _topGun.Location.X = Location.X + 220;
                _topGun.Location.Y = Location.Y - 132;

                if (_topGun.Dead)
                {
                    _topGun = null;
                }
            }

            if (_bottomGun != null)
            {
                _bottomGun.Location.X = Location.X + 220;
                _bottomGun.Location.Y = Location.Y + 132;

                if (_bottomGun.Dead)
                {
                    _bottomGun = null;
                }
            }

            if (_middleGun != null)
            {
                _middleGun.Location.X = Location.X + 4;
                _middleGun.Location.Y = Location.Y;

                if (_middleGun.Dead)
                {
                    _middleGun = null;
                }
            }

            if (_topGun == null && _middleGun == null && _bottomGun == null)
            {
                ShooterLevel level = ShooterLevel.Current;
                if (!Dead && level.Ticks >= _lastShot + FireRate)
                {
                    _lastShot = level.Ticks;

                    new BasicPlasmaBall(Location, new StraightMotion(new Vector2D(Math.Random() * -0.1f, 0.05f - Math.Random() * 0.1f)));
                    new BasicPlasmaBall(Location, new StraightMotion(new Vector2D(Math.Random() * -0.1f, 0.05f - Math.Random() * 0.1f)));
                    new BasicPlasmaBall(Location, new StraightMotion(new Vector2D(Math.Random() * -0.1f, 0.05f - Math.Random() * 0.1f)));
                }
            }
            else
            {
                Life = 300;
            }
        }
Exemple #2
0
        public override void Update()
        {
            base.Update();

            if (_explosions != null) foreach (GameObject gameObject in _explosions) gameObject.Update();

            if (Dead && !_dead)
            {
                _dead = true;
                TimeIndexedSineMotion motion = (TimeIndexedSineMotion)Motion;
                motion.Amplitude = 0;
                _explosions = new List<GameObject>();
                for (int i = 0; i < 10; i++)
                {
                    Explosion explosion = new Explosion();
                    explosion.Location = new Vector3D(Location.X + Math.Random() * 300, Location.Y - 133 + Math.Random() * 266, 10);
                    _explosions.Add(explosion);
                }

                ShooterLevel.Current.Win();
            }

            if (Dead) return;

            if (Location.X <= 500)
            {
                TimeIndexedSineMotion motion = (TimeIndexedSineMotion)Motion;
                motion.Speed = ShooterLevel.Current.BaseSpeed;
            }

            if (_topGun != null)
            {
                _topGun.Location.X = Location.X + 220;
                _topGun.Location.Y = Location.Y - 132;

                if (_topGun.Dead) _topGun = null;
            }

            if (_bottomGun != null)
            {
                _bottomGun.Location.X = Location.X + 220;
                _bottomGun.Location.Y = Location.Y + 132;

                if (_bottomGun.Dead) _bottomGun = null;
            }

            if (_middleGun != null)
            {
                _middleGun.Location.X = Location.X + 4;
                _middleGun.Location.Y = Location.Y;

                if (_middleGun.Dead) _middleGun = null;
            }

            if (_topGun == null && _middleGun == null && _bottomGun == null)
            {
                ShooterLevel level = ShooterLevel.Current;
                if (!Dead && level.Ticks >= _lastShot + FireRate)
                {
                    _lastShot = level.Ticks;

                    new BasicPlasmaBall(Location, new StraightMotion(new Vector2D(Math.Random() * -0.1f, 0.05f - Math.Random() * 0.1f)));
                    new BasicPlasmaBall(Location, new StraightMotion(new Vector2D(Math.Random() * -0.1f, 0.05f - Math.Random() * 0.1f)));
                    new BasicPlasmaBall(Location, new StraightMotion(new Vector2D(Math.Random() * -0.1f, 0.05f - Math.Random() * 0.1f)));
                }
            }
            else Life = 300;
        }