Esempio n. 1
0
        public override void Tick(float dt)
        {
            Enemy tempEnemy;


            //check the collision with the walls
            if (Collisions.checkWallsCollisions(this, MapManager.Instance.currentMap, ref step))
            {
                //play a sound
                SoundSystem.Instance.Play("wallhit2.wav");
                float scale = 0.5f;


                //try a texture in place of the bullethole
                SpriteUV bulletHole = new SpriteUV();
                bulletHole.TextureInfo = new TextureInfo(fireTexture);
                bulletHole.Scale       = new Vector2(0.15f, 0.15f);
                bulletHole.Color       = Colors.Black;
                bulletHole.CenterSprite(new Vector2(0.5f, 0.5f));
                bulletHole.Position = Position + step;

                //remove the bulletHole after half a second
                bulletHole.ScheduleInterval((at) => bulletHole.Parent.RemoveChild(bulletHole, true), 0.5f, -1);

                //add the bullethole to the background
                Game.Instance.Background.AddChild(bulletHole);

                //remove this bullet
                this.Parent.RemoveChild(this, true);

                Game.Instance.bulletList.Remove(this);

                //die
                this.Die();
            }
            else if (Collisions.checkEnemiesCollisions(this, Game.Instance.enemyList, step, out tempEnemy))
            {
                //reduce the health of the enemy the bullet hit
                tempEnemy.health -= bulletDamage;

                float scale = 0.5f;
                //particles!

                //create and start the particle emmiter

                /*Particles fire_node= new Particles( 10 );
                 * ParticleSystem fire = fire_node.ParticleSystem;
                 *
                 * fire.TextureInfo = new TextureInfo( fireTexture );
                 * fire.Emit.Velocity = step;
                 * fire.Emit.VelocityVar = new Vector2( 2.0f, 2.0f );
                 * fire.Emit.ForwardMomentum = 0.0f;
                 * fire.Emit.AngularMomentun = 0.0f;
                 * fire.Emit.LifeSpan = 0.5f;
                 * fire.Emit.WaitTime = 0.0f;
                 * float s = 0.0f;
                 * fire_node.Position = Position+step;
                 * fire.Emit.PositionVar = new Vector2(s,s);
                 * fire.Emit.ColorStart = Colors.Red;
                 * fire.Emit.ColorStartVar = new Vector4(0.0f,0.0f,0.0f,0.0f);
                 * fire.Emit.ColorEnd = Colors.Red;
                 * fire.Emit.ColorEndVar = new Vector4(0.2f,0.0f,0.0f,0.0f);
                 * fire.Emit.ScaleStart = 0.3f * scale;
                 * fire.Emit.ScaleStartRelVar = 0.2f;
                 * fire.Emit.ScaleEnd = 0.6f * scale;
                 * fire.Emit.ScaleEndRelVar = 0.2f;
                 * fire.Simulation.Fade = 0.5f;
                 * fire.Simulation.Gravity = 0.0f;
                 *
                 * fire.Emit.Transform = fire_node.GetWorldTransform();
                 * fire.Emit.TransformForVelocityEstimate = fire_node.GetWorldTransform();
                 * fire.RenderTransform = Director.Instance.CurrentScene.GetWorldTransform(); // most probably identity
                 *
                 * Director.Instance.CurrentScene.AddChild(fire_node);
                 *
                 * Director.Instance.CurrentScene.RegisterDisposeOnExit(fire);
                 *
                 * //remove the particle emmiter after 0.5 seconds
                 * fire_node.ScheduleInterval((at) => Director.Instance.CurrentScene.RemoveChild(fire_node,true),0.5f,1);
                 */
                this.Parent.RemoveChild(this, true);

                Game.Instance.bulletList.Remove(this);

                this.Die();
            }
            else
            {
                //no collisions with anything,move the bullet
                Position += step;
            }
        }