public SelectedCelestialBodyAnimation(Simulator simulator) { Simulator = simulator; Selection = Simulator.Scene.Particles.Get(@"selectionCorpsCeleste"); Selection.VisualPriority = VisualPriorities.Default.CelestialBodySelection; }
public override void Initialize() { base.Initialize(); Rectangle.X = (int) Position.X - Rectangle.Width; Rectangle.Y = (int) Position.Y - Rectangle.Height; Image.Position = Position; Image.Rotation = MathHelper.Pi + (float)Math.Atan2(Direction.Y, Direction.X); Image.VisualPriority = VisualPriority + 0.001f; ExplodingEffect = Scene.Particles.Get(@"projectileMissileExplosion"); ExplodingEffect.VisualPriority = VisualPriorities.Default.DefaultBullet; TrailEffect = Scene.Particles.Get(@"traineeMissile"); TrailEffect.VisualPriority = Image.VisualPriority - 0.0001f; ConeEmitter emitter = (ConeEmitter)TrailEffect.Model[0]; emitter.Direction = (float)Math.Atan2(Direction.Y, Direction.X) - MathHelper.Pi; LifePoints = 5; TrailEffectCounter = 400; Wander = false; Deflected = false; }
public void Return(Particle particle) { if (particle.Model.ActiveParticlesCount != 0) particle.State = State.Dying; else particle.State = State.Dead; }
public void Initialize() { Speed = Main.Random.Next(10, 20); RepresentationParticules = Scene.Particles.Get(Definition.ParticulesRepresentation); RepresentationParticules.VisualPriority = VisualPriority - 0.001f; TempsExistence = Definition.TimeAlive; Circle = new Circle(this, Definition.Radius); LifePoints = 1; SfxDie = (Type == MineralType.Life1) ? "sfxLifePack" : "sfxMoney" + Main.Random.Next(1, 4); }
public void LoadContent() { if (!ContentLoaded) { Effect = Scene.Particles.Get(@"etoileFilante"); Effect.VisualPriority = Preferences.PrioriteFondEcran - 0.01f; ContentLoaded = true; } }
public PinkHoleLite( Scene scene, Vector3 position, Particle effect, double visualPriority) { Effect = effect; Scene = scene; Position = position; VisualPriority = visualPriority; }
public override void Update() { base.Update(); if (Glow == null) { Glow = Simulator.Scene.Particles.Get( "boosterTurret" ); setGlow(); } Vector3 pos = this.Position; Glow.Trigger( ref pos ); }
public PinkHole( Simulator simulator, string name, Vector3 path, Vector3 position, Size size, float speed, Particle effect, int startingPourc, double visualPriority) : base (simulator, name, path, position, 0, size, speed, null, startingPourc, visualPriority, false) { Effect = effect; Effect.VisualPriority = visualPriority; }
public SpaceshipCursor(Scene scene, Vector3 initialPosition, float speed, double visualPriority, Color color, string image, bool visible) : base(scene, initialPosition, speed, visualPriority, image, false) { FrontImage.SizeX = 4; SetBackImage(image + "Back", 4, color); Circle.Radius = FrontImage.Size.X / 2; FiringCursor = new Image("FiringDirection") { SizeX = 4, Alpha = 150, VisualPriority = visualPriority + 0.00001 }; FiringCursor.Origin = new Vector2(FiringCursor.Center.X, FrontImage.Center.Y + 7); Color = color; ShowTrail = true; TrailEffect = Scene.Particles.Get(@"spaceshipTrail"); TrailEffect.Model[0].ReleaseColour = Color.ToVector3(); TrailEffect.VisualPriority = BackImage.VisualPriority + 0.00001; TrailEffect2 = Scene.Particles.Get(@"spaceshipTrail2"); TrailEffect2.VisualPriority = BackImage.VisualPriority + 0.00002; LastPosition = Position; NotMovingReleaseSpeed = new ProjectMercury.VariableFloat() { Value = 50, Variation = 0 }; MovingReleaseSpeed = new ProjectMercury.VariableFloat() { Value = 0, Variation = 25 }; TrailEffect.Model[0].ReleaseSpeed = NotMovingReleaseSpeed; TrailEffect2.Model[0].ReleaseSpeed = NotMovingReleaseSpeed; ShowFiringCursor = false; }
public override void Initialize() { base.Initialize(); Position = Target.Position; Rectangle.set((int) Position.X - 10, (int) Position.Y - 10, 20, 20); ExplodingEffect = Scene.Particles.Get(@"projectileBaseExplosion"); ExplodingEffect.VisualPriority = VisualPriorities.Default.DefaultBullet; TurretEffect = Scene.Particles.Get(@"gunnerTurret"); TurretEffect.Model[0].ReleaseColour = Turret.Color.ToVector3(); TurretEffect.VisualPriority = Turret.VisualPriority + 0.0001f; LifePoints = Int16.MaxValue; }
public Enemy() { Minerals = new List<Mineral>(); MovingEffect = null; AttackPoints = 1; PointsValue = 1; Shape = Shape.Rectangle; Rectangle = new PhysicalRectangle(0, 0, 1, 1); Circle = new Circle(Vector3.Zero, 1); Type = EnemyType.Asteroid; Level = 0; WaveId = -1; EndOfPathReached = false; CashValueText = new Text(@"Pixelite") { SizeX = 2 }; SfxHit = ""; SfxDie = ""; LastHitBy = null; }
public void Initialize() { ShootingStars.Clear(); if (Simulator.EditorMode && Simulator.EditorState == EditorState.Editing) { foreach (var c in CelestialBodies) c.CanSelectOverride = true; } Path.CelestialBodies = CelestialBodies; Path.Initialize(); PathPreview.CelestialBodies = CelestialBodies; PathPreview.Initialize(); Stars = Simulator.Scene.Particles.Get(@"etoilesScintillantes"); Stars.VisualPriority = Preferences.PrioriteGUIEtoiles; StarsEmitter = 0; DeadlyShootingStars = false; }
public Turret(Simulator simulator) { Simulator = simulator; TimeLastBullet = 0; Type = TurretType.None; Name = "Unknown"; Description = @"Unknown"; CanSell = true; CanSelect = true; DisabledCounter = 0; CanUpdateOverride = true; DisabledOverride = true; Watcher = true; VisualPriorityBackup = VisualPriorities.Default.Turret; BackActiveThisTickOverride = false; BackActiveThisTick = false; Visible = true; Shape = Core.Physics.Shape.Circle; Circle = new Circle(this, 30); ToPlaceMode = false; CelestialBody = null; RangeAlpha = 100; RangePreviewAlpha = 50; RangeImage = new Image("CercleBlanc", Vector3.Zero) { Color = new Color(Color.R, Color.G, Color.B, RangeAlpha), VisualPriority = VisualPriorities.Default.TurretRange }; RangePreviewImage = new Image("CercleBlanc", Vector3.Zero) { Color = new Color(Color.R, Color.G, Color.B, RangePreviewAlpha), VisualPriority = VisualPriorities.Default.TurretRange + 0.000001 }; ShowRange = false; ShowRangePreview = false; CanPlace = true; FormImage = new Image("CercleBlanc", Vector3.Zero) { Color = new Color(Color.R, Color.G, Color.B, 100), VisualPriority = VisualPriorities.Default.Turret + 0.001f }; ShowForm = true; BoostMultiplier = 0; Wander = true; PlayerControlled = false; UpdatePosition = true; BoostGlow = Simulator.Scene.Particles.Get(@"boosterTurret"); BoostGlow.VisualPriority = this.VisualPriorityBackup + 0.006f; CircleEmitter emitter = (CircleEmitter) BoostGlow.Model[0]; emitter.Radius = this.Circle.Radius; emitter.ReleaseScale.Value = 50; emitter.ReleaseScale.Variation = 10; emitter.Term = this.Circle.Radius / 300f; emitter.ReleaseColour = this.Color.ToVector3(); PlayerCheckedIn = null; Alive = true; RangeEffect = -1; DisableBar = new DisableBar(Simulator.Scene); DisabledAnnounciationCounter = float.NaN; NewWanderThisTick = false; }
public Missile(Scene scene, IDestroyable followedObject, double visualPriority, Vector3 position, double delay, DestroyableHandler targetReachedCallback) { FollowedObject = followedObject; TargetReachedCallback = targetReachedCallback; Image = new Image("PixelBlanc") { Position = position, VisualPriority = 1, Alpha = 0, SizeX = 50 }; Effect = scene.Particles.Get(@"mothershipMissile"); Effect.VisualPriority = visualPriority; FollowEffect follow = new FollowEffect() { Delay = delay, Length = 15000, FollowedObject = FollowedObject, Speed = 1.5f, Progress = Core.Utilities.Effect<IPhysical>.ProgressType.Linear }; scene.PhysicalEffects.Add(this.Image, follow); }
public Mothership(Simulator simulator, double visualPriority) : base(simulator) { Aliens = new Image(@"MothershipAliens") { VisualPriority = visualPriority + 0.000008 }; Image = new Image(@"MothershipBase") { VisualPriority = visualPriority + 0.000009 }; Bubble = new Image(@"MothershipBubble") { Blend = BlendType.Add, Alpha = 200, VisualPriority = visualPriority + 0.000005 }; Deadly = new Image(@"MothershipDeadly") { Alpha = 0, VisualPriority = visualPriority + 0.000004 }; Eyes = new NewSprite(@"MothershipEyesSprite", new List<int>() { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 4, 0 }, 200, true) { VisualPriority = visualPriority + 0.000005 }; InvasionShips = new Image(@"MothershipInvasionShips") { Alpha = 0, VisualPriority = visualPriority + 0.000006 }; Lights = new Image(@"MothershipLights") { VisualPriority = visualPriority + 0.000007 }; Tentacles = new Image(@"MothershipTentacles") { VisualPriority = visualPriority + 0.000010 }; SizeX = 16; Circle.Radius = Image.AbsoluteSize.X / 2; Missiles = new List<Missile>(); AbductionEffect = Simulator.Scene.Particles.Get(@"mothershipAbduction"); ((RadialGravityModifier) AbductionEffect.Model[0].Modifiers[0]).Radius = 2000; ((RadialGravityModifier) AbductionEffect.Model[0].Modifiers[0]).Strength = 700; AbductionLength = 5000; AbductionElapsed = 0; Abducting = false; }
public void Initialize() { if (Image == null) LoadAssets(); MultipleLasersEffect = Simulator.Scene.Particles.Get(@"etincelleLaser"); MissileEffect = Simulator.Scene.Particles.Get(@"etincelleMissile"); LaserEffect = Simulator.Scene.Particles.Get(@"etincelleLaserSimple"); SlowMotionEffect = Simulator.Scene.Particles.Get(@"etincelleSlowMotionTouche"); ExplodingEffect = Simulator.Scene.Particles.Get(@"explosionEnnemi"); NanobotsInfectionEffect = Simulator.Scene.Particles.Get(@"nanobots"); NanobotsInfectionEffect.Model[0].ReleaseColour = Color.Red.ToVector3(); VisualPriority = Simulator.TweakingController.EnemiesFactory.GetVisualPriority(Type, 0); Image.VisualPriority = VisualPriority; ExplodingEffect.VisualPriority = VisualPriority - 0.001f; MultipleLasersEffect.VisualPriority = VisualPriority - 0.001f; MissileEffect.VisualPriority = VisualPriority - 0.001f; LaserEffect.VisualPriority = VisualPriority - 0.001f; SlowMotionEffect.VisualPriority = VisualPriority - 0.001f; NanobotsInfectionEffect.VisualPriority = VisualPriority - 0.001f; Resistance = 0; Path.Position(Displacement, ref position); Rectangle.Width = Rectangle.Height = Simulator.TweakingController.EnemiesFactory.GetSize(Type); Circle.Radius = Rectangle.Width / 2; Rectangle.X = (int)Position.X - Rectangle.Width / 2; Rectangle.Y = (int)Position.Y - Rectangle.Height / 2; Circle.Position.X = Position.X - Circle.Radius; Circle.Position.Y = Position.Y - Circle.Radius; ExplodingEffect.Model[0].ReleaseColour = Color.ToVector3(); MovingEffect = null; RotationSpeed = Main.Random.Next(-5, 6) / 100.0f; Minerals.Clear(); NanobotsInfectionTime = 0; NanobotsInfectionHitPoints = 0; NanobotsInfectionLastPosition = Position; EndOfPathReached = false; BeingHitCounter = 0; SfxHit = Simulator.TweakingController.EnemiesFactory.GetSfxHit(Type); SfxDie = Simulator.TweakingController.EnemiesFactory.GetSfxDie(Type); LastHitBy = null; }
public override void Initialize() { Selection = Scene.Particles.Get(@"selectionCorpsCeleste"); ((CircleEmitter) Selection.Model[0]).Radius = DecrementCircle.Radius + 5; }
public virtual void Initialize() { TrailEffect = Simulator.Scene.Particles.Get(@"spaceshipTrail"); TrailEffect.VisualPriority = Image.VisualPriority + 0.00001f; }
public void DoDie() { Alive = false; DieEffect1 = Simulator.Scene.Particles.Get(@"bouleTerreMeurt"); DieEffect2 = Simulator.Scene.Particles.Get(Simulator.CutsceneMode ? @"anneauTerreMeurt2" : @"anneauTerreMeurt"); DieEffect1.VisualPriority = VisualPriority - 0.000001; DieEffect2.VisualPriority = VisualPriority - 0.000001; var p = Position; DieEffect1.Trigger(ref p); DieEffect2.Trigger(ref p); Simulator.Scene.Particles.Return(DieEffect1); Simulator.Scene.Particles.Return(DieEffect2); }