コード例 #1
0
ファイル: PlayerShip.cs プロジェクト: dsaf/ShipGame
 void Dispose(bool disposing)
 {
     particleBoost.SetTotalTime(0);
     if (disposing && !isDisposed)
     {
         if (box != null)
         {
             box.Dispose();
             box = null;
         }
     }
 }
コード例 #2
0
ファイル: PlayerShip.cs プロジェクト: dsaf/ShipGame
        ChaseCamera chaseCamera;                 // chase camera object

        /// <summary>
        /// Create a new player ship
        /// </summary>
        public PlayerShip(
            GameManager game,        // game manager
            int player,              // player id
            Model model,             // model for player ship
            EntityList entities,     // entity list for ship model
            float radius)            // collision box radius
        {
            if (game == null)
            {
                throw new ArgumentNullException("game");
            }
            if (entities == null)
            {
                throw new ArgumentNullException("entities");
            }

            // save parameters
            gameManager  = game;
            shipModel    = model;
            shipEntities = entities;
            playerIndex  = player;

            // create movement controller
            movement             = new PlayerMovement();
            movement.maxVelocity = GameOptions.MovementVelocity;

            // enable collision sound
            collisionSound = true;

            // create engine particle system with infinite life time
            particleBoost = gameManager.AddParticleSystem(
                ParticleSystemType.ShipTrail,
                transform);
            particleBoost.SetTotalTime(1e10f);
            boostTransform = shipEntities.GetTransform("engine");

            // create the ship collision box
            box = new CollisionBox(-radius, radius);

            // random bobbing offset
            random      = new Random(player);
            bobbingTime = (float)random.NextDouble();

            // setup 3rd person camera parameters
            camera3rdPerson = false;
            chaseCamera     = new ChaseCamera();
            chaseCamera.DesiredPositionOffset = GameOptions.CameraOffset;
            chaseCamera.LookAtOffset          = GameOptions.CameraTargetOffset;
            chaseCamera.Stiffness             = GameOptions.CameraStiffness;
            chaseCamera.Damping = GameOptions.CameraDamping;
            chaseCamera.Mass    = GameOptions.CameraMass;
        }
コード例 #3
0
        /// <summary>
        /// Update projectile
        /// </summary>
        public bool Update(float elapsedTime, GameManager game)
        {
            if (game == null)
            {
                throw new ArgumentNullException("game");
            }

            // add elapsed time for this frame
            this.elapsedTime += elapsedTime;

            // normalize time
            float normalizedTime = Math.Min(1.0f, this.elapsedTime / totalTime);

            // compute current projectile position
            Vector3 position = Vector3.Lerp(sourcePosition, destinationPosition,
                                            normalizedTime);

            // set postion into projectile transform matrix
            transform.Translation = position;

            // if projectile includes a particle system update its position
            if (system != null)
            {
                system.SetTransform(systemTransform * transform);
            }

            // check if projectile hit any player
            int playerHit = game.GetPlayerAtPosition(position);

            // if a player is hit or reached destination explode projectile
            if ((playerHit != player && playerHit != -1) ||
                normalizedTime == 1.0f)
            {
                // compute explosion position moving hit point into hit normal direction
                Vector3 explosionPosition =
                    position + 0.5f * animatedSpriteSize * transform.Backward;

                // set transform to explosion position
                transform.Translation = explosionPosition;

                // if an animated sprite explosion is available, create it
                if (animatedSpriteSize > 0)
                {
                    game.AddAnimSprite(animatedSprite, explosionPosition,
                                       animatedSpriteSize, 10.0f, animatedSpriteFrameRate,
                                       animatedSpriteDrawMode, -1);
                }

                // if splash damage is available, apply splash damage to nearby players
                if (explosionDamageRadius > 0)
                {
                    game.AddDamageSplash(player, explosionDamage,
                                         explosionPosition, explosionDamageRadius);
                }

                // if exploded on a player add contact damage
                if (playerHit != -1 && game.GetPlayer(playerHit).IsAlive)
                {
                    game.AddDamage(player, playerHit, contactDamage,
                                   Vector3.Normalize(destinationPosition - sourcePosition));
                }

                // if explosion sound is available, play it
                if (explosionSound != null)
                {
                    game.PlaySound3D(explosionSound, explosionPosition);
                }

                // add explosion particle system
                if (projectileType == ProjectileType.Missile)
                {
                    game.AddParticleSystem(
                        ParticleSystemType.MissileExplode,
                        transform);
                }
                else
                if (projectileType == ProjectileType.Blaster)
                {
                    game.AddParticleSystem(
                        ParticleSystemType.BlasterExplode,
                        transform);
                }

                // kill trail particle system
                if (system != null)
                {
                    system.SetTotalTime(-1e10f);
                }

                // return false to kill the projectile
                return(false);
            }

            // return true to keep projectile alive
            return(true);
        }
コード例 #4
0
ファイル: PlayerShip.cs プロジェクト: CS583/The3dgamesample
        // collision box radius
        /// <summary>
        /// Create a new player ship
        /// </summary>
        public PlayerShip(
            GameManager game,        // game manager
            int player,              // player id
            Model model,             // model for player ship
            EntityList entities,     // entity list for ship model
            float radius)
        {
            if (game == null)
            {
                throw new ArgumentNullException("game");
            }
            if (entities == null)
            {
                throw new ArgumentNullException("entities");
            }

            // save parameters
            gameManager = game;
            shipModel = model;
            shipEntities = entities;
            playerIndex = player;

            // create movement controller
            movement = new PlayerMovement();
            movement.maxVelocity = GameOptions.MovementVelocity;

            // enable collision sound
            collisionSound = true;

            // create engine particle system with infinite life time
            particleBoost = gameManager.AddParticleSystem(
                                                ParticleSystemType.ShipTrail,
                                                transform);
            particleBoost.SetTotalTime(1e10f);
            boostTransform = shipEntities.GetTransform("engine");

            // create the ship collision box
            box = new CollisionBox(-radius, radius);

            // random bobbing offset
            random = new Random(player);
            bobbingTime = (float)random.NextDouble();

            // setup 3rd person camera parameters
            camera3rdPerson = false;
            chaseCamera = new ChaseCamera();
            chaseCamera.DesiredPositionOffset = GameOptions.CameraOffset;
            chaseCamera.LookAtOffset = GameOptions.CameraTargetOffset;
            chaseCamera.Stiffness = GameOptions.CameraStiffness;
            chaseCamera.Damping = GameOptions.CameraDamping;
            chaseCamera.Mass = GameOptions.CameraMass;
        }