Пример #1
0
        /// <summary>
        /// Projects a PointF along a specified direction
        /// </summary>
        public static PointF ProjectAlong(this PointF This, PointF direction)
        {
            var normalDirection = direction.Normalize();
            var dist = This.DotProduct(normalDirection);

            return normalDirection.ScaledBy(dist);
        }
Пример #2
0
 private void CalculateVelocityVectors(float velocity)
 {
     var vector = new PointF(_targetLocation.X - _floatX, _targetLocation.Y - _floatY);
     vector = vector.Normalize(velocity);
     VelocityX = vector.X;
     VelocityY = vector.Y;
 }
Пример #3
0
        private void BombImp()
        {
            List<Living> playersAround = m_map.FindHitByHitPiont(GetCollidePoint(), m_radius);
            foreach (Living p in playersAround)
            {
                if (p.IsNoHole || p.NoHoleTurn)
                {
                    p.NoHoleTurn = true;
                    digMap = false;
                }
                p.SyncAtTime = false;
            }
            m_owner.SyncAtTime = false;
            try
            {

                //TrieuLSL DIG DIG DIG
                if (digMap)
                {
                    m_map.Dig(m_x, m_y, m_shape, null);
                }
                m_actions.Add(new BombAction(m_lifeTime, ActionType.BOMB, m_x, m_y, digMap ? 1 : 0, 0));

                switch (m_type)
                {
                    case BombType.FORZEN:
                        foreach (Living p in playersAround)
                        {
                            if (m_owner is SimpleBoss && new IceFronzeEffect(100).Start(p))
                            {
                                m_actions.Add(new BombAction(m_lifeTime, ActionType.FORZEN, p.Id, 0, 0, 0));
                            }
                            else
                            {
                                if (new IceFronzeEffect(2).Start(p))
                                {
                                    m_actions.Add(new BombAction(m_lifeTime, ActionType.FORZEN, p.Id, 0, 0, 0));
                                }
                                else
                                {
                                    m_actions.Add(new BombAction(m_lifeTime, ActionType.FORZEN, -1, 0, 0, 0));
                                    m_actions.Add(new BombAction(m_lifeTime, ActionType.UNANGLE, p.Id, 0, 0, 0));
                                }
                            }
                        }
                        break;
                    case BombType.TRANFORM:
                        //炸弹的飞行时间必须超过1
                        if (m_y > 10 && m_lifeTime > 0.04f)
                        {
                            //炸弹最后的落脚地点必须为空,否则向后退5像素
                            if (m_map.IsEmpty(m_x, m_y) == false)
                            {
                                PointF v = new PointF(-vX, -vY);
                                v = v.Normalize(5);
                                m_x -= (int)v.X;
                                m_y -= (int)v.Y;
                            }
                            m_owner.SetXY(m_x, m_y);
                            m_owner.StartMoving();
                            m_actions.Add(new BombAction(m_lifeTime, ActionType.TRANSLATE, m_x, m_y, 0, 0));
                            m_actions.Add(new BombAction(m_lifeTime, ActionType.START_MOVE, m_owner.Id, m_owner.X, m_owner.Y, m_owner.IsLiving ? 1 : 0));
                        }
                        break;
                    case BombType.CURE:
                        foreach (Living p in playersAround)
                        {
                            double plus = 0;
                            if (playersAround.Count > 1)
                                plus = 0.4;
                            else
                                plus = 1;
                            int blood = (int)(((Player)m_owner).PlayerDetail.SecondWeapon.Template.Property7 * Math.Pow(1.1, ((Player)m_owner).PlayerDetail.SecondWeapon.StrengthenLevel) * plus);
                            p.AddBlood(blood);
                            if (p is Player)
                            {
                                ((Player)p).TotalCure += blood;
                            }
                            m_actions.Add(new BombAction(m_lifeTime, ActionType.CURE, p.Id, p.Blood, blood, 0));
                            //Console.WriteLine("治疗{0},血量{1}", blood, p.Blood);
                        }
                        break;
                    default:
                        foreach (Living p in playersAround)
                        {
                            //Console.WriteLine("炸弹ID{0}", m_info.Name);
                            //判断npc之间的阵营
                            if (m_owner.IsFriendly(p) == true)
                            {
                                continue;
                            }

                            int damage = MakeDamage(p);
                            int critical = 0;
                            if (damage != 0)
                            {
                                critical = MakeCriticalDamage(p, damage);//暴击
                                m_owner.OnTakedDamage(m_owner, ref damage, ref damage);
                                if (p.TakeDamage(m_owner, ref damage, ref critical, "爆炸"))
                                {
                                    m_actions.Add(new BombAction(m_lifeTime, ActionType.KILL_PLAYER, p.Id, damage + critical, critical != 0 ? 2 : 1, p.Blood));
                                }
                                else
                                {
                                    m_actions.Add(new BombAction(m_lifeTime, ActionType.UNFORZEN, p.Id, 0, 0, 0));
                                }

                                if (p is Player)
                                {
                                    m_actions.Add(new BombAction(m_lifeTime, ActionType.DANDER, p.Id, ((Player)p).Dander, 0, 0));
                                    //(p as Player).StartMoving();//((int)((m_lifeTime + 1) * 1000), 12);
                                }
                                if (p is SimpleBoss)
                                {
                                    ((PVEGame)m_game).OnShooted();
                                }
                            }
                            else if (p is SimpleBoss)
                            {

                                m_actions.Add(new BombAction(m_lifeTime, ActionType.PLAYMOVIE, p.Id, 0, 0, 2));
                            }
                            m_owner.OnAfterKillingLiving(p, damage, critical);

                            if (p.IsLiving)
                            {
                               // Console.WriteLine("爆炸之前Y:{0}", p.Y);

                                p.StartMoving((int)((m_lifeTime + 1) * 1000), 12);
                              //  Console.WriteLine("爆炸之后Y:{0}", p.Y);
                                Console.WriteLine("爆炸还活着?"+p.IsLiving.ToString());
                                m_actions.Add(new BombAction(m_lifeTime, ActionType.START_MOVE, p.Id, p.X, p.Y, p.IsLiving ? 1 : 0));
                            }

                        }
                        break;
                }
                this.Die();
            }
            finally
            {
                m_owner.SyncAtTime = true;
                foreach (Living p in playersAround)
                {
                    p.SyncAtTime = true;
                }
            }
        }
Пример #4
0
 public static PointF GenerateVector()
 {
     var vector = new PointF(rand.Next(-100, 100), rand.Next(-100, 100));
     return vector.Normalize();
 }