Пример #1
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;

            if (GunTimer.Ready == true)
            {
                Game1.sound.Play(1f, (float)(Globals.GlobalRandom.NextDouble() - 0.5f) / 2f, 0f);
                GunTimer.Reset();
                Game1.mapLive.MapProjectiles.Add(new ProjectileExplosive(Damage, CompareF.RotateVector2(rayEnlonged.NormalizedWithZeroSolution(), (float)(Globals.GlobalRandom.NextDouble() - 0.5f) / 8f) * VelocityOfProjectile, barrel, Owner));
                return(true);
            }
            return(false);
        }
Пример #2
0
        public void Update(List <Inpc> npcs)
        {
            if (Tint < 1f)
            {
                Tint += Game1.Delta / 100;
            }
            if (Tint > 1f)
            {
                Tint = 1f;
            }

            _timeShoot.Update();

            if (Health <= 0)
            {
                Kill();
            }

            if (LineSegmentF.Lenght(Boundary.Origin, Game1.PlayerInstance.Boundary.Origin) < 800)
            {
                //-----------
                _angle = Vector2.Dot(new LineSegmentF(Boundary.Origin, Game1.PlayerInstance.Boundary.Origin).NormalizedWithZeroSolution(), CompareF.AngleToVector(_rotation));

                _velocityOfRotation = 0f;
                if (_angle > 0.01f)
                {
                    _velocityOfRotation = -0.001f;
                }
                if (_angle < -0.01f)
                {
                    _velocityOfRotation = 0.001f;
                }

                //---------

                _rotation += _velocityOfRotation * Game1.Delta;

                _destination = CompareF.AngleToVector((float)(_rotation + Math.PI / 2f));
                _barrel      = Boundary.Origin + Vector2.Normalize(_destination) * (24 + 6);

                _destination = CompareF.RotateVector2(_destination, (float)(Globals.GlobalRandom.NextDouble() - 0.5f) / 4f);

                if (_timeShoot.Ready == true)
                {
                    _ammo--;
                    Game1.mapLive.MapProjectiles.Add(new Projectile(5, _destination, _barrel, this));
                    Sound.PlaySoundPosition(Boundary.Origin, Game1.sound);
                    _timeShoot.Reset();
                }
            }
        }
Пример #3
0
        public void Generate(byte count)
        {
            _count = count;
            _nodes.Clear();
            float angleBetween;

            angleBetween = (float)(Math.PI * 2) / count;

            for (int i = 0; i < count; i++)
            {
                Vector2 _velocity = new Vector2(((float)Globals.GlobalRandom.NextDouble() * 2f), 0);
                _velocities.Add(CompareF.RotateVector2(_velocity, angleBetween * i));
            }

            _nodes = _circle.DidvideCircle(count);
            _nodes.AddRange(_circle.DidvideCircle(count));
            CircleF _n = new CircleF(_circle.Center, _circle.Radius - 6);

            _nodes.AddRange(_n.DidvideCircle(count));
            _nodes.AddRange(_n.DidvideCircle(count));
        }
Пример #4
0
        public void Update(Map map)
        {
            if (_wet == false)
            {
                _trail.Update(_position, _velocity, 1);
            }
            UpdateLine();
            _bubbleTime.Update();

            _InWater = false;

            if (CompareF.LineBoundaryVsMap(map.WaterTree, _track).Count > 0)
            {
                _InWater = true;

                if (_bubbleTime.Ready == true)
                {
                    Game1.mapLive.mapParticles.Add(new ParticleBubble(_position));
                    _bubbleTime.Reset();
                }
            }

            if (_wet == true && _wet != _wetPreviousFrame)
            {
                _velocity /= 4;
                _trail.LeftParticle();
            }

            foreach (Inpc npc in map.MapNpcs)
            {
                if (npc.Friendly == false)
                {
                    List <Vector2Object> intersections = CompareF.LineIntersectionRectangle(npc, new LineObject(npc, _track.Line));

                    if ((intersections?.Count > 0 || CompareF.RectangleVsVector2(npc.Boundary, _track.Line.End) == true) && (_from is Player))
                    {
                        Damage(new Vector2Object(npc, _position), npc);
                        AfterCollision(map, new Vector2Object(npc, _position));
                        break;
                    }
                }
            }

            Vector2Object hitPos = null;

            if (OutOfmap(this, out hitPos) == true)
            {
                AfterCollision(map, new Vector2Object(Game1.mapLive, _position));
            }

            if (CollisionWithMovables(map, this, out hitPos) == true)
            {
                AfterCollision(map, hitPos);
            }

            if (RemoveOnMapCollision(map.MapTree, this, out hitPos) == true)
            {
                AfterCollision(map, hitPos);
            }

            _velocity = CompareF.RotateVector2(_velocity, (float)(Math.Sin(Game1.Time * 16) / 64f));

            _timeTrail.Update();

            if (_timeTrail.Ready == true || _wet == true)
            {
                if (_wet == false)
                {
                    List <Vector2> vectors = LineSegmentF.PointsOnLine(_position.ShiftOverDistance(32, (float)(CompareF.VectorToAngle(_velocity) + Math.PI)), _oldInterpol, 64);

                    foreach (Vector2 vector in vectors)
                    {
                        for (int i = 0; i < 3; i++)
                        {
                            Game1.mapLive.mapParticles.Add(new ParticleCircleSmoke(vector + new Vector2(Globals.GlobalRandom.Next(-8, 9), Globals.GlobalRandom.Next(-8, 9)), Game1.Textures["SmokeCircle"]));
                        }
                    }
                }

                _timeTrail.Reset();
                _oldInterpol = _position;
            }

            _wetPreviousFrame = _wet;
            GetWet(map);
        }
Пример #5
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;

            if (GunTimer.Ready == true)
            {
                Sound.PlaySoundSimple(Game1.sound, 1f, (float)(Globals.GlobalRandom.NextDouble() - 0.5f) / 2f, 0f);
                GunTimer.Reset();
                Game1.mapLive.MapProjectiles.Add(new Projectile((short)(Damage + OwnerGun.DamagePlus), CompareF.RotateVector2(rayEnlonged.NormalizedWithZeroSolution(), (float)((Globals.GlobalRandom.NextDouble() - 0.5f) * (Dispersion + OwnerGun.DispersionPlus))) * (VelocityOfProjectile + OwnerGun.VelocityOfProjectile), barrel, Owner));
                return(true);
            }
            return(false);
        }