Esempio n. 1
0
        public override void Initialize(Microsoft.Xna.Framework.Content.ContentManager Content)
        {
            EventManager.Get.SendEvent(new ExplosionEvent());
            base.Initialize(Content);
            CreateFramesFromXML("Chickens_Frames");
            CurrentFrame = "bird-boom-00005";
            ResetDimensions();
            Width        = Height = initialRadius;// JabMath.LinearInterpolate(initialRadius, maxRadius, Timer);
            UniformScale = 1.0f;

            Colour = new Color(1.0f, 1.0f, 1.0f, 0.0f);

            int angleIterations = 16;

            for (int j = 0; j <= angleIterations; j++)
            {
                float part = (float)j / (float)angleIterations * 2.0f * (float)Math.PI;

                Vector2 dir = new Vector2((float)Math.Cos((float)part), (float)Math.Sin((float)part));
                dir.Normalize();
                RayCastHit hit = World.RayCast(Position, Position + dir * maxRadius);

                if (hit.actor != null && hit.Distance <= maxRadius && hit.actor.BodyState != JabActor.BodyType.STATIC)
                {
                    float totalDistProportion = (maxRadius - hit.Distance) / maxRadius;

                    if (hit.actor.UserData is Fox)
                    {
                        Fox f = hit.actor.UserData as Fox;
                        if (f.IsBox)
                        {
                            f.SwitchActiveBody();
                            f.AnimSprite.Animation = "Roll";
                        }
                    }

                    hit.actor.AddLinearImpulse(dir * 15 * totalDistProportion, hit.worldImpact);

                    if (hit.actor.UserData is BreakableBody)
                    {
                        (hit.actor.UserData as BreakableBody).TakeHit(totalDistProportion * 2.0f);
                    }
                }
            }
        }
Esempio n. 2
0
        void LoadFoxie(XElement elements)
        {
            List <BaseSprite> l = CreateBaseSprites(elements);

            for (int i = 0; i < l.Count; i++)
            {
                try
                {
                    Fox f = new Fox(screen, chicksScene, l[i].Position, l[i].Rot);
                    f.Initialize(Content);
                    f.WearHat = true;
                    Nodes.Add(f);
                }
                catch (Exception e)
                {
                    System.Windows.MessageBox.Show(e.ToString());
                }
            }
        }
Esempio n. 3
0
        void LoadFoxie(XElement elements)
        {
            List<BaseSprite> l = CreateBaseSprites(elements);

            for (int i = 0; i < l.Count; i++)
            {
                try
                {
                    Fox f = new Fox(screen, chicksScene, l[i].Position, l[i].Rot);
                    f.Initialize(Content);
                    f.WearHat = true;
                    Nodes.Add(f);
                }
                catch(Exception e)
                {
                    System.Windows.MessageBox.Show(e.ToString());
                }
            }
        }
Esempio n. 4
0
        public override void OnPress(Vector2 pos)
        {
            base.OnPress(pos);
            RaiseFlag(Jabber.Flags.DELETE);
            Body.RaiseFlag(Jabber.Flags.DELETE);
            Body.IgnoreRayCast  = true;
            Body.CollisionGroup = Fox.FOX_NONE_COLLISION_GROUP;
            Explosion exp = new Explosion(10, 300, 1.0f, 0.1f, scene.World, Position);

            exp.Initialize(Jabber.BaseGame.Get.Content);
            scene.AddNode(exp);

            List <Fox> foxes = new List <Fox>();

            for (int i = 0; i < scene.Nodes.Count; i++)
            {
                if (scene.Nodes[i] is Fox)
                {
                    Fox f = scene.Nodes[i] as Fox;
                    if (f.IsAlive)
                    {
                        foxes.Add(f);
                    }
                }
            }
            float          Nearest    = float.MaxValue;
            List <Vector2> nearestPos = new List <Vector2>();
            Vector2        curNearest = Vector2.Zero;
            int            usingI     = -1;

            for (int i = 0; i < foxes.Count; i++)
            {
                if ((Position - foxes[i].Position).Length() < Nearest)
                {
                    usingI     = i;
                    Nearest    = (Position - foxes[i].Position).Length();
                    curNearest = foxes[i].Position;
                }
            }
            if (usingI >= 0)
            {
                Nearest = float.MaxValue;
                foxes.RemoveAt(usingI);
                nearestPos.Add(curNearest);

                usingI = -1;
                if (foxes.Count > 0)
                {
                    for (int i = 0; i < foxes.Count; i++)
                    {
                        if ((Position - foxes[i].Position).Length() < Nearest)
                        {
                            usingI     = i;
                            Nearest    = (Position - foxes[i].Position).Length();
                            curNearest = foxes[i].Position;
                        }
                    }
                    if (usingI >= 0)
                    {
                        Nearest = float.MaxValue;
                        foxes.RemoveAt(usingI);
                        nearestPos.Add(curNearest);

                        usingI = -1;
                        if (foxes.Count > 0)
                        {
                            for (int i = 0; i < foxes.Count; i++)
                            {
                                if ((Position - foxes[i].Position).Length() < Nearest)
                                {
                                    usingI     = i;
                                    Nearest    = (Position - foxes[i].Position).Length();
                                    curNearest = foxes[i].Position;
                                }
                            }
                            if (usingI >= 0)
                            {
                                foxes.RemoveAt(usingI);
                                nearestPos.Add(curNearest);
                            }
                        }
                    }
                }
            }
            AudioQueue.PlayOnce("Sounds/Explode_Chicken");
            Deactivate();
            Vector2 bodypos = Body.Position;

            Body.PosX = -10000;
            for (int i = 0; i < nearestPos.Count; i++)
            {
                Chicken_Mini e = new Chicken_Mini(scene);
                e.Position = bodypos;
                e.Initialize(Jabber.BaseGame.Get.Content);
                scene.AddNode(e);

                Vector2 dir = (nearestPos[i] - bodypos);
                dir.Normalize();

                float dist = (nearestPos[i] - bodypos).Length();

                float ydif = Math.Abs(bodypos.Y - nearestPos[i].Y);
                float xdif = Math.Abs(bodypos.X - nearestPos[i].X);
                float curY = bodypos.Y;
                float tarX = nearestPos[i].X;

                float horizontalSpeed = (dir * dist * 0.01f).X;

                /*
                 * FarWorld f = new FarWorld();
                 * f.Initialize(World.Gravity);
                 * JabActor circle = f.CreateSphere(Width / 2.0f, bodypos, JabActor.BodyType.DYNAMIC);
                 * circle.Mass = Body.Mass;
                 * circle.Restitution = Body.Restitution;
                 * circle.LinearDamping = 0.5f;
                 * circle.LinearVelocity = new Vector2(horizontalSpeed, 0);
                 *
                 * float lastDist = float.MaxValue;
                 * float lastY = 0;
                 * while (true)
                 * {
                 *  f.Update(new GameTime(new TimeSpan(0, 0, 0, 0, 33), new TimeSpan(0, 0, 0, 0, 33)));
                 *  float curDist = Math.Abs(circle.PosX - tarX);
                 *  if (lastDist < curDist)
                 *  {
                 *      break;
                 *  }
                 *  lastY = circle.PosY;
                 *  lastDist = curDist;
                 * }
                 *
                 * float yAtDest = circle.PosY;
                 * float tarY = nearestPos[i].Y;
                 *
                 * float upWardRequired = (yAtDest - tarY) / 100.0f;
                 */
                e.Body.LinearVelocity = dir * 20;// *0.03f;// new Vector2(horizontalSpeed, horizontalSpeed);
                e.vectorDir           = dir * 20.0f;
            }
        }