/// <summary> /// Main update protocol. /// </summary> /// <param name="step_time"></param> /// <param name="p"></param> /// <param name="world"></param> private void updateParticle1(float step_time, Particle p, cWorld world) { // Particle's update code comes here. p.Dims.X += p.ScaleSpeed * step_time; //+= p.Dims.Y += p.ScaleSpeed * step_time; //+= if (AppMath.Vec2Length(p.Dims) < 0.5f) { p.Dims.X = 0.0f; p.Dims.Y = 0.0f; } p.Vel.Y += (Constants.GRAVITY * 40.0f * (step_time * step_time)); p.Vel.X *= p.SlowDown; p.Vel.Y *= p.SlowDown; AppMath.Vec2Truncate(ref p.Vel, p.MaxSpeed * 1.5f); // world.collideParticleSAT(p, step_time, false); //p.Heading = cAppMath.Vec2NormalizeReturn(p.Vel); p.LastPos = p.Pos; p.Pos.X += p.Vel.X * step_time; p.Pos.Y += p.Vel.Y * step_time; if (!AppMath.Vec2IsZero(p.Vel)) { p.Heading = AppMath.Vec2NormalizeReturn(p.Vel); p.Rotation = (float)AppMath.GetAngleOfVector(p.Heading); } world.collideParticleRayTrace(p, step_time); p.Opacity -= p.Fade * step_time; }
public override void Kill(cGameObject by) { this.Scene.LightMap.remove(this.p_followLight); this.Scene.LightMap.remove(this.eye); // this.spriteControl.ChangeState(new cSpriteState(MotionType.LIE, this.spriteControl.getCurrentState().HorizontalFacing)); this.health = 0; this.killed = true; // int y = AppRandom.Choose<int>(new[] { 1,-1}); this.Scene.QueueAction(() => { Vector2f emitDirection = AppMath.Vec2NormalizeReturn(by.Velocity); // new Vector2f(0.0f, y); float len = (float)AppMath.Vec2Length(this.Velocity); float speed = len > 1.0f ? len : 0.0f; ShakeScreen.Init(this.pscene.Camera.ActualPosition); ShakeScreen.StartShake(); Scene.Assets.PlaySound("blood_hit2", 25, this.position); //pscene.ParticleManager.Fireworks.NormalExplosion(new Particles.cEmissionInfo(this.Bounds.center, emitDirection)); var e = pscene.ParticleManager["explosions"] as cExplosionController; e.NormalBlood(new EmissionInfo(this.Bounds.center, emitDirection, speed)); e.Line(new EmissionInfo(this.Bounds.center, emitDirection)); this.Scene.QueueAction(() => { /* * if (this.IsOnGround) * { * this.Scene.Effects.PlaceGround(this.Bounds.center.X, this.Bounds.rightBottom.Y, "side-explosion1"); * } * else */ { this.Scene.Effects.Place(this.Bounds.center, "simple-explosion3"); // flash-black } // this.Scene.Effects.Place(intersection, "fire1"); }); // e.FastBlood(new EmissionInfo(this.Bounds.center,new Vector2f(0.0f, 0.0f))); //float gy = this.Bounds.rightBottom.Y; // ground y //pscene.Effects.PlaceGround(this.Bounds.center.X, gy, "side-explosion1"); //pscene.EntityPool.getEntitiesInRadius() // pscene.Effects.Place(this.bounds.center, "simple-explosion2"); } ); this.Scene.QueueAction(() => { Scene.Assets.PlaySound("coin_drop1", 20); ProbabilityRoll <int> numPickables = new ProbabilityRoll <int>(); numPickables.add(70, 2); numPickables.add(30, 3); int num = numPickables.roll(); for (int i = 0; i < num; ++i) { pscene.EntityPool.AddPickup( new cPickupAble( this.Scene, this.Bounds.center, AppMath.GetRandomUnitVec(), // emitDirection, PickupInfo.PickupType.COIN_GOLD) ); } }); /* * new platformerGame.GameCommands.comPlacePickup( * this.Scene, * new GameObjects.cPickupAble( * this.Scene, * this.Scene.EntityPool.SpatialGrid, * this.Bounds.center, * emitDirection) ) */ }
public override void Update(float step_time) { this.renderer.Update(step_time); cPlayer player = Scene.Player; if (this.pulling) { Vector2f predicted = AppMath.Vec2NormalizeReturn((player.Bounds.center + (player.Velocity * step_time)) - this.Bounds.center); // pull pickup //Vector2f toPlayer = cAppMath.Vec2NormalizeReturn(player.Bounds.center - this.Bounds.center); // G * ((m1*m2) / (d*d)) float f = PULL_FORCE * 150f; // * (100000.0f / ( d*d) ); this.AddForce(predicted * f); } /* * else * { * this.pulling = false; * } */ // applying some gravity force.Y += (false == pulling) ? (Constants.GRAVITY * 40.0f * step_time) : 0.0f; velocity.X += force.X * step_time; velocity.Y += force.Y * step_time; //velocity.X = Math.Abs(velocity.X) < 0.05f ? 0.0f : velocity.X; //velocity.Y = Math.Abs(velocity.Y) < 0.05f ? 0.0f : velocity.Y; double len = AppMath.Vec2Length(velocity); if (len < 0.1) { velocity = new Vector2f(0.0f, 0.0f); } AppMath.Vec2Truncate(ref velocity, MaxSpeed); // get more precise result calling it here (because of the updated velocity) // instead of calling at the beginning of this update method checkCollisionWithWorld(step_time); lastPosition = position; position.X += velocity.X * step_time; position.Y += velocity.Y * step_time; Bounds.SetPosByCenter(position); this.hitCollisionRect = Bounds; if (!AppMath.Vec2IsZero(velocity)) { heading = AppMath.Vec2NormalizeReturn(velocity); orientation = AppMath.GetAngleOfVector(heading); } force = new Vector2f(0.0f, 0.0f); }