Esempio n. 1
0
        // The AI of the projectile
        public override void AI()
        {
            // capture the player instance so we can toss it around.
            Player player = Main.player[projectile.owner];

            // handle mouse movement and
            DoControl(player);

            // handle charging (or not charging)
            DoCharge(player);

            // Handle Audio
            SoundUtil.UpdateTrackedSound(ChargeSoundSlotId, projectile.Center);
        }
Esempio n. 2
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        public override void AI()
        {
            if (!player.channel || (ChargeLevel >= ChargeLimit))
            {
                if (ChargeLevel >= 1)
                {
                    float rot = (float)Math.Atan2((Main.mouseY + Main.screenPosition.Y) - projectile.Center.Y, (Main.mouseX + Main.screenPosition.X) - projectile.Center.X);
                    Projectile.NewProjectileDirect(new Vector2(projectile.Center.X, projectile.Center.Y), new Vector2((float)((Math.Cos(rot) * 15)), (float)((Math.Sin(rot) * 15))), mod.ProjectileType("BigBangKamehamehaBlast"), projectile.damage + (ChargeLevel * 65), projectile.knockBack, projectile.owner);

                    //ChargeLevel = 0;
                    SoundUtil.PlayCustomSound("Sounds/BasicBeamFire", projectile.Center);

                    projectile.Kill();

                    for (int i = 0; i < 100; i++)
                    {
                        float   angle    = Main.rand.NextFloat(360);
                        float   angleRad = MathHelper.ToRadians(angle);
                        Vector2 position = new Vector2((float)Math.Cos(angleRad), (float)Math.Sin(angleRad));
                        Dust    tDust    = Dust.NewDustDirect(projectile.position + (position * (20 + 3.0f * projectile.scale)), projectile.width, projectile.height, DustType, 0f, 0f, 213, default(Color), 3.0f);
                        tDust.velocity  = -0.5f * Vector2.Normalize((projectile.position + (projectile.Size / 2)) - tDust.position) * 2;
                        tDust.noGravity = true;
                    }
                }
                chargeSoundSlotId = SoundUtil.KillTrackedSound(chargeSoundSlotId);
            }

            if (!startingCharge)
            {
                startingCharge = true;
                if (!Main.dedServ)
                {
                    chargeSoundSlotId = SoundUtil.PlayCustomSound("Sounds/EnergyWaveCharge", projectile.Center);
                }
            }

            SoundUtil.UpdateTrackedSound(chargeSoundSlotId, projectile.Center);
        }
Esempio n. 3
0
        // The AI of the projectile
        public override void AI()
        {
            Player player = Main.player[projectile.owner];

            ProcessKillRoutine(player);

            // stationary beams are instantaneously "detached", they behave weirdly.
            if (IsStationaryBeam && !IsDetached)
            {
                DetachmentTimer = 1;
            }

            // capture the current mouse vector, we're going to normalize movement prior to updating the charge ball location.
            if (projectile.owner == Main.myPlayer)
            {
                Vector2 mouseVector = Main.MouseWorld;

                if (OriginalMouseVector == Vector2.Zero)
                {
                    OriginalMouseVector = mouseVector;
                }

                if (IsStationaryBeam && OriginalMouseVector != Vector2.Zero)
                {
                    mouseVector = OriginalMouseVector;
                }

                Vector2 screenPosition = Main.screenPosition;

                if (OriginalScreenPosition == Vector2.Zero)
                {
                    OriginalScreenPosition = screenPosition;
                }

                if (IsStationaryBeam && OriginalScreenPosition != Vector2.Zero)
                {
                    screenPosition = OriginalScreenPosition;
                }

                if (OldMouseVector != Vector2.Zero && !IsStationaryBeam)
                {
                    Vector2 mouseMovementVector = (mouseVector - OldMouseVector) / RotationSlowness;
                    Vector2 screenChange        = screenPosition - OldScreenPosition;
                    mouseVector = OldMouseVector + mouseMovementVector + screenChange;
                }

                UpdateBeamTailLocationAndDirection(player, mouseVector);

                OldMouseVector = mouseVector;

                OldScreenPosition = screenPosition;
            }

            UpdateBeamPlayerItemUse(player);

            // handle whether the beam should be visible, and how visible.
            HandleBeamVisibility();

            // handle the distance routine
            // the difference between distance and tracked distance is that distance is the actual travel.
            // tracked distance is with collision, and resets distance if it's too high.
            Distance += BeamSpeed;
            float TrackedDistance;

            for (TrackedDistance = 0f; TrackedDistance <= MaxBeamDistance; TrackedDistance += BEAM_TILE_DISTANCE_GRADIENT)
            {
                Vector2 origin = TailPositionStart() + projectile.velocity * (TrackedDistance + HeadSize.Y - StepLength());

                if (!ProjectileUtil.CanHitLine(TailPositionStart(), origin))
                {
                    // changed to a while loop at a much finer gradient to smooth out beam transitions. Experimental.
                    TrackedDistance -= BEAM_TILE_DISTANCE_GRADIENT;
                    if (TrackedDistance <= 0)
                    {
                        TrackedDistance = 0;
                    }
                    break;
                }
            }

            // handle animation frames on animated beams
            if (IsBeamSegmentAnimated)
            {
                BeamSegmentAnimation += 8;
                if (BeamSegmentAnimation >= StepLength())
                {
                    BeamSegmentAnimation = 0;
                }
            }

            // if distance is about to be throttled, we're hitting something. Spawn some dust.
            if (Distance >= TrackedDistance)
            {
                var dustVector = TailPositionStart() + (TrackedDistance + HeadSize.Y - StepLength()) * projectile.velocity;
                ProjectileUtil.DoBeamCollisionDust(DustType, CollisionDustFrequency, projectile.velocity, dustVector);
            }

            // throttle distance by collision
            Distance = Math.Min(TrackedDistance, Distance);

            // shoot sweet sweet particles
            for (var i = 0; i < FireParticleDensity; i++)
            {
                ProjectileUtil.DoBeamDust(projectile.position, projectile.velocity, DustType, DustFrequency, Distance, TailHeldDistance, TailSize.ToVector2(), BeamSpeed);
            }

            // Handle the audio playing, note this positionally tracks at the head position end for effect.
            if (JustFired)
            {
                BeamSoundSlotId = SoundUtil.PlayCustomSound(BeamSoundKey, HeadPositionEnd());
            }

            JustFired = false;

            // Update tracked audio
            SoundUtil.UpdateTrackedSound(BeamSoundSlotId, HeadPositionEnd());

            //Add lights
            DelegateMethods.v3_1 = new Vector3(0.8f, 0.8f, 1f);
            Utils.PlotTileLine(projectile.Center, projectile.Center + projectile.velocity * (Distance - TailHeldDistance), BeamSize.Y, DelegateMethods.CastLight);
        }