protected void UpdateSmokes(float tpf) { NewtonianMovementControl control = asteroid.GetControlOfType <NewtonianMovementControl>(); if (control == null) { return; } double speed = control.RealSpeed / tpf; if (speed < 80 && smokeEmmitors.Count > 0) { foreach (ParticleEmmitor e in smokeEmmitors) { e.DelayedStop(); } smokeEmmitors.Clear(); return; } int maxSmoke = GetMaxSmoke(); if (smokeEmmitors.Count == maxSmoke) { return; } int num = (int)((speed - 80) / 20); if (num > maxSmoke) { num = maxSmoke; } int diff = num - smokeEmmitors.Count; if (diff == 0) { return; } if (diff < 0) { for (int i = 1; i <= diff; i++) { smokeEmmitors[smokeEmmitors.Count - i].DelayedStop(); smokeEmmitors.RemoveAt(smokeEmmitors.Count - i); } } else { for (int i = 0; i < diff; i++) { smokeEmmitors.Add(CreateAndAddSmokeEmmitor(smokeEmmitors.Count)); } } }
public void SpawnAsteroid() { if (AsteroidSpawned) { return; } AsteroidSpawned = true; me.RemoveControlsOfType <HighlightingControl>(); Asteroid ast = new Asteroid(me.SceneMgr, IdMgr.GetNewId(me.SceneMgr.GetCurrentPlayer().GetId())); ast.Gold = 0; ast.Radius = 20; ast.Position = new Vector(me.Position.X - ast.Radius, me.Position.Y - ast.Radius); ast.Direction = (me as IMovable).Direction; ast.AsteroidType = AsteroidType.NORMAL; ast.TextureId = me.SceneMgr.GetRandomGenerator().Next(1, 18); SphereCollisionShape cs = new SphereCollisionShape(); cs.Center = ast.Center; cs.Radius = ast.Radius; ast.CollisionShape = cs; ast.SetGeometry(SceneGeometryFactory.CreateAsteroidImage(ast)); me.SceneMgr.DelayedAttachToScene(ast); collided.Add(ast.Id); ast.AddControl(new StickySphereCollisionShapeControl()); NewtonianMovementControl nmc = new NewtonianMovementControl(); nmc.Speed = me.SceneMgr.GetCurrentPlayer().Data.MineFallingSpeed; ast.AddControl(nmc); NetOutgoingMessage msg = me.SceneMgr.CreateNetMessage(); ast.WriteObject(msg); me.SceneMgr.SendMessage(msg); }
private void CreateSpark() { ParticleNode node = new ParticleNode(me.SceneMgr, IdMgr.GetNewId(me.SceneMgr.GetCurrentPlayer().GetId())); // TODO spawn in a whole volume bool left = me.SceneMgr.GetRandomGenerator().Next(2) == 0 ? false : true; if (left) { Vector position = (meNode.Center - (meNode.Direction.Rotate(Math.PI / 4) * (asteroid.Radius))); position += meNode.Direction * (asteroid.Radius * 1.5); node.Position = position; node.Direction = meNode.Direction.Rotate(FastMath.DegToRad(-10)); } else { Vector position = (meNode.Center - (meNode.Direction.Rotate(-Math.PI / 4) * (asteroid.Radius))); position += meNode.Direction * (asteroid.Radius * 1.5); node.Position = position; node.Direction = meNode.Direction.Rotate(FastMath.DegToRad(10)); } float minSize = (float)FastMath.LinearInterpolate(0.2, 0.5, me.SceneMgr.GetRandomGenerator().NextDouble()); float maxSize = minSize * 1.2f; ParticleEmmitor smokeEmmitor = ParticleEmmitorFactory.CreateBasicFire(me.SceneMgr, Color.FromArgb(80, 0, 0, 0)); smokeEmmitor.Amount = 20; smokeEmmitor.MinLife = 0.3f; smokeEmmitor.MaxLife = 0.4f; smokeEmmitor.MinSize = minSize * 1.3f; smokeEmmitor.MaxSize = maxSize * 1.3f; smokeEmmitor.SpawnRadius = 4f; smokeEmmitor.Infinite = true; ParticleEmmitor fireEmmitor = ParticleEmmitorFactory.CreateBasicFire(me.SceneMgr, Color.FromArgb(150, 255, 100, 0)); fireEmmitor.Amount = 20; fireEmmitor.MinLife = 0.1f; fireEmmitor.MaxLife = 0.2f; fireEmmitor.MinSize = minSize * 1.1f; fireEmmitor.MaxSize = maxSize * 1.1f; fireEmmitor.Infinite = true; ParticleEmmitor fireEmmitor2 = ParticleEmmitorFactory.CreateBasicFire(me.SceneMgr, Color.FromArgb(200, 255, 200, 0)); fireEmmitor2.Amount = 20; fireEmmitor2.MinLife = 0.1f; fireEmmitor2.MaxLife = 0.1f; fireEmmitor2.MinSize = minSize; fireEmmitor2.MaxSize = maxSize; fireEmmitor2.Infinite = true; EmmitorGroup grp = new EmmitorGroup(); grp.Add(smokeEmmitor); grp.Add(fireEmmitor); grp.Add(fireEmmitor2); node.AddEmmitorGroup(grp, new Vector(), false); NewtonianMovementControl nmc = new NewtonianMovementControl(); nmc.Speed = (asteroid.GetControlOfType <IMovementControl>().RealSpeed / tpf) * 0.75f; node.AddControl(nmc); node.AddControl(new LimitedLifeControl((float)FastMath.LinearInterpolate(0.5, 2, me.SceneMgr.GetRandomGenerator().NextDouble()))); me.SceneMgr.DelayedAttachToScene(node); }