public static void DrawFlameGunNormal(LineSegmentF rayBarrel, int GunOffset) { if (Math.Abs(rayBarrel.ToAngle() * (180 / Math.PI)) < 25 + 45) { Effects.RotateNormalsEffect(rayBarrel.ToAngle(), new Vector2(1, 1)); Game1.SpriteBatchGlobal.Draw(Game1.Textures["flameThrowerNormal"], rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(0, 8f * 2)); } else if (Math.Abs(rayBarrel.ToAngle() * (180 / Math.PI)) > 155 - 45) { Effects.RotateNormalsEffect(rayBarrel.ToAngle(), new Vector2(1, -1)); Game1.SpriteBatchGlobal.Draw(Game1.Textures["flameThrowerNormal"], rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(0, 16f * 2), effects: SpriteEffects.FlipVertically); } else if (rayBarrel.ToAngle() * (180 / Math.PI) > 25 + 45 && rayBarrel.ToAngle() * (180 / Math.PI) < 155 - 45) { Effects.RotateNormalsEffect(rayBarrel.ToAngle(), new Vector2(1, 1)); Game1.SpriteBatchGlobal.Draw(Game1.Textures["flameThrowerUpNormal"], rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(0, 5.5f * 2)); } else { Effects.RotateNormalsEffect(rayBarrel.ToAngle(), new Vector2(1, -1)); Game1.SpriteBatchGlobal.Draw(Game1.Textures["flameThrowerDownNormal"], rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(0, 5.5f * 2)); } Effects.ResetEffect3D(); }
public static void DrawLaserGun(LineSegmentF rayBarrel, int GunOffset) { if (Math.Abs(rayBarrel.ToAngle() * (180 / Math.PI)) < 25 + 45) { Game1.SpriteBatchGlobal.Draw(Game1.laserGun, rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(0, 8.5f * 2)); } else if (Math.Abs(rayBarrel.ToAngle() * (180 / Math.PI)) > 155 - 45) { Game1.SpriteBatchGlobal.Draw(Game1.laserGun, rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(0, 7.5f * 2), effects: SpriteEffects.FlipVertically); } else if (rayBarrel.ToAngle() * (180 / Math.PI) > 25 + 45 && rayBarrel.ToAngle() * (180 / Math.PI) < 155 - 45) { Game1.SpriteBatchGlobal.Draw(Game1.laserGunDown, rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(0, 5.5f * 2)); } else { Game1.SpriteBatchGlobal.Draw(Game1.laserGunUp, rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(0, 5.5f * 2)); } }
public static void DrawEnergyGun(LineSegmentF rayBarrel, int GunOffset) { if (Math.Abs(rayBarrel.ToAngle() * (180 / Math.PI)) < 25 + 45) { Game1.SpriteBatchGlobal.Draw(Game1.energyLauncher, rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(64 + GunOffset, 12)); } else if (Math.Abs(rayBarrel.ToAngle() * (180 / Math.PI)) > 155 - 45) { Game1.SpriteBatchGlobal.Draw(Game1.energyLauncher, rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(64 + GunOffset, 26), effects: SpriteEffects.FlipVertically); } else if (rayBarrel.ToAngle() * (180 / Math.PI) > 25 + 45 && rayBarrel.ToAngle() * (180 / Math.PI) < 155 - 45) { Game1.SpriteBatchGlobal.Draw(Game1.energyLauncherDown, rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(64 + GunOffset, 7.5f * 2)); } else { Game1.SpriteBatchGlobal.Draw(Game1.energyLauncherUp, rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(64 + GunOffset, 7.5f * 2)); } }
public static void DrawRocketGun(LineSegmentF rayBarrel, int GunOffset) { if (Math.Abs(rayBarrel.ToAngle() * (180 / Math.PI)) < 25 + 45) { Game1.SpriteBatchGlobal.Draw(Game1.Textures["RocketLauncher"], rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(64 + GunOffset, 6f * 2)); } else if (Math.Abs(rayBarrel.ToAngle() * (180 / Math.PI)) > 155 - 45) { Game1.SpriteBatchGlobal.Draw(Game1.Textures["RocketLauncher"], rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(64 + GunOffset, 12f * 2), effects: SpriteEffects.FlipVertically); } else if (rayBarrel.ToAngle() * (180 / Math.PI) > 25 + 45 && rayBarrel.ToAngle() * (180 / Math.PI) < 155 - 45) { Game1.SpriteBatchGlobal.Draw(Game1.Textures["RocketLauncherUp"], rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(64 + GunOffset, 6.5f * 2)); } else { Game1.SpriteBatchGlobal.Draw(Game1.Textures["RocketLauncherDown"], rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(64 + GunOffset, 6.5f * 2)); } }
public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination) { Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel; if (destination != null && destination != null) { if (Owner is Player) { _line = new LineSegmentF(rayEnlonged.Start, destination.Vector2); } if (Owner is Inpc) { _line = new LineSegmentF((Owner as Inpc).Boundary.Origin, destination.Vector2); } } _rotation = rayEnlonged.ToAngle(); if ((Ammo > 0 && GunTimer.Ready == true) || MaxAmmo == 0) { Ammo--; SetOn(); fireRay(barrel, destination); GunTimer.Reset(); if (destination != null && destination != null) { if (Owner is Player) { } if (Owner is Inpc) { //Game1.PlayerIns.Push(LineSegmentF.SegmentToNormalizedVector((Owner as Enemy).Ray) * 0.02f); } } return(true); } return(false); }
public static void DrawPlasmaGunNormal(LineSegmentF rayBarrel, int GunOffset) { if (Math.Abs(rayBarrel.ToAngle() * (180 / Math.PI)) < 25 + 45) { Effects.RotateNormalsEffect(rayBarrel.ToAngle(), new Vector2(1, 1)); Game1.SpriteBatchGlobal.Draw(Game1.Textures["PlasmaGunNormal"], rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(0 + GunOffset, 7.0f * 2)); } else if (Math.Abs(rayBarrel.ToAngle() * (180 / Math.PI)) > 155 - 45) { Effects.RotateNormalsEffect(rayBarrel.ToAngle(), new Vector2(1, -1)); Game1.SpriteBatchGlobal.Draw(Game1.Textures["PlasmaGunNormal"], rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(0 + GunOffset, 10.0f * 2), effects: SpriteEffects.FlipVertically); } else if (rayBarrel.ToAngle() * (180 / Math.PI) > 25 + 45 && rayBarrel.ToAngle() * (180 / Math.PI) < 155 - 45) { Effects.RotateNormalsEffect(rayBarrel.ToAngle(), new Vector2(1, 1)); Game1.SpriteBatchGlobal.Draw(Game1.Textures["PlasmaGunDownNormal"], rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(0 + GunOffset, 4f * 2)); } else { Effects.RotateNormalsEffect(rayBarrel.ToAngle(), new Vector2(1, 1)); Game1.SpriteBatchGlobal.Draw(Game1.Textures["PlasmaGunUpNormal"], rayBarrel.Start, rotation: rayBarrel.ToAngle(), origin: new Vector2(0 + GunOffset, 4f * 2)); } }
public void DrawLight(LineSegmentF rayBarrel) { Effects.ColorEffect(new Vector4(1f, 1f, 1f, Light)); Game1.SpriteBatchGlobal.Draw(Game1.muzzleSimpleLight, rayBarrel.End, origin: new Vector2(40, 80f), rotation: rayBarrel.ToAngle()); Effects.ResetEffect3D(); }
public void Draw(LineSegmentF rayBarrel) { SimpleGunDrawModule.DrawSimpleGun(rayBarrel, (int)Kick); Effects.ColorEffect(new Vector4(1f, 1f, 1f, Light)); Game1.SpriteBatchGlobal.Draw(Game1.muzzleSimple, rayBarrel.End, origin: new Vector2(0, 19f), rotation: rayBarrel.ToAngle()); Effects.ResetEffect3D(); }
new public void DrawLight(LineSegmentF rayBarrel) { Effects.ColorEffect(new Vector4(1f, 1f, 1f, _muzzleAlpha)); Game1.SpriteBatchGlobal.Draw(Game1.muzzlePlasmaLight, rayBarrel.End, scale: new Vector2(1), origin: new Vector2(40, 80f), rotation: rayBarrel.ToAngle()); Game1.EffectBaseColor.CurrentTechnique.Passes[0].Apply(); }
new public void Draw(LineSegmentF rayBarrel) { SimpleGunDrawModule.DrawPlasmaGun(rayBarrel, (int)OffsetKick); Effects.ColorEffect(new Vector4(1f, 1f, 1f, _muzzleAlpha)); Game1.SpriteBatchGlobal.Draw(Game1.muzzlePlasma, rayBarrel.End, scale: new Vector2(1), origin: new Vector2(0, 19f), rotation: rayBarrel.ToAngle()); Game1.EffectBaseColor.CurrentTechnique.Passes[0].Apply(); }
new public void DrawLight(LineSegmentF rayBarrel) { Effects.ColorEffect(new Vector4(1f, 1f, 1f, _muzzleAlpha)); Game1.SpriteBatchGlobal.Draw(Game1.rocketLauncherFlame, rayBarrel.Start.ShiftOverDistance(-64 - OffsetKick, rayBarrel.ToAngle()), scale: new Vector2((2 - _muzzleAlpha * 2), 1), origin: new Vector2(0, 22), rotation: (float)(rayBarrel.ToAngle() - Math.PI)); Game1.EffectBaseColor.CurrentTechnique.Passes[0].Apply(); }