public override bool Control( GameEntity control, TimeSpan gameTime, KeyboardState keyState )
 {
     if ( isDestructed )
     {
         InstantControl( control, gameTime );
         control.RemoveController( this );
     }
     return true;
 }
 public override bool Control( GameEntity control, TimeSpan gameTime, KeyboardState keyState )
 {
     if ( !shouldExplode )
     {
         if ( Vector2.Distance( control.Position, master.Position ) > master.VacuumSpeed )
         {
             // This occurs when the projectile is further than the amount it's going to pass this frame.
             // So I move it towards me.
             control.Move( master.VacuumSpeed, Tools.Mod( MathHelper.ToDegrees( ( float )Math.Atan2( position.Y - control.Position.Y, position.X - control.Position.X ) ), 360 ) );
             isLastOneInside = false;
         }
         else
         {
             // Otherwise, I cannot move it towards me, as it may go to the other side, then I will try to pull it and it will return to where it started, etc.
             control.Position = master.Position;
             // So I center it in me.
             // From now on, it is considered "Inside" me.
             // A little explanation on the next few lines:
             // I Assume the HashSet goes through a cycle, and will not break the cycle.
             // For instance, if we have ["A","B","C"], I assume it will go either ABCABCABC.. or CBACBA.. but never ABACABC...
             // So that means the following:
             // Assume there is a projectile inside me.
             // If I do a cycle and all projectiles are inside me, then I reach the SAME projectile, that means ALL projectiles are inside me, as the control has completed a full cycle.
             // Then I can explode.
             if ( !isLastOneInside )
             {
                 // So here, I set the projectile to begin the cycle with, since the previous projectile was outside.
                 LastOneInside = control;
                 isLastOneInside = true;
             }
             else // If the previous projectile was already inside, I am in the middle of a cycle.
                 if ( control == LastOneInside ) // And if the projectile I began with is now the control, I have completed the cycle.
                 {
                     // Thus I can explode.
                     shouldExplode = true;
                     master.Vanish();
                     Game.StopController( this );
                 }
         }
         return false;
     }
     else
     {
         control.Angle = r.Next( 360 );
         control.RemoveController( this );
         return true;
     }
 }
Esempio n. 3
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        public override bool Control( GameEntity control, TimeSpan gameTime, Microsoft.Xna.Framework.Input.KeyboardState keyState )
        {
            if ( control is Projectile )
            {
                control.Angle = ( float )control.Variables[ angleString ];
            }

            float speed = ( float )control.Variables[ speedString ];
            float currentdist = ( float )control.Variables[ currentdistString ];
            float ang = ( float )control.Variables[ angleString ];
            speed *= speedFactor;
            currentdist += speed;
            float dist = Vector2.Distance( position, control.Position );
            if ( dist <= currentdist )
            {
                control.Move( speed, ang );
                control.Position = control.Bound( control.Position );
                dist += speed;
            }

            if ( control is Tank && ( ( Tank )control ).Controller != null )
            {
                TankController t = ( TankController )( ( Tank )control ).Controller.Clone();
                ( ( Tank )control ).RemoveTankController();
                TankControllerPickup p = new TankControllerPickup( t, 3000 );
                float d = maxdist;
                p.Position = control.Bound( control.PositionShift( d, ang ) );
                p.Initialize( Game, gameTime );
                p.Variables[ speedString ] = speed;
                p.Variables[ currentdistString ] = currentdist + d;
                p.Variables[ angleString ] = ang;
                p.AppendController( this );
                Game.QueueEntity( p );
            }

            control.Variables[ speedString ] = speed;
            control.Variables[ currentdistString ] = currentdist;

            if ( currentdist >= maxdist - epsilon || speed <= epsilon )
            {
                control.Variables.Remove( angleString );
                control.Variables.Remove( speedString );
                control.Variables.Remove( currentdistString );
                control.RemoveController( this );
            }
            return true;
        }