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 Enter() { this.resourceAssets.LoadResources(Constants.FONT_NAMES, Constants.TEXTURES_NAMES, Constants.SOUND_NAMES); cAnimationAssets.LoadAnimations(this.resourceAssets); BulletBreed.Init(this.resourceAssets); PickupEffects.InitPickupEffects(this.resourceAssets); camera = new Camera(new View(new Vector2f(appControllerRef.WindowSize.X / 2.0f, appControllerRef.WindowSize.Y / 2.0f), appControllerRef.WindowSize)); camera.Zoom = 0.6f; // 0.6f; appControllerRef.MainWindow.SetView(camera.View); /* * Vector2f viewSize = new Vector2f(appController.MainWindow.Size.X, appController.MainWindow.Size.Y); * * m_View.Size = new Vector2f(viewSize.X, viewSize.Y); * m_View.Center = new Vector2f(viewSize.X / 2.0f, viewSize.Y / 2.0f); * m_View.Viewport = new FloatRect(0.0f, 0.0f, 1.0f, 1.0f); * m_View.Zoom(0.6f); //0.6f * * viewRect = new AABB(); * viewRect.SetDims(m_View.Size); */ worldEnvironment = new cEnvironment(); // Constants.LIGHTMAP_COLOR lightMap = new cLightSystem(Constants.LIGHTMAP_COLOR, this.resourceAssets); //((uint)m_World.WorldBounds.dims.X, (uint)m_World.WorldBounds.dims.Y, Constants.LIGHTMAP_COLOR); gameWorld = new cWorld(this, appControllerRef.MainWindow.Size); gameWorld.InitLevel(); //lightMap.Create((uint)m_World.WorldBounds.dims.X, (uint)m_World.WorldBounds.dims.Y); lightMap.Create(appControllerRef.MainWindow.Size.X, appControllerRef.MainWindow.Size.Y); lightMap.loadLightsFromTmxMap(gameWorld.CurrentLevel.GetTmxMap()); this.staticTexture = new RenderTexture((uint)gameWorld.WorldBounds.dims.X, (uint)gameWorld.WorldBounds.dims.Y); this.staticTexture.SetActive(true); this.staticTexture.Clear(new Color(0, 0, 0, 0)); //this.staticTexture.SetView(m_View); Vector2f playerStart = new Vector2f(gameWorld.LevelStartRegion.center.X, gameWorld.LevelStartRegion.rightBottom.Y); playerStart.X -= Constants.CHAR_FRAME_WIDTH / 2.0f; playerStart.Y -= Constants.CHAR_FRAME_HEIGHT; player = new cPlayer(this, playerStart); entityPool = new GameObjectGrid(this, gameWorld.WorldBounds.dims, player); entityPool.InitLevelEntites(World.CurrentLevel); //vizekhez adunk fényt /* * List<cWaterBlock> waterBlocks = m_World.GetWaterBlocks(); * * foreach (cWaterBlock wb in waterBlocks) * { * cLight waterLight = new cLight(); //víz blokkokhoz adunk fényt, mert jól néz ki * waterLight.Pos = new Vector2f(wb.Area.center.X, wb.Area.topLeft.Y+Constants.TILE_SIZE/2.0f); * waterLight.Radius = (wb.Area.dims.X + wb.Area.dims.Y) * 0.8f; * waterLight.Bleed = 0.00001f; // 0.00001f; * waterLight.LinearizeFactor = 0.95f; * waterLight.Color = new Color(41,174,232); // 96,156,164 * lightMap.AddStaticLight(waterLight); * } * * //háttér, környezeti tárgyak megjelenítése * worldEnvironment.SetWaterBlocks(waterBlocks); */ this.particleManager = new cParticleManager(this); this.effectSystem = new EffectSystem(); // lightMap.renderStaticLightsToTexture(); gameActions = new Queue <Action>(50); Listener.GlobalVolume = 80; Listener.Direction = new Vector3f(1.0f, 0.0f, 0.0f); ShakeScreen.Init(camera.ActualPosition); //Pálya idő start levelTimer.Start(); }