Esempio n. 1
0
        //so every update.  updateTick = !updateTick;

        //so every draw
        //if !isBeingDrawn
        //isBeingDrawn = updateTick;
        //isBeingDrawn



        public Fire(int tileX, int tileY)
        {
            miniFireList = new MiniFire[gridSize, gridSize];

            topLeftMiniXCenter = (tileX * GroundLayerController.tileSize) + 16;
            topLeftMiniYCenter = (tileY * GroundLayerController.tileSize) + 16;


            //Get the fuel and the intensity from the tileLogisticslayer
            fuel       = 20000;
            intensity  = 100f;
            this.tileX = tileX;
            this.tileY = tileY;

            if (fuel > 0f)
            {
                // {
                //      AddMiniFire(miniFirePoint.X, miniFirePoint.Y);
                //    }
            }
            else
            {
                isCompleteBurntOut = true;
            }
        }
Esempio n. 2
0
 public void AddMiniFire(int miniX, int miniY)
 {
     if (miniFireList[miniX, miniY] == null)
     {
         miniFireList[miniX, miniY] = new MiniFire(fuel, this, miniX, miniY);
         miniFireCount++;
         miniFireCurrentBurning++;
         isPartialBurntOut = false;
     }
     WorldController.world.tileGrid[tileX, tileY].SetBurntLayer();
 }
Esempio n. 3
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        private void UpdateMiniFires()
        {
            calculatedIntensity = intensity * EngineController.gameUpdateTime;

            if (miniFireCurrentBurning > 0)
            {
                for (int x = 0; x < gridSize; x++)
                {
                    for (int y = 0; y < gridSize; y++)
                    {
                        MiniFire miniFire = miniFireList[x, y];

                        if (miniFire != null && !miniFire.isBurnt)
                        {
                            miniFire.Update();


                            if (isBeingDrawn & miniFire.releaseSmoke)
                            {
                                AddSmoke(x, y);
                            }
                            if (miniFire.isBurnt)
                            {
                                miniFireCurrentBurning -= 1;
                            }
                        }
                    }
                }
            }
            else
            {
                if (miniFireCount == totalPerGrid)
                {
                    isCompleteBurntOut = true;
                }
                else
                {
                    isPartialBurntOut = true;
                }
            }
        }
Esempio n. 4
0
        //put these in a seperate list later
        //Also only wont to kill the fires when all minifires when all the smoke is gone
        private void DrawFires(SpriteBatch spriteBatch)
        {
            if (miniFireCurrentBurning > 0)
            {
                //draw circles for the flame
                //however i think we will  have the flames as particles in our list
                Vector2 location = new Vector2((tileX * GroundLayerController.tileSize) + halfGridSquare, (tileY * GroundLayerController.tileSize) + halfGridSquare);

                for (int x = 0; x < gridSize; x++)
                {
                    for (int y = 0; y < gridSize; y++)
                    {
                        MiniFire miniFire = miniFireList[x, y];

                        if (miniFire != null)
                        {
                            miniFire.Draw(spriteBatch, new Vector2(location.X + (x * gridSquare), location.Y + (y * gridSquare)));
                        }
                    }
                }
            }
        }