示例#1
0
        private IEnumerator LaserBullets()
        {
            float interval;
            float intervalHalf;
            int   count;

            switch (CurrentAttack)
            {
            case 0:
                Program.BulletPatternManager.TryGetPattern("Boss_Laser_Up_Easy", out BulletPattern patternUp);
                Program.BulletPatternManager.TryGetPattern("Boss_Laser_Up_Easy_Rev", out BulletPattern patternDown);

                yield return(Program.UpdateTime.WaitForSeconds(1.0f));

                count = 6;

                interval     = 0.35f;
                intervalHalf = interval * 0.5f;

                bool revUp   = false;
                bool revDown = false;

                int upC   = 0;
                int downC = 0;

                float offsetPerLoop = (1.0f / count) * 2.0f;
                float offsetUp      = 0;
                float offsetDown    = offsetPerLoop;

                float angleMax  = 15.0f;
                float frequency = 0.5f;

                Vector2 dirUp   = Vector2.up;
                Vector2 dirDown = -Vector2.up;

                while (true)
                {
                    Vector2 root = _laserOffsets[0] + Position;
                    root.x -= 32;
                    float sin = Maths.Sin((Program.UpdateTime.RunTime / frequency) * Maths.PI) * angleMax;

                    Vector2 from   = root;
                    Vector2 target = new Vector2(-70, root.y);
                    float   n      = upC / (float)count;
                    patternUp?.SpawnBullets <Bullet>(this, true, Vector2.Lerp(from, target, n) + new Vector2(offsetUp, 0), dirUp.Rotate(sin), _smallBullet, 1, 0.075f, 1, 3.5f, 50);

                    upC += (revUp ? -1 : 1);
                    if (revUp ? upC <= 0 : upC >= count)
                    {
                        revUp = !revUp;
                        if (!revUp)
                        {
                            offsetUp += offsetPerLoop;
                        }
                    }
                    yield return(Program.UpdateTime.WaitForSeconds(intervalHalf));

                    root = _laserOffsets[0] + Position;
                    n    = downC / (float)count;
                    patternDown?.SpawnBullets <Bullet>(this, true, Vector2.Lerp(from, target, n) + new Vector2(offsetDown, 0), dirDown.Rotate(-sin), _smallBullet, 1, 0.075f, 1, 3.5f, 50);

                    downC += (revDown ? -1 : 1);
                    if (revDown ? downC <= 0 : downC >= count)
                    {
                        revDown = !revDown;
                        if (!revDown)
                        {
                            offsetDown += offsetPerLoop;
                        }
                    }
                    yield return(Program.UpdateTime.WaitForSeconds(intervalHalf));
                }

            case 2:
                Program.BulletPatternManager.TryGetPattern("Boss_Attack_Laser_2", out patternUp);
                //Program.BulletPatternManager.TryGetPattern("Boss_Laser_Up_Easy_Rev", out patternDown);

                yield return(Program.UpdateTime.WaitForSeconds(1.0f));

                count = 3;

                interval = 0.15f;

                intervalHalf = interval * 0.75f;

                revUp   = false;
                revDown = false;

                upC   = 0;
                downC = 0;

                offsetPerLoop = 1.25f;
                offsetUp      = 0;
                offsetDown    = offsetPerLoop;

                frequency = 0.25f;

                dirUp   = Vector2.up;
                dirDown = -Vector2.up;

                while (true)
                {
                    Vector2 root = _laserOffsets[1] + Position;
                    root.x -= 32;

                    Vector2 from   = root;
                    Vector2 target = new Vector2(-70, root.y);
                    float   n      = upC / (float)count;
                    patternUp?.SpawnBullets <Bullet>(this, true, Vector2.Lerp(from, target, n) + new Vector2(offsetUp, 0), dirUp, _smallBullet, 1, 0.075f, 1, 3.5f, 50, 1);

                    upC += (revUp ? -1 : 1);
                    if (revUp ? upC <= 0 : upC >= count)
                    {
                        revUp     = !revUp;
                        offsetUp += offsetPerLoop;
                        offsetUp  = offsetUp > 15 ? -5.0f : offsetUp;
                    }

                    yield return(Program.UpdateTime.WaitForSeconds(intervalHalf));

                    from   = root = _laserOffsets[2] + Position;
                    target = new Vector2(-70, root.y);
                    n      = 1.0f - (downC / (float)count);
                    patternUp?.SpawnBullets <Bullet>(this, true, Vector2.Lerp(from, target, n) + new Vector2(offsetDown, 0), dirDown, _smallBullet, 1, 0.075f, 1, 3.5f, 50, 1);
                    downC += (revDown ? -1 : 1);
                    if (revDown ? downC <= 0 : downC >= count)
                    {
                        revDown     = !revDown;
                        offsetDown -= offsetPerLoop;
                        offsetDown  = offsetDown < 15 ? 5.0f : offsetDown;
                    }
                    yield return(Program.UpdateTime.WaitForSeconds(intervalHalf));
                }

            case 1:
            case 3:

                Program.BulletPatternManager.TryGetPattern("Boss_Attack_Laser_2", out patternUp);
                //Program.BulletPatternManager.TryGetPattern("Boss_Laser_Up_Easy_Rev", out patternDown);

                yield return(Program.UpdateTime.WaitForSeconds(1.0f));

                count = CurrentAttack == 3 ? 10 : 8;

                interval = 0.4f;

                if (CurrentAttack == 3)
                {
                    interval *= 0.35f;
                }

                intervalHalf = interval * 0.25f;

                revUp   = false;
                revDown = false;

                upC   = 0;
                downC = 0;

                offsetPerLoop = 2.25f;
                offsetUp      = 0;
                offsetDown    = offsetPerLoop;

                angleMax  = 25.0f;
                frequency = 0.25f;

                dirUp   = Vector2.up;
                dirDown = -Vector2.up;

                while (true)
                {
                    Vector2 root = _laserOffsets[1] + Position;
                    root.x -= 32;

                    Vector2 from   = root;
                    Vector2 target = new Vector2(-70, root.y);
                    float   n      = upC / (float)count;
                    patternUp?.SpawnBullets <Bullet>(this, true, Vector2.Lerp(from, target, n) + new Vector2(offsetUp, 0), dirUp, _smallBullet, 1, 0.075f, 1, 3.5f, 50, 1);

                    upC += (revUp ? -1 : 1);
                    if (revUp ? upC <= 0 : upC >= count)
                    {
                        revUp     = !revUp;
                        offsetUp += offsetPerLoop;
                        offsetUp  = offsetUp > 15 ? -5.0f : offsetUp;
                    }

                    yield return(Program.UpdateTime.WaitForSeconds(intervalHalf));

                    from   = root = _laserOffsets[2] + Position;
                    target = new Vector2(-70, root.y);
                    n      = 1.0f - (downC / (float)count);
                    patternUp?.SpawnBullets <Bullet>(this, true, Vector2.Lerp(from, target, n) + new Vector2(offsetDown, 0), dirDown, _smallBullet, 1, 0.075f, 1, 3.5f, 50, 1);
                    downC += (revDown ? -1 : 1);
                    if (revDown ? downC <= 0 : downC >= count)
                    {
                        revDown     = !revDown;
                        offsetDown -= offsetPerLoop;
                        offsetDown  = offsetDown < 15 ? 5.0f : offsetDown;
                    }
                    yield return(Program.UpdateTime.WaitForSeconds(intervalHalf));
                }
            }
        }
示例#2
0
        protected override IEnumerator DyingSequence()
        {
            for (int i = 0; i < _lasers.Length; i++)
            {
                _lasers[i].Despawn(true);
            }

            StopCoroutine(_bulletPatterns);
            CanCollide   = false;
            Player.MAX_X = 77;

            int   maxExplosions        = 48;
            int   explosionsPerTickMin = 4;
            int   explosionsPerTickMax = 16;
            float explosionInterval    = 0.125f;
            float explosionIntervalTo  = 0.0015f;

            Vector2 min = Collider.bounds.min - Vector2.one * 10f;
            Vector2 max = Collider.bounds.max + Vector2.one * 10f;

            Random rng = new Random();

            for (int i = 0; i < maxExplosions; i++)
            {
                for (int j = 0; j < rng.Next(explosionsPerTickMin, explosionsPerTickMax + 1); j++)
                {
                    Effect fx = _deathFX.Get() as Effect;
                    fx.Spawn(new Vector2(Maths.Lerp(min.x, max.x, (float)rng.NextDouble()), Maths.Lerp(min.y, max.y, (float)rng.NextDouble())), Vector2.zero);
                    fx.Setup(0, 1000 + i + j, 1.5f, true);
                }
                yield return(Program.UpdateTime.WaitForSeconds(Maths.Lerp(explosionInterval, explosionIntervalTo, Maths.EaseIn(i / (maxExplosions - 1.0f)))));
            }

            for (int j = 0; j < 48; j++)
            {
                Effect fx = _deathFX.Get() as Effect;
                fx.Spawn(new Vector2(Maths.Lerp(min.x, max.x, (float)rng.NextDouble()), Maths.Lerp(min.y, max.y, (float)rng.NextDouble())), Vector2.zero);
                fx.Setup(0, 1500 + j, 1.25f, true);
            }

            _isVisible = false;
            yield return(Program.UpdateTime.WaitForSeconds(2.0f));

            bool newHigh = Player.ValidateScore(Program.Difficulty, Program.Player.Score);

            yield return(WarningScreen(newHigh ? _animWonHI : _animWon));

            yield return(Program.UpdateTime.WaitForSeconds(2.0f));

            Despawn(true);
        }
示例#3
0
        private IEnumerator WarningScreen(Animation anim)
        {
            Vector2 startPos = new Vector2(0, -80);
            Vector2 endPos   = new Vector2(0, -2);

            _warning.Animation = anim;
            _warning.Spawn(startPos, Vector2.zero);
            yield return(Program.UpdateTime.WaitForSeconds(2.0f));

            float t        = 0;
            float duration = 0.5f;
            float delta;

            while (t < duration)
            {
                delta = Program.UpdateTime.DeltaTime;
                float n = t / duration;

                _warning.Update(delta);
                _warning.Position = Vector2.Lerp(startPos, endPos, Maths.SmoothStep(0.0f, 1.0f, n));
                t += delta;
                yield return(null);
            }

            startPos          = endPos;
            _warning.Position = startPos;
            endPos            = new Vector2(0, 10);

            duration = 2.5f;
            t        = 0;
            while (t < duration)
            {
                delta = Program.UpdateTime.DeltaTime;
                float n = t / duration;

                _warning.Update(delta);
                _warning.Position = Vector2.Lerp(startPos, endPos, n);
                t += delta;
                yield return(null);
            }


            startPos          = endPos;
            _warning.Position = startPos;
            endPos            = new Vector2(0, 90);

            duration = 2.0f;
            t        = 0;

            float multiplier = 1.0f;

            while (t < duration)
            {
                delta = Program.UpdateTime.DeltaTime;
                float n = t / duration;

                _warning.Update(delta);
                _warning.Position = Vector2.Lerp(startPos, endPos, n);
                t += delta * multiplier;

                multiplier = Maths.Lerp(1.0f, 5.0f, n);
                yield return(null);
            }

            _warning.Despawn(false);
        }