Esempio n. 1
0
        public override bool PerformFrame(BCBlockGameState gamestate)
        {
            BCBlockGameState.IncrementLocation(gamestate, ref _Location, Velocity);
                framecounter++;
                if (framecounter >= NextDeployment)
                {
                    framecounter = 0;
                    NextDeployment = BCBlockGameState.rgen.Next(10, 30);

                    ExplosionEffect ee = new ExplosionEffect(Location, 10 + (float)(BCBlockGameState.rgen.NextDouble() * 20));
                    ee.DamageBlocks = false; //doesn't hurt blocks...
                    ee.ShowOrbs = false;

                    gamestate.Defer(() =>
                    {
                        gamestate.GameObjects.AddLast(ee);
                        BCBlockGameState.Soundman.PlaySound("explode");
                    });

                }
                return !gamestate.GameArea.Contains(new Point((int)Location.X, (int)Location.Y));
        }
Esempio n. 2
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        public override bool PerformFrame(BCBlockGameState gamestate)
        {
            //What happens here?
                //not a whole lot, actually.
                //all we really need to check for is whether the two aggregates are "touching". If they are, create a explosion in that spot and remove them.

                if (Aggregates[0].ObjectRectangle.IntersectsWith(Aggregates[1].ObjectRectangle))
                {
                    float explosionsize = (BCBlockGameState.Distance(PointF.Empty, Aggregates[0].Velocity) +
                                       BCBlockGameState.Distance(PointF.Empty, Aggregates[1].Velocity)) / 2;
                    //intersection.
                    //get the midpoint between the two centers...
                    PointF explosionzero = BCBlockGameState.MidPoint(Aggregates[0].ObjectRectangle.CenterPoint(),
                        Aggregates[1].ObjectRectangle.CenterPoint());
                    BCBlockGameState.Soundman.PlaySound("bomb");
                    ExplosionEffect explode = new ExplosionEffect(explosionzero, explosionsize);
                    //add it...
                    gamestate.Defer(()=> {
                        gamestate.GameObjects.AddLast(explode);
                        gamestate.GameObjects.Remove(Aggregates[0]);
                        gamestate.GameObjects.Remove(Aggregates[1]);
                        gamestate.GameObjects.Remove(this);
                    });

                }

                return base.PerformFrame(gamestate);
        }
Esempio n. 3
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        public override bool HitBlock(BCBlockGameState currentstate, cBall ballobject, Block blockhit)
        {
            //increment NumExplosions:

            _TimesExploded++;

            float useradius = GetExplosionRadius();
            ExplosionEffect ee = new ExplosionEffect(ballobject.Location, useradius);
            currentstate.GameObjects.AddLast(ee);

            //if we reached the max, replace this behaviour with a temporary ball behaviour.
            if (_TimesExploded == MaxRadius)
            {

                //in order to remove a behaviour from the ball here, we need to set a proxy object...
                RemoveFromBall=ballobject;
                ProxyObject po = new ProxyObject(PerformFrameProxyRemove, null);
                //add it...
                currentstate.GameObjects.AddLast(po);

            }
            //if we also havea linear gravity behaviour and are going down, make us go up...

            if (ballobject.Behaviours.Any((w) => w.GetType() == typeof(LinearGravityBallBehaviour)))
            {
                ballobject.Velocity = new PointF(ballobject.Velocity.X,-Math.Abs(ballobject.Velocity.Y));

            }

            return base.HitBlock(currentstate, ballobject, blockhit);
        }