public ParticleForce(ParticleGenerator inOwner)
        {
            owner = inOwner;
            position = inOwner.position;
            velocity = new Vector2((inOwner.myGame.randomizer.Next(0, 50)) * ((inOwner.myGame.randomizer.Next(2) < 1) ? -1 : 1),
                                    (inOwner.myGame.randomizer.Next(0, 50)) * ((inOwner.myGame.randomizer.Next(2) < 1) ? -1 : 1));

            maxVelocity = new Vector2(300, 300);
            gravAcceleration = new Vector2(0, 250);
            maxAcceleration = new Vector2(300, 300);
            // use the owner to load our sprite
            mySprite = owner.myGame.Content.Load<Texture2D>(mySpritePath);
            myRectangle = new Rectangle((int)position.X, (int)position.Y, 24, 24);
        }
예제 #2
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            if (Mouse.GetState().LeftButton == ButtonState.Pressed)
            {
                bLeftButtonPressed = true;
            }

            if( Mouse.GetState().LeftButton == ButtonState.Released &&
                bLeftButtonPressed )
            {
                bLeftButtonPressed = false;
                ParticleGenerator partGen = new ParticleGenerator( this, new Vector2(Mouse.GetState().X, Mouse.GetState().Y));
                partGen.SpawnParticles(20);
                Components.Add(partGen);

                partGenList.Add(partGen);
            }

            if (Mouse.GetState().RightButton == ButtonState.Pressed)
            {
                bRightButtonPressed = true;
                timeHeldKey += (float)gameTime.ElapsedGameTime.TotalSeconds;

                if (pendingMod == null)
                {
                    if (bAddingRepulsor)
                    {
                        pendingMod = new ParticleRepulsor(this, new Vector2(Mouse.GetState().X, Mouse.GetState().Y));
                    }
                    else
                    {
                        pendingMod = new ParticleAttractor(this, new Vector2(Mouse.GetState().X, Mouse.GetState().Y));
                    }

                    Components.Add(pendingMod);
                    partModList.Add(pendingMod);
                }

                if (pendingMod != null)
                {
                    pendingMod.drawScale += (float)gameTime.ElapsedGameTime.TotalSeconds * 0.6f;
                }

            }

            if (Mouse.GetState().RightButton == ButtonState.Released &&
                bRightButtonPressed)
            {
                bRightButtonPressed = false;

                if (pendingMod != null)
                {
                    pendingMod.force = 50 + timeHeldKey * 300.0f;
                    pendingMod = null;
                }

                timeHeldKey = 0.0f;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.Space))
            {
                bSpacebarPressed = true;
            }

            if (!Keyboard.GetState().IsKeyDown(Keys.Space)&&
                bSpacebarPressed)
            {
                bSpacebarPressed = false;
                bAddingRepulsor = !bAddingRepulsor;
            }

            base.Update(gameTime);
        }