コード例 #1
0
ファイル: Room.cs プロジェクト: kevincos/Vexed
        public void AddStripToTriangleList2(Edge e, float depth, List<VertexPositionColorNormalTexture> triangleList)
        {
            float edgeLength = (e.end.position - e.start.position).Length();

            if (e.start.normal != e.end.normal)
            {
                Vector3 fullEdge = e.end.position - e.start.position;
                Vector3 currentComponent = Vector3.Dot(e.end.normal, fullEdge) * e.end.normal;
                Vector3 nextComponent = Vector3.Dot(e.start.normal, fullEdge) * e.start.normal;
                Vector3 constantComponent = Vector3.Dot(Vector3.Cross(e.end.normal, e.start.normal), fullEdge) * Vector3.Cross(e.end.normal, e.start.normal);
                float currentPercent = currentComponent.Length() / (currentComponent.Length() + nextComponent.Length());
                Vector3 midPoint = e.start.position + currentComponent + currentPercent * constantComponent;
                edgeLength = (e.end.position - midPoint).Length() + (e.start.position - midPoint).Length();
            }

            int width = (int)(edgeLength+.5f);
            float blockWidth = edgeLength / width;

            List<Vertex> fullPointList = new List<Vertex>();
            for (int i = 0; i < width+1; i++)
            {
                Vector3 up = Vector3.Cross(e.start.normal, e.start.direction);
                fullPointList.Add(new Vertex(e.start, e.start.direction * i + up));
                fullPointList.Add(new Vertex(e.start, e.start.direction * i));
            }
            for (int i = 0; i < (width+1) * 2; i++)
            {
                fullPointList[i].Update(this, 0);
            }

            for (int i = 0; i < width; i++)
            {
                List<Vertex> subList = new List<Vertex>();
                List<Vertex> mirrorSubList = new List<Vertex>();
                Vector3 up = Vector3.Cross(fullPointList[(i * 2)].direction, fullPointList[i * 2].normal);

                mirrorSubList.Add(new Vertex(fullPointList[(i) * 2 + 1], .01f * up));
                mirrorSubList.Add(new Vertex(fullPointList[(i + 1) * 2 + 1], .01f * up));
                mirrorSubList.Add(fullPointList[(i + 1) * 2]);
                mirrorSubList.Add(fullPointList[i * 2]);

                subList.Add(new Vertex(fullPointList[(i+1) * 2 + 1], .01f*up));
                subList.Add(new Vertex(fullPointList[(i) * 2 + 1], .01f*up));
                subList.Add(fullPointList[(i) * 2]);
                subList.Add(fullPointList[(i+1) * 2]);
                /*foreach (Vertex v in mirrorSubList)
                    v.Update(this, 0);
                foreach (Vertex v in subList)
                    v.Update(this, 0);*/

                if (e.properties.type == VL.EdgeType.Ice)
                {
                    #region ice
                    if (i == width - 1)
                    {
                        AddBlockFrontToTriangleList(mirrorSubList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[(i + 1) * 2 + 1], fullPointList[i * 2 + 1], depth + .01f, .01f, true, edgeTopEndTexCoords, triangleList);
                    }
                    else if (i == 0)
                    {
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[i * 2 + 1], fullPointList[(i + 1) * 2 + 1], depth + .01f, .01f, false, edgeTopEndTexCoords, triangleList);
                    }
                    else
                    {
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[i * 2 + 1], fullPointList[(i + 1) * 2 + 1], depth + .01f, .01f, false, edgeTopTexCoords, triangleList);
                    }
                    #endregion
                }
                else if (e.properties.type == VL.EdgeType.Bounce)
                {
                    #region bounce
                    float treadRise = .1f;
                    float treadFraction = .75f;
                    if (i == width - 1)
                    {
                        Vertex v1t = new Vertex(fullPointList[i * 2 + 1], treadRise * up);
                        Vertex v3t = fullPointList[(i + 1) * 2 + 1];
                        Vertex v2t = new Vertex(fullPointList[i * 2 + 1], treadRise * up + treadFraction * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position));
                        v1t.Update(this, 0);
                        v2t.Update(this, 0);
                        v3t.Update(this, 0);

                        List<Vertex> subListA = new List<Vertex>();
                        subListA.Add(new Vertex(subList[0], Vector3.Zero)); // Left
                        subListA.Add(new Vertex(subList[1], treadRise * up + treadFraction * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));
                        subListA.Add(new Vertex(subList[2], treadFraction * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));
                        subListA.Add(new Vertex(subList[3], Vector3.Zero)); // Left
                        foreach (Vertex v in subListA)
                            v.Update(this, 0);
                        List<Vertex> subListB = new List<Vertex>();
                        subListB.Add(new Vertex(subList[1], treadRise * up + treadFraction * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));
                        subListB.Add(new Vertex(subList[1], treadRise * up));
                        subListB.Add(new Vertex(subList[2], Vector3.Zero));
                        subListB.Add(new Vertex(subList[2], treadFraction * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));
                        foreach (Vertex v in subListB)
                            v.Update(this, 0);

                        AddTopStrip(v1t, v2t, depth + .011f, .00f, false, edgeTopTexCoords, triangleList);
                        AddTopStrip(v2t, v3t, depth + .011f, .00f, false, edgeTopTexCoords, triangleList);

                        AddBlockFrontToTriangleList(mirrorSubList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddBlockFrontToTriangleList(subListA, Color.White, depth + .011f, rubberSideSmallTexCoords, triangleList, true);
                        AddBlockFrontToTriangleList(subListB, Color.White, depth + .011f, rubberSideSmallTexCoords, triangleList, true);
                    }
                    else if (i == 0)
                    {
                        Vertex v1 = fullPointList[i * 2 + 1];
                        Vertex v3 = new Vertex(fullPointList[(i + 1) * 2 + 1], treadRise * up);
                        Vertex v2 = new Vertex(fullPointList[i * 2 + 1], treadRise * up + (1 - treadFraction) * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position));
                        v1.Update(this, 0);
                        v2.Update(this, 0);
                        v3.Update(this, 0);

                        List<Vertex> subListA = new List<Vertex>();
                        subListA.Add(new Vertex(subList[0], treadRise * up)); // Left
                        subListA.Add(new Vertex(subList[1], treadRise * up + (1 - treadFraction) * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));
                        subListA.Add(new Vertex(subList[2], (1 - treadFraction) * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));
                        subListA.Add(new Vertex(subList[3], Vector3.Zero)); // Left
                        List<Vertex> subListB = new List<Vertex>();
                        subListB.Add(new Vertex(subList[1], treadRise * up + (1 - treadFraction) * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));
                        subListB.Add(new Vertex(subList[1], Vector3.Zero));
                        subListB.Add(new Vertex(subList[2], Vector3.Zero));
                        subListB.Add(new Vertex(subList[2], (1 - treadFraction) * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));

                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddBlockFrontToTriangleList(subListA, Color.White, depth + .011f, rubberSideSmallTexCoords, triangleList, true);
                        AddBlockFrontToTriangleList(subListB, Color.White, depth + .011f, rubberSideSmallTexCoords, triangleList, true);
                        AddTopStrip(v1, v2, depth + .011f, .00f, false, edgeTopTexCoords, triangleList);
                        AddTopStrip(v2, v3, depth + .011f, .00f, false, edgeTopTexCoords, triangleList);

                    }
                    else
                    {
                        Vertex v1 = new Vertex(fullPointList[i * 2 + 1], treadRise * up);
                        Vertex v2 = new Vertex(fullPointList[(i + 1) * 2 + 1], treadRise * up);
                        v1.Update(this, 0);
                        v2.Update(this, 0);
                        List<Vertex> subListA = new List<Vertex>();
                        subListA.Add(new Vertex(subList[0], treadRise * up));
                        subListA.Add(new Vertex(subList[1], treadRise * up));
                        subListA.Add(new Vertex(subList[2], Vector3.Zero));
                        subListA.Add(new Vertex(subList[3], Vector3.Zero));

                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideTexCoords, triangleList, true);
                        AddBlockFrontToTriangleList(subListA, Color.White, depth + .01f, rubberSideSmallTexCoords, triangleList, true);
                        AddTopStrip(v1, v2, depth + .01f, .00f, false, edgeTopTexCoords, triangleList);
                    }
            #endregion
                }
                else if (e.properties.type == VL.EdgeType.ConveyorBelt)
                {
                    #region conveyorbelt
                    float beltOffset = .0000125f * beltAnimation * e.properties.primaryValue;

                    beltOffset %= .125f;
                    if (beltOffset < 0)
                        beltOffset += .125f;

                    List<Vector2> activeBeltTopTexCoords = new List<Vector2>();
                    activeBeltTopTexCoords.Add(edgeTopTexCoords[0] + beltOffset * Vector2.UnitX);
                    activeBeltTopTexCoords.Add(edgeTopTexCoords[1] + beltOffset * Vector2.UnitX);
                    activeBeltTopTexCoords.Add(edgeTopTexCoords[2] + beltOffset * Vector2.UnitX);
                    activeBeltTopTexCoords.Add(edgeTopTexCoords[3] + beltOffset * Vector2.UnitX);
                    List<Vector2> activeBeltSideTexCoords = new List<Vector2>();
                    activeBeltSideTexCoords.Add(beltSideSmallTexCoords[0] + beltOffset * Vector2.UnitX);
                    activeBeltSideTexCoords.Add(beltSideSmallTexCoords[1] + beltOffset * Vector2.UnitX);
                    activeBeltSideTexCoords.Add(beltSideSmallTexCoords[2] + beltOffset * Vector2.UnitX);
                    activeBeltSideTexCoords.Add(beltSideSmallTexCoords[3] + beltOffset * Vector2.UnitX);

                    float treadRise = .08f;
                    float treadFraction = .8f;

                    if (i == width - 1)
                    {
                        Vertex v1t = new Vertex(fullPointList[i * 2 + 1], treadRise * up);
                        Vertex v3t = fullPointList[(i + 1) * 2 + 1];
                        Vertex v2t = new Vertex(fullPointList[i * 2 + 1], treadRise * up + treadFraction * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position));

                        List<Vertex> subListA = new List<Vertex>();
                        subListA.Add(new Vertex(subList[0], Vector3.Zero)); // Left
                        subListA.Add(new Vertex(subList[1], treadRise * up + treadFraction * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));
                        subListA.Add(new Vertex(subList[2], treadFraction * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));
                        subListA.Add(new Vertex(subList[3], Vector3.Zero)); // Left
                        List<Vertex> subListB = new List<Vertex>();
                        subListB.Add(new Vertex(subList[1], treadRise * up + treadFraction * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));
                        subListB.Add(new Vertex(subList[1], treadRise * up));
                        subListB.Add(new Vertex(subList[2], Vector3.Zero));
                        subListB.Add(new Vertex(subList[2], treadFraction * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));

                        AddTopStrip(v1t, v2t, depth + .011f, .00f, false, activeBeltTopTexCoords, triangleList);
                        AddTopStrip(v2t, v3t, depth + .011f, .00f, false, activeBeltTopTexCoords, triangleList);
                        AddBlockFrontToTriangleList(mirrorSubList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddBlockFrontToTriangleList(subListA, Color.White, depth + .011f, activeBeltSideTexCoords, triangleList, true);
                        AddBlockFrontToTriangleList(subListB, Color.White, depth + .011f, activeBeltSideTexCoords, triangleList, true);
                    }
                    else if (i == 0)
                    {
                        Vertex v1 = fullPointList[i * 2 + 1];
                        Vertex v3 = new Vertex(fullPointList[(i + 1) * 2 + 1], treadRise * up);
                        Vertex v2 = new Vertex(fullPointList[i * 2 + 1], treadRise * up + (1-treadFraction) * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position));
                        v1.Update(this, 0);
                        v2.Update(this, 0);
                        v3.Update(this, 0);

                        List<Vertex> subListA = new List<Vertex>();
                        subListA.Add(new Vertex(subList[0], treadRise * up)); // Left
                        subListA.Add(new Vertex(subList[1], treadRise * up+(1 - treadFraction) * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));
                        subListA.Add(new Vertex(subList[2], (1-treadFraction) * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));
                        subListA.Add(new Vertex(subList[3], Vector3.Zero)); // Left
                        List<Vertex> subListB = new List<Vertex>();
                        subListB.Add(new Vertex(subList[1], treadRise * up + (1-treadFraction) * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));
                        subListB.Add(new Vertex(subList[1], Vector3.Zero));
                        subListB.Add(new Vertex(subList[2], Vector3.Zero));
                        subListB.Add(new Vertex(subList[2], (1 - treadFraction) * (fullPointList[(i + 1) * 2 + 1].position - fullPointList[i * 2 + 1].position)));

                        AddTopStrip(v1, v2, depth + .011f, .00f, false, activeBeltTopTexCoords, triangleList);
                        AddTopStrip(v2, v3, depth + .011f, .00f, false, activeBeltTopTexCoords, triangleList);
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddBlockFrontToTriangleList(subListA, Color.White, depth + .011f, activeBeltSideTexCoords, triangleList, true);
                        AddBlockFrontToTriangleList(subListB, Color.White, depth + .011f, activeBeltSideTexCoords, triangleList, true);
                    }
                    else
                    {
                        Vertex v1 = new Vertex(fullPointList[i * 2 + 1], treadRise * up);
                        Vertex v2 = new Vertex(fullPointList[(i + 1) * 2 + 1], treadRise * up);
                        v1.Update(this, 0);
                        v2.Update(this, 0);

                        List<Vertex> subListA = new List<Vertex>();
                        subListA.Add(new Vertex(subList[0], treadRise * up));
                        subListA.Add(new Vertex(subList[1], treadRise * up));
                        subListA.Add(new Vertex(subList[2], Vector3.Zero));
                        subListA.Add(new Vertex(subList[3], Vector3.Zero));

                        AddTopStrip(v1, v2, depth + .011f, .00f, false, activeBeltTopTexCoords, triangleList);
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideTexCoords, triangleList, true);
                        AddBlockFrontToTriangleList(subListA, Color.White, depth + .011f, activeBeltSideTexCoords, triangleList, true);
                    }
                    #endregion
                }
                else if (e.properties.type == VL.EdgeType.Electric && e.properties.primaryValue == 0)
                {
                    #region electric off
                    if (i == width - 1)
                    {
                        AddBlockFrontToTriangleList(mirrorSubList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[(i + 1) * 2 + 1], fullPointList[i * 2 + 1], depth + .01f, .01f, true, edgeTopEndTexCoords, triangleList);
                    }
                    else if (i == 0)
                    {
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[i * 2 + 1], fullPointList[(i + 1) * 2 + 1], depth + .01f, .01f, false, edgeTopEndTexCoords, triangleList);
                    }
                    else
                    {
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[i * 2 + 1], fullPointList[(i + 1) * 2 + 1], depth + .01f, .01f, false, edgeTopTexCoords, triangleList);
                    }
                    #endregion
                }
                else if (e.properties.type == VL.EdgeType.Electric && e.properties.primaryValue != 0)
                {
                    #region electric on
                    if (i == width - 1)
                    {
                        AddBlockFrontToTriangleList(mirrorSubList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[(i + 1) * 2 + 1], fullPointList[i * 2 + 1], depth + .01f, .01f, true, edgeTopEndTexCoords, triangleList);
                    }
                    else if (i == 0)
                    {
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[i * 2 + 1], fullPointList[(i + 1) * 2 + 1], depth + .01f, .01f, false, edgeTopEndTexCoords, triangleList);
                    }
                    else
                    {
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[i * 2 + 1], fullPointList[(i + 1) * 2 + 1], depth + .01f, .01f, false, edgeTopTexCoords, triangleList);
                    }
                    #endregion
                }
                else if (e.properties.type == VL.EdgeType.Fire && e.properties.primaryValue == 0)
                {
                    #region lava off
                    if (i == width - 1)
                    {
                        AddBlockFrontToTriangleList(mirrorSubList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[(i + 1) * 2 + 1], fullPointList[i * 2 + 1], depth + .01f, .01f, true, edgeTopEndTexCoords, triangleList);
                    }
                    else if (i == 0)
                    {
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[i * 2 + 1], fullPointList[(i + 1) * 2 + 1], depth + .01f, .01f, false, edgeTopEndTexCoords, triangleList);
                    }
                    else
                    {
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[i * 2 + 1], fullPointList[(i + 1) * 2 + 1], depth + .01f, .01f, false, edgeTopTexCoords, triangleList);
                    }
                    #endregion
                }
                else if (e.properties.type == VL.EdgeType.Fire && e.properties.primaryValue != 0)
                {
                    #region lava on
                    if (i == width - 1)
                    {
                        AddBlockFrontToTriangleList(mirrorSubList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[(i + 1) * 2 + 1], fullPointList[i * 2 + 1], depth + .01f, .01f, true, edgeTopEndTexCoords, triangleList);
                    }
                    else if (i == 0)
                    {
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[i * 2 + 1], fullPointList[(i + 1) * 2 + 1], depth + .01f, .01f, false, edgeTopEndTexCoords, triangleList);
                    }
                    else
                    {
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideTexCoords, triangleList, true);
                        AddTopStrip(fullPointList[i * 2 + 1], fullPointList[(i + 1) * 2 + 1], depth + .01f, .01f, false, edgeTopTexCoords, triangleList);
                    }
                    #endregion
                }
                else
                {
                    #region magnet
                    if (i == width - 1)
                        AddBlockFrontToTriangleList(mirrorSubList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                    else if (i == 0)
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideEndTexCoords, triangleList, true);
                    else
                        AddBlockFrontToTriangleList(subList, Color.White, depth + .01f, edgeSideTexCoords, triangleList, true);

                    AddTopStrip(fullPointList[i * 2 + 1], fullPointList[(i + 1) * 2 + 1], depth + .01f, .01f, false, edgeTopTexCoords, triangleList);
                    #endregion
                }
            }
        }
コード例 #2
0
ファイル: GunEmplacement.cs プロジェクト: kevincos/Vexed
        public void Upgate(int gameTime, Monster srcMonster)
        {
            position = new Vertex(srcMonster.position);
            position.velocity = positionOffset.X * srcMonster.rightUnit - positionOffset.Y * srcMonster.upUnit;
            position.Update(Engine.player.currentRoom, 1);
            position.velocity = srcMonster.position.velocity;

            if ((Engine.player.center.position - position.position).Length() < weaponRange)
                fireCooldown -= gameTime;
            if (fireCooldown < 0)
                fireCooldown = 0;

            float cosTheta = 0f;
            float sinTheta = 0f;
            if (angleRotateSpeed != 0)
            {
                Vector3 aimTarget = Engine.player.center.position - position.position;
                aimTarget.Normalize();
                cosTheta = Vector3.Dot(srcMonster.upUnit, aimTarget);
                sinTheta = Vector3.Dot(srcMonster.rightUnit, aimTarget);
                float targetAngle = 0;
                if (sinTheta > 0)
                    targetAngle = (float)Math.Acos(cosTheta);
                else
                    targetAngle = (float)(2 * Math.PI) - (float)Math.Acos(cosTheta);
                float posGap = targetAngle - currentAngle;
                if (posGap < 0)
                    posGap += (float)Math.PI * 2;
                if (posGap < .1f)
                {
                }
                else if (posGap < Math.PI) currentAngle += angleRotateSpeed;
                else if (posGap > Math.PI) currentAngle -= angleRotateSpeed;

                if (currentAngle > 2 * Math.PI)
                    currentAngle -= (float)Math.PI * 2;
                if (currentAngle < 0)
                    currentAngle += (float)Math.PI * 2;
                if (!(srcMonster.moveType == VL.MovementType.Hover || srcMonster.moveType == VL.MovementType.ArmorBoss || srcMonster.moveType == VL.MovementType.RockBoss || srcMonster.moveType == VL.MovementType.SnakeBoss || srcMonster.moveType == VL.MovementType.BattleBoss))
                {
                    if (currentAngle > Math.PI / 2 && currentAngle < Math.PI)
                        currentAngle = (float)(Math.PI / 2 - .05f);
                    if (currentAngle > Math.PI && currentAngle < 3 * Math.PI / 2)
                        currentAngle = (float)(3 * Math.PI / 2 + .05f);
                }
            }
            else if (trackType == VL.TrackType.Up)
            {
                currentAngle = 0f;
            }
            else if (trackType == VL.TrackType.UpLeft)
            {
                currentAngle = (float)(7 * Math.PI / 4);
            }
            else if (trackType == VL.TrackType.UpRight)
            {
                currentAngle = (float)(Math.PI / 4);
            }
            else if (trackType == VL.TrackType.Left)
            {
                currentAngle = (float)(3 * Math.PI / 2);
            }
            else if (trackType == VL.TrackType.Right)
            {
                currentAngle = (float)(Math.PI / 2);
            }

            cosTheta = (float)Math.Cos(currentAngle);
            sinTheta = (float)Math.Sin(currentAngle);
            gunLine = srcMonster.right * sinTheta + srcMonster.up * cosTheta;
            gunNormal = Vector3.Cross(gunLine, position.normal);
            gunLine.Normalize();
            gunNormal.Normalize();

            if (srcMonster.moveType == VL.MovementType.RockBoss && (srcMonster.rockBoss.state == RockBossState.Snow_Flee1))
                return;

            if (fireCooldown == 0)
            {
                Vector3 projectileVelocity = gunLine;
                projectileVelocity.Normalize();

                fireCooldown = fireTime;
                if (srcMonster != null)
                {
                    fireCooldown += (ArmorBoss.r.Next(fireCooldown / 5) - fireCooldown / 10);
                }
                if (gunType == VL.GunType.Blaster || gunType == VL.GunType.Repeater)
                {
                    SoundFX.FireBlaster(position.position);
                    Engine.player.currentRoom.projectiles.Add(new Projectile(srcMonster, ProjectileType.Plasma, position.position + radius * gunLine, Vector3.Zero, position.normal, projectileVelocity));
                    if (gunType == VL.GunType.Repeater)
                    {
                        repeaterCount++;
                        repeaterCount %= 4;
                    }
                }
                if (gunType == VL.GunType.Beam)
                {
                    SoundFX.FireLaser(position.position);
                    Engine.player.currentRoom.projectiles.Add(new Projectile(srcMonster, ProjectileType.Laser, position.position + radius * gunLine, Vector3.Zero, position.normal, projectileVelocity));
                }
                if (gunType == VL.GunType.Missile)
                {
                    SoundFX.FireMissile(position.position);
                    Engine.player.currentRoom.projectiles.Add(new Projectile(srcMonster, ProjectileType.Missile, position.position + radius * gunLine, position.velocity, position.normal, projectileVelocity));
                }
                if (gunType == VL.GunType.Spread)
                {
                    SoundFX.FireBlaster(position.position);
                    SoundFX.FireBlaster(position.position);
                    SoundFX.FireBlaster(position.position);
                    Engine.player.currentRoom.projectiles.Add(new Projectile(srcMonster, ProjectileType.Plasma, position.position + radius * gunLine, Vector3.Zero, position.normal, projectileVelocity + .5f * gunNormal));
                    Engine.player.currentRoom.projectiles.Add(new Projectile(srcMonster, ProjectileType.Plasma, position.position + radius * gunLine, Vector3.Zero, position.normal, projectileVelocity - .5f * gunNormal));
                    Engine.player.currentRoom.projectiles.Add(new Projectile(srcMonster, ProjectileType.Plasma, position.position + radius * gunLine, Vector3.Zero, position.normal, projectileVelocity));
                }

            }
        }