コード例 #1
0
ファイル: HoveringEye.cs プロジェクト: tarsupin/Nexus
        private void ShootBolt(FInt rotation, int midX, int midY)
        {
            FInt r    = FPRadians.Normalize(rotation);
            FInt velX = FInt.Create(Radians.GetXFromRotation((float)r.ToDouble(), (float)this.attSpeed.ToDouble()));
            FInt velY = FInt.Create(Radians.GetYFromRotation((float)r.ToDouble(), (float)this.attSpeed.ToDouble()));

            ProjectileEnemy projectile = ProjectileEnemy.Create(room, (byte)ProjectileEnemySubType.BoltBlue, FVector.Create(midX - 10, midY + 4), FVector.Create(velX, velY));

            projectile.physics.SetGravity(FInt.Create(0));
            projectile.rotation = (float)r.ToDouble();
        }
コード例 #2
0
ファイル: HoveringEye.cs プロジェクト: tarsupin/Nexus
        public override void RunTick()
        {
            base.RunTick();

            // Get Center Bounds
            int midX = this.posX + this.bounds.MidX;
            int midY = this.posY + this.bounds.MidY;

            // Only change behaviors every 16 frames.
            if (Systems.timer.frame16Modulus == 15)
            {
                this.WatchForCharacter(midX, midY);
            }

            // Check for any attack to make this round.
            if (this.charWatched is Character && this.attack.AttackThisFrame())
            {
                // Get distance from Character, if applicable.
                int destX    = this.charWatched is Character ? this.charWatched.posX + this.charWatched.bounds.MidX - 10 : midX;
                int destY    = this.charWatched is Character ? this.charWatched.posY + this.charWatched.bounds.MidY - 10 : midY;
                int distance = FPTrigCalc.GetDistance(FVector.Create(midX, midY), FVector.Create(destX, destY)).RoundInt;

                if (distance < ViewDistance)
                {
                    FInt rotation = FPRadians.GetRadiansBetweenCoords(midX, midY, destX, destY);
                    this.rotation = (float)rotation.ToDouble();

                    if (this.attCount != 2)
                    {
                        this.ShootBolt(rotation, midX, midY);
                    }

                    if (this.attCount > 1)
                    {
                        this.ShootBolt(rotation + attSpread, midX, midY);
                        this.ShootBolt(rotation - attSpread, midX, midY);
                    }

                    this.room.PlaySound(Systems.sounds.bolt, 0.6f, this.posX + 16, this.posY + 16);
                }
            }
        }
コード例 #3
0
    public static FInt Asin(FInt F)
    {
        bool isNegative = F < 0;

        F = Abs(F);

        if (F > FInt.OneF)
        {
            throw new ArithmeticException("Bad Asin Input:" + F.ToDouble());
        }

        FInt f1 = mul(mul(mul(mul(new FInt(145103 >> FInt.SHIFT_AMOUNT, false), F) -
                              new FInt(599880 >> FInt.SHIFT_AMOUNT, false), F) +
                          new FInt(1420468 >> FInt.SHIFT_AMOUNT, false), F) -
                      new FInt(3592413 >> FInt.SHIFT_AMOUNT, false), F) +
                  new FInt(26353447 >> FInt.SHIFT_AMOUNT, false);
        FInt f2 = PI / new FInt(2, true) - (Sqrt(FInt.OneF - F) * f1);

        return(isNegative ? f2.Inverse : f2);
    }
コード例 #4
0
ファイル: SportBall.cs プロジェクト: tarsupin/Nexus
        public override void CollidePosRight(int posX)
        {
            FInt velX = this.physics.velocity.X;

            this.physics.touch.TouchRight();
            this.physics.StopX();
            this.physics.MoveToPosX(posX);

            // Bounce Back
            this.physics.velocity.X -= velX * bounceX;

            // Bounce sound when it's sufficiently high enough.
            if (velX > 2)
            {
                this.room.PlaySound(Systems.sounds.shellThud, (float)Math.Min(0.6f, velX.ToDouble() * 0.1f), this.posX + 16, this.posY + 16);
            }
            else
            {
                this.physics.velocity.X = FInt.Create(0);
            }
        }
コード例 #5
0
ファイル: SportBall.cs プロジェクト: tarsupin/Nexus
        public override void CollidePosDown(int posY)
        {
            FInt velY = this.physics.velocity.Y;

            this.physics.touch.TouchDown();
            this.physics.StopY();
            this.physics.MoveToPosY(posY);

            this.physics.velocity.X *= this.decelGround;
            this.physics.velocity.Y -= velY * bounceY;

            // Bounce sound when it's sufficiently high enough.
            if (velY > 2)
            {
                this.room.PlaySound(Systems.sounds.shellThud, (float)Math.Min(0.8f, velY.ToDouble() * 0.1f), this.posX + 16, this.posY + 16);
            }
            else
            {
                this.physics.velocity.Y = FInt.Create(0);
            }
        }