Esempio n. 1
0
        public override void Update(LevelTime levelTime)
        {
            base.Update(levelTime);

            var progress = (Angle - startAngle) / (endAngle - startAngle);

            progress = MathHelper.Clamp(progress, 0, 1);
            progress = MathEx.EaseInOutSine(progress);
            Radius   = MathHelper.Lerp(startRadius, endRadius, progress);
        }
Esempio n. 2
0
        public void Update(LevelTime lt)
        {
            // TODO: Fix move speed & spawn speed

            if (!Config.GameSettings.DrawOuterRings)
            {
                return;
            }

            var elapsed = lt.ElapsedMs;

            for (int i = 0; i < rings.Count; i++)
            {
                // despawn rings if they've been offscreen for too long
                if (rings[i].Radius > MaxRingRadius)
                {
                    rings.RemoveAt(i);
                    i--;
                    continue;
                }

                // update radius / line thickness of rings on screen
                var radiusSpeed = (float)(elapsed * 0.05 * Speed);
                rings[i].Radius += (float)(Math.Pow(rings[i].LineThickness / arenaCircle.LineThickness, 1.5)
                                           * lt.TimeWarp * radiusSpeed);
                rings[i].LineThickness = arenaCircle.LineThickness * (rings[i].Radius / arenaCircle.Radius);
                rings[i].Center        = arenaCircle.Center;
                var color = ringColor;
                if (FadeIn)
                {
                    var fadeInDuration = (float)(300 / lt.TimeWarp);
                    var alpha          = 1f;
                    if (rings[i].Age < fadeInDuration)
                    {
                        var progress = rings[i].Age / fadeInDuration;
                        alpha = MathEx.EaseInOutSine(progress);
                    }
                    rings[i].BorderColor = new Color(color, alpha);
                }
                rings[i].Update(lt);
            }

            // determine if new rings should be spawned
            if (SpawnNewRings)
            {
                timeSinceLastSpawn += elapsed * Math.Min(1, lt.TimeWarp);
                if (lt.TimeWarp > 0.00001f && timeSinceLastSpawn > SpawnRate)
                {
                    SpawnNewRing();
                    timeSinceLastSpawn = 0;
                }
            }
        }