public void SetupNoise(float startNoiseAmt, float falloffTime) { startNoise = startNoiseAmt; falloff = falloffTime; this.startTime = OwningWorld.CurrentTime(); }
public void SetupGib(Vector Position, Vector Velocity) { this.velocity = Velocity; this.SetPosition(Position); this.dieTime = OwningWorld.CurrentTime() + (float)CMath.Rand.NextDouble() * 5f + 2; this.startTime = OwningWorld.CurrentTime(); }
public void SetupBullet(Vector Position, Vector Velocity) { this.velocity = Velocity; this.SetPosition(Position); this.spawnTime = OwningWorld.CurrentTime(); this.lifeTime = 5f; }
public override void Think(float curTime, float deltaTime) { SetPosition(this.Position.X + velocity.X, this.Position.Y + velocity.Y); if (dieTime < OwningWorld.CurrentTime()) { this.Destroy(); } }
public override Vector[] Draw(float curTime, out int length) { int numPoints = (int)(15 * (1 - (OwningWorld.CurrentTime() - spawnTime) / lifeTime)); numPoints = Math.Max(numPoints, 0); Vector[] p = Render.DrawLine(this.Position, this.Position - this.velocity * 0.05f, numPoints); length = p.Length; return(p); }
public void Explode() { for (int i = 0; i < 8; i++) { Vector away = new Vector(1, 0).Rotate((float)((i / 4f - 1f) * Math.PI * 2 + CMath.Rand.NextDouble() * 2f)); AsteroidGibs gib = OwningWorld.Create <AsteroidGibs>(); gib.SetupGib(this.Position, away * (float)(CMath.Rand.NextDouble() * 2 + 0.1f)); } OwningWorld.Create <Noise>().SetupNoise(200, 0.2f); explodeTime = OwningWorld.CurrentTime(); //this.Destroy(); }
public override void Think(float curTime, float deltaTime) { float noiseLeft = CMath.Lerp(1 - (startTime + falloff - OwningWorld.CurrentTime()) / falloff, startNoise, 0); Console.WriteLine(noiseLeft); noiseLeft = Math.Max(noiseLeft, 0); OwningWorld.SetNoise(noiseLeft); if (noiseLeft <= 0) { this.Destroy(); } }
public override void Think(float curTime, float deltaTime) { SetPosition(this.Position + velocity * deltaTime); Asteroid[] asses = OwningWorld.GetByType <Asteroid>(); foreach (Asteroid ass in asses) { if (ass.Within(this.Position) && !ass.MarkedForDelete && !ass.Exploding) { ass.Explode(); this.Destroy(); break; } } if (OwningWorld.CurrentTime() - spawnTime > lifeTime) { this.Destroy(); } }
private float getRadius() { return((OwningWorld.CurrentTime() - startTime / (dieTime - startTime)) * 25); }