Esempio n. 1
0
        public Player(GameState state, Texture2D texture, Vector2 position, int width, int height, bool isControllable = true)
            : base(state, texture, position, width, height, true)
        {
            playerHealth = playerMaxHealth;

            FacingDirection = 1;

            Energy = MaxEnergy;
            Size   = new Vector2(16, 32);

            Body.Velocity.X = 0;
            Body.Velocity.Y = -2f;

            FloatingUpSpeed   = 0.8f;
            FloatingDownSpeed = FloatingUpSpeed * 2;

            Body.Acceleration.X = 1f;
            Body.MaxVelocity    = 3f;
            Body.Drag.X         = 0.6f;
            Body.Drag.Y         = 0.6f;

            Body.Enabled = true;
            Body.Tag     = "player";

            /* Create a few bullets */
            Bullets = new List <Bullet>();
            for (int i = 0; i < 50; i++)
            {
                Bullet b = new Bullet(state, texture, Vector2.Zero, this);
                b.Animations.CurrentFrame = new Frame(48, 96, 16, 16);
                b.Body.SetSize(6, 6, 5, 5);
                b.Body.Drag.Y *= 1.1f;

                Bullets.Add(b);
            }

            movementParticleEmitter = new ParticleEmitter(State, 0, 0, 128);
            movementParticleEmitter.EmitterBox.Resize(1, 4);
            movementParticleEmitter.MakeParticles(texture, 16, 16);
            movementParticleEmitter.ParticleVelocity = new Vector2(0, 0.01f);
            movementParticleEmitter.SetAcceleration(0, -0.005f);
            movementParticleEmitter.XVelocityVariationRange = new Vector2(-20f, 20f);
            movementParticleEmitter.YVelocityVariationRange = new Vector2(-40f, 40f);
            movementParticleEmitter.SetTextureCropRectangle(new Rectangle(3 * 16, 6 * 16, 16, 16));
            movementParticleEmitter.SpawnRate = 40f;
            movementParticleEmitter.ParticleLifespanMilliseconds          = 750f;
            movementParticleEmitter.ParticleLifespanVariationMilliseconds = 50f;
            movementParticleEmitter.InitialScale = 0.5f;
            movementParticleEmitter.FinalScale   = 1.1f;

            anchorParticleEmitter = new ParticleEmitter(State, 0, 0, 10);
            //anchorParticleEmitter.EmitterBox.Resize(1, 4);
            anchorParticleEmitter.EmitterBox.Resize(Body.Bounds.Width, Body.Bounds.Height);
            anchorParticleEmitter.MakeRandomParticles(texture, new Rectangle[] { new Rectangle(0, 80, 16, 16), new Rectangle(16, 80, 16, 16) });
            float dispersion = 200f;

            anchorParticleEmitter.XVelocityVariationRange = new Vector2(-dispersion, dispersion);
            anchorParticleEmitter.YVelocityVariationRange = new Vector2(-dispersion, dispersion);
            anchorParticleEmitter.SpawnRate = 150f;
            anchorParticleEmitter.ParticleLifespanMilliseconds          = 750f;
            anchorParticleEmitter.ParticleLifespanVariationMilliseconds = 100f;
            anchorParticleEmitter.InitialScale      = 0.5f;
            anchorParticleEmitter.FinalScale        = 0.1f;
            anchorParticleEmitter.Burst             = true;
            anchorParticleEmitter.ParticlesPerBurst = 5;
            anchorParticleEmitter.Activated         = false;

            Floating = true;
        }
Esempio n. 2
0
        public void UpdateProjectiles(GameTime gameTime, KeyboardState keyboardState)
        {
            if (Alive)
            {
                this.movementParticleEmitter.Update(gameTime);
                this.movementParticleEmitter.ForEachParticle(KillOutOfBoundsParticle);
                this.movementParticleEmitter.EmitterBox.X = Body.X + 8;
                this.movementParticleEmitter.EmitterBox.Y = Body.Y + 16;
                this.movementParticleEmitter.Activated    = false;

                this.anchorParticleEmitter.Update(gameTime);
                this.anchorParticleEmitter.EmitterBox.X = Body.X + 8;
                this.anchorParticleEmitter.EmitterBox.Y = Body.Y + 16;
                this.anchorParticleEmitter.Activated    = false;
            }

            if (keyboardState.IsKeyDown(Keys.RightControl) && Energy >= BulletCost)
            {
                if (this.LastShot < gameTime.TotalGameTime.TotalMilliseconds)
                {
                    this.LastShot = (float)gameTime.TotalGameTime.TotalMilliseconds + this.ShootRate;

                    // get the first dead bullet
                    Bullet b = null;
                    for (int i = 0; i < Bullets.Count; i++)
                    {
                        if (!Bullets[i].Alive)
                        {
                            b = Bullets[i];
                            FireKnockBack(this);
                            break;
                        }
                    }

                    if (b != null)
                    {
                        Random rnd        = new Random();
                        int    YVariation = 4;

                        b.Reset();
                        b.Revive();

                        b.ShotAtMilliseconds = gameTime.TotalGameTime.TotalMilliseconds;

                        b.Body.X = Body.X + (FacingDirection > 0 ? 24 : -2);
                        b.Body.Y = this.Body.Y + rnd.Next(-YVariation, YVariation) + 10;                     //TODO: fix 16 offset with final sprites

                        b.Body.Velocity.X = (ShootingVelocity + (rnd.Next(-2, 2) * 0.1f)) * FacingDirection; // some variation to the speed
                        b.Body.Velocity.Y = (rnd.Next(-3, -1) * 0.01f);                                      // make it float a bit

                        // subtract bullet cost to energy
                        Energy -= BulletCost;
                        Karma.playerShotsFired = Karma.ShotFired(Karma.playerShotsFired);

                        float pitch = rnd.Next(-100, 10) * 0.01f;

                        SoundEffect sfx;
                        State.SFX.TryGetValue("bubble", out sfx);
                        sfx?.Play(1f, pitch, 0f);
                    }
                }
            }

            foreach (Bullet b in Bullets)
            {
                b.Update(gameTime);
            }
        }