Exemplo n.º 1
0
        public void Update(float elapsed)
        {
            position += Velocity * elapsed;
            foreach (Entity e in Owner.Map.Entities)
            {
                if (e == Owner) continue;

                if (HitBox.Intersects(e.CollisionBox))
                {
                    // We have a hit!
                    e.DoDamage(Damage);
                    Active = false;

                    // Create particles
                    Particle p = new Particle();
                    p.Initialize(position, Velocity * -1, Vector2.Zero, Color.Red, 1f, 0f, 0, 0.5f);

                    return;
                }
            }
            // Deactivate if outside bounds
            if (!Owner.Map.Bounds.Contains((int)position.X, (int)position.Y))
            {
                Active = false;
            }
        }
Exemplo n.º 2
0
        public virtual void InitializeParticle(Particle p)
        {
            //assign initial location to emitter location
               Vector2 where = emitterLocation;

               // first, call PickRandomDirection to figure out which way the particle
               // will be moving. velocity and acceleration's values will come from this.
               Vector2 direction = PickRandomDirection();

               // pick some random values for our particle
               float velocity =
               RandomBetween(minInitialSpeed, maxInitialSpeed);
               float acceleration =
               RandomBetween(minAcceleration, maxAcceleration);
               float lifetime =
               RandomBetween(minLifetime, maxLifetime);
               float scale =
               RandomBetween(minScale, maxScale);
               float rotationSpeed =
               RandomBetween(minRotationSpeed, maxRotationSpeed);

               // then initialize it with those random values. initialize will save those,
               // and make sure it is marked as active.
               //p.Initialize(velocity * direction, acceleration * direction, lifetime, scale, rotationSpeed);
        }