public int GetRamShipDmg(Ship ship) { var shipToShipDot = Vector2.Dot(RotationMatrix.Right.ToVector2(), ship.RotationMatrix.Right.ToVector2()); var deg = Math.Abs(shipToShipDot * 180); if (deg < RamInstance.HeavyRamAngle) { Debugger.CommandLineWrite("Heavy Ram"); return(RamInstance.HeavyRamDamage); } else if (deg < RamInstance.MediumRamAngle) { Debugger.CommandLineWrite("Heavy Ram"); return(RamInstance.MediumRamDamage); } else if (deg < RamInstance.GlancingRamAngle) { Debugger.CommandLineWrite("Heavy Ram"); return(RamInstance.GlancingRamDamage); } else { return(0); } }
private void CustomActivity() { if (this.X > bulletDestroyPosition) { Debugger.CommandLineWrite("Bullet was destroyed"); this.Destroy(); } }
private void CustomActivity() { if (this.SpriteInstance.JustCycled && this.SpriteInstance.CurrentChainName == "Die") { Debugger.CommandLineWrite("Time to destroy"); this.Destroy(); } }
void CustomActivity(bool firstTimeCalled) { HandleInput(); //ApplyGravity(); HandleCollisons(); if (CameraUp.WasJustPressed) { Debugger.CommandLineWrite(String.Format("X: {0}, Y: {1}", PlayerInstance.X, PlayerInstance.Y)); } }
private void SpawnEnemies() { for (int i = 0; i < maxEnemies; i++) { Debugger.CommandLineWrite("Spawned Enemy"); var x = FlatRedBallServices.Random.Next((int)RightBorder, (int)RightBorder + 200); var y = FlatRedBallServices.Random.Next(-270, 270); Factories.EnemyFactory.CreateNew(x, y); currentEnemies++; } }
private void HandleInput() { if (CameraUp.WasJustPressed) { var x = PlayerInstance.X; var y = PlayerInstance.Y; Debugger.CommandLineWrite(String.Format("X: {0}, Y: {1}", x, y)); } if (CameraUp.IsDown) { Debugger.ClearCommandLine(); } }
// Set animation states public void SetState(string state) { Debugger.CommandLineWrite(String.Format("Changing state to: {0}", state)); switch (state) { case "Flying": this.SpriteInstance.CurrentChainName = "Flying"; break; case "Die": this.SpriteInstance.CurrentChainName = "Die"; this.SpriteInstance.TextureScale = 3; this.XVelocity = XVelocity / 1.25f; // slow it down this.YVelocity = -50; // and fall down break; } }