public static ParticleState GetRandom(float minVel, float maxVel) { var state = new ParticleState(); state.Velocity = rand.NextVector2(minVel, maxVel); state.Type = ParticleType.None; state.LengthMultiplier = 1; return state; }
public override void Update() { var entities = EntityManager.GetNearbyEntities(Position, 250); foreach (var entity in entities) { if (entity is Enemy && !(entity as Enemy).IsActive) continue; // bullets are repelled by black holes and everything else is attracted if (entity is Projectile) entity.Velocity += (entity.Position - Position).ScaleTo(1f); else { var dPos = Position - entity.Position; var length = dPos.Length(); entity.Velocity += dPos.ScaleTo(MathHelper.Lerp(2, 0, length / 250f)); } } // The black holes spray some orbiting particles. The spray toggles on and off every quarter second. if ((GameplayScreen.GameTime.TotalGameTime.Milliseconds / 250) % 2 == 0) { Vector2 sprayVel = Methods.FromPolar(sprayAngle, rand.NextFloat(12, 15)); Color color = Methods.HSVToColor(5, 0.5f, 0.8f); // light purple Vector2 pos = Position + 2f * new Vector2(sprayVel.Y, -sprayVel.X) + rand.NextVector2(4, 8); var state = new ParticleState() { Velocity = sprayVel, LengthMultiplier = 1, Type = ParticleType.Enemy }; GameplayScreen.ParticleManager.CreateParticle(GameplayScreen.ParticleTexture, pos, color, 190, 1.5f, state); } // rotate the spray direction sprayAngle -= MathHelper.TwoPi / 50f; GameplayScreen.GridManager.ApplyImplosiveForce((float)Math.Sin(sprayAngle / 2) * 10 + 20, Position, 40); }
public void Kill() { PlayerStatus.RemoveLife(); framesUntilRespawn = PlayerStatus.IsGameOver ? 100 : 120; float hue1 = rand.NextFloat(0, 6); Color explosionColor = Methods.HSVToColor(hue1, 0.5f, 1); for (int i = 0; i < 1200; i++) { float speed = 18f * (1f - 1 / rand.NextFloat(1f, 10f)); Color color = Color.Lerp(Color.Blue, explosionColor, rand.NextFloat(0, 1)); var state = new ParticleState() { Velocity = rand.NextVector2(speed, speed), Type = ParticleType.None, LengthMultiplier = 1 }; GameplayScreen.ParticleManager.CreateParticle(GameplayScreen.ParticleTexture, Position, color, 190, 1.5f, state); } GameplayScreen.cue = GameplayScreen.soundBank.GetCue("explode"); GameplayScreen.cue.Apply3D(GameplayScreen.listener, GameplayScreen.emitter); GameplayScreen.cue.Play(); }
public void WasShot() { IsDestroyed = true; PlayerStatus.AddPoints(PointValue); float hue1 = rand.NextFloat(0, 6); float hue2 = (hue1 + rand.NextFloat(0, 2)) % 6f; Color color1 = Methods.HSVToColor(hue1, 0.5f, 1); Color color2 = Methods.HSVToColor(hue2, 0.5f, 1); for (int i = 0; i < 120; i++) { float speed = 18f * (1f - 1 / rand.NextFloat(1, 10)); var state = new ParticleState() { Velocity = rand.NextVector2(speed, speed), Type = ParticleType.Enemy, LengthMultiplier = 1 }; Color color = Color.Lerp(color1, color2, rand.NextFloat(0, 1)); GameplayScreen.ParticleManager.CreateParticle(GameplayScreen.ParticleTexture, Position, color, 190, 1.5f, state); } GameplayScreen.cue = GameplayScreen.soundBank.GetCue("explode"); GameplayScreen.cue.Apply3D(GameplayScreen.listener, GameplayScreen.emitter); GameplayScreen.cue.Play(); }
public void WasShot() { hitpoints--; if (hitpoints <= 0) { IsDestroyed = true; PlayerStatus.AddPoints(200); PlayerStatus.IncreaseMultiplier(); } float hue = (float)((3 * GameplayScreen.GameTime.TotalGameTime.TotalSeconds) % 6); Color color = Methods.HSVToColor(hue, 0.25f, 1); const int numParticles = 100; float startOffset = rand.NextFloat(0, MathHelper.TwoPi / numParticles); for (int i = 0; i < numParticles; i++) { Vector2 sprayVel = Methods.FromPolar(MathHelper.TwoPi * i / numParticles + startOffset, rand.NextFloat(8, 16)); Vector2 pos = Position + 2f * sprayVel; var state = new ParticleState() { Velocity = sprayVel, LengthMultiplier = 1, Type = ParticleType.IgnoreGravity }; GameplayScreen.ParticleManager.CreateParticle(GameplayScreen.ParticleTexture, pos, color, 90, 1.5f, state); } // Sound.Explosion.Play(0.5f, rand.NextFloat(-0.2f, 0.2f), 0); }