Esempio n. 1
0
 IEnumerable <Color> MethodMultiply(IFxContext ctx)
 {
     foreach (ColorReal pix in mSrc.Execute(ctx))
     {
         pix.Luminance  *= Luminance;
         pix.Saturation *= Saturation;
         yield return(pix);
     }
 }
Esempio n. 2
0
        public override void FrameExecute()
        {
            var ctx = MakeCurrentContext();

            mFxPerimeterRainbow.Luminance  = PerimeterLuminanceMultiplier;
            mFxPerimeterRainbow.Saturation = Saturation.Value;
            mPixelMapPerimeter.Write(mFxPerimeterRainbow.Execute(ctx));
            mFxStarlight.Luminance = LuminanceStarlightMultiplier;
            mPixelMapStars.Write(mFxStarlight.Execute(ctx));

            mGlimRedGun.WriteExecute(ctx);
            mGlimBlueGun.WriteExecute(ctx);
            if (null != mFxBarrel && mFxBarrel.IsRunning)
            {
                mPixelMapBarrel.Write(mFxBarrel.Execute(ctx));
            }
            switch (mGameState)
            {
            case GameState.Null:
            case GameState.SynchronizedShotsFired:
                return;
            }
            double lumscale = 0.0;

            if (GameState.CoolDown == mGameState)
            {
                mPixelMapBarrel.Write(BarrelColour());
                mPixelMapStars.Write(mFxCannonTwinkle.Execute(ctx));
                // take 2 seconds to return to full glow
                lumscale = ((CurrentTime - mGameCoolDownStart).TotalSeconds - 1) / 2;
            }
            if (lumscale < 1)
            {
                // barrel shot or cooling down
            }
            else
            {
                mGameState = GameState.Null;
                RecalculateButtonGlimmer(mGlimBlueGun);
                RecalculateButtonGlimmer(mGlimRedGun);
            }
            switch (mGameState)
            {
            case GameState.BarrelShotFired:
                if (!mFxBarrel.IsRunning)
                {
                    mGameState         = GameState.CoolDown;
                    mGameCoolDownStart = CurrentTime;
                    mFxBarrel          = null;
                }
                break;

            case GameState.SynchronizedShotsFired:
                if (!mGlimBlueGun.CometIsRunning || !mGlimRedGun.CometIsRunning)
                {
                    mGameState = GameState.BarrelShotFired;
                    mFxBarrel  = new FxComet {
                        BaseColor = Color.FromArgb(0xff, 0, 0xff), PixelCount = 50
                    };
                }
                break;
            }
        }