public void Update2(SAMTime gameTime) { if (FloatMath.FloatInequals(_value.ActualValue, _value.TargetValue)) { _value.Update(gameTime); _text.Text = ((int)_value.ActualValue).ToString(); } _value.Set(MainGame.Inst.Profile.ScoreSCCM); UpdateRelativePosition(); }
protected override void DoUpdate(SAMTime gameTime, InputState istate) { _icon.RenderScaleOverride = 1 + FloatMath.Sin(gameTime.TotalElapsedSeconds * 2) * 0.05f; _icon.Rotation = 0.05f * gameTime.TotalElapsedSeconds * FloatMath.TAU; if (FloatMath.FloatInequals(_value.ActualValue, _value.TargetValue)) { _value.Update(gameTime); _text.Text = ((int)_value.ActualValue).ToString(); } UpdateRelativePosition(); }
public void Update2(SAMTime gameTime) { _icon.RenderScaleOverride = 1 + FloatMath.Sin(gameTime.TotalElapsedSeconds * 2.5f) * 0.10f; if (FloatMath.FloatInequals(_value.ActualValue, _value.TargetValue)) { _value.Update(gameTime); _text.Text = ((int)_value.ActualValue).ToString(); } _value.Set(MainGame.Inst.Profile.ScoreStars); UpdateRelativePosition(); }
internal ParticleEmitterConfig(ParticleEmitterConfigBuilder b, TextureRegion2D[] texArray, float size, float length) { Texture = texArray[b.TextureIndex]; TextureBounds = Texture.Bounds; TextureCenter = Texture.Center(); TextureSize = TextureBounds.Width; SpawnRate = b.SpawnRate * length; SpawnDelay = 1f / b.SpawnRate; ParticleLifetimeMin = b.ParticleLifetimeMin; ParticleLifetimeMax = b.ParticleLifetimeMax; ParticleRespawnTime = b.ParticleLifetimeMax; ParticleLifetimeIsRandom = FloatMath.FloatInequals(ParticleLifetimeMin, ParticleLifetimeMax); ParticleSpawnAngleMin = b.ParticleSpawnAngleMin; ParticleSpawnAngleMax = b.ParticleSpawnAngleMax; ParticleSpawnAngleIsRandom = FloatMath.FloatInequals(ParticleSpawnAngleMin, ParticleSpawnAngleMax); ParticleSpawnAngleIsTotal = FloatMath.FloatInequals(ParticleSpawnAngleMin, ParticleSpawnAngleMax) && FloatMath.EpsilonEquals(FloatMath.NormalizeAngle(ParticleSpawnAngleMin), FloatMath.NormalizeAngle(ParticleSpawnAngleMax)); if (!ParticleSpawnAngleIsRandom) { FixedParticleSpawnAngle = vectorOne.Rotate(ParticleSpawnAngleMin); } ParticleVelocityMin = b.ParticleVelocityMin; ParticleVelocityMax = b.ParticleVelocityMax; ParticleVelocityIsRandom = FloatMath.FloatInequals(ParticleVelocityMin, ParticleVelocityMax); ParticleAlphaInitial = b.ParticleAlphaInitial; ParticleAlphaFinal = b.ParticleAlphaFinal; ParticleSizeInitialMin = b.ParticleSizeInitialMin * size; ParticleSizeInitialMax = b.ParticleSizeInitialMax * size; ParticleSizeInitialIsRandom = FloatMath.FloatInequals(ParticleSizeInitialMin, ParticleSizeInitialMax); ParticleSizeFinalMin = b.ParticleSizeFinalMin * size; ParticleSizeFinalMax = b.ParticleSizeFinalMax * size; ParticleSizeFinalIsRandom = FloatMath.FloatInequals(ParticleSizeFinalMin, ParticleSizeFinalMax); ColorInitial = b.ColorInitial; ColorFinal = b.ColorFinal; ColorIsChanging = (ColorInitial != ColorFinal); }
private void UpdateCog(SAMTime gameTime) { if (CannonHealth.ActualValue >= 1 || (CannonHealth.ActualValue <= 0 && Fraction.IsNeutral)) { var rotInc = BASE_COG_ROTATION_SPEED * Fraction.BulletMultiplicator * RealBoost * gameTime.ElapsedSeconds; cannonCogRotation = (cannonCogRotation + rotInc) % (FloatMath.PI / 2); } else { if (FloatMath.FloatInequals(cannonCogRotation, FloatMath.PI / 2)) { var rotInc = BASE_COG_ROTATION_SPEED * Fraction.GetNeutral().BulletMultiplicator *RealBoost *gameTime.ElapsedSeconds; bool isLimited; cannonCogRotation = FloatMath.LimitedInc(cannonCogRotation, rotInc, FloatMath.PI / 2, out isLimited); if (isLimited) { cannonCogRotation = FloatMath.PI / 2; } } } }
public void Update2(SAMTime gameTime) { var whud = HUD as GDWorldHUD; _text.Text = MainGame.Inst.Profile.TotalPoints.ToString(); _icon.RenderScaleOverride = 1 + FloatMath.Sin(gameTime.TotalElapsedSeconds * 2) * 0.05f; if (whud != null && whud.TopLevelDisplay != null) { _offset.Set(whud.TopLevelDisplay.RelativeBottom + HUD.SafetyMargins.MarginTop); } else { _offset.Set(0); } _offset.Update(gameTime); if (_offset.ActualValue < _offset.TargetValue) { _offset.SetForce(_offset.TargetValue); } if (FloatMath.FloatInequals(_value.ActualValue, _value.TargetValue)) { _value.Update(gameTime); _text.Text = ((int)_value.ActualValue).ToString(); } var rp = new FPoint(10, _offset.ActualValue + 10); if (rp != RelativePosition) { RelativePosition = rp; Revalidate(); } }