示例#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 Projectile(Damage, rayEnlonged.NormalizedWithZeroSolution() * VelocityOfProjectile, barrel, Owner));
                return(true);
            }
            return(false);
        }
示例#2
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;

            if (Ammo > 0 && GunTimer.Ready == true)
            {
                Sound.PlaySoundSimple(Game1.soundVortex, (float)((1f / 2f) + Globals.GlobalRandom.NextDouble() / 2f), (float)(Globals.GlobalRandom.NextDouble() - 0.5f) / 2f, 0f);
                Ammo--;
                GunTimer.Reset();
                Game1.mapLive.MapProjectiles.Add(new EnergyBall(rayEnlonged.NormalizedWithZeroSolution() * VelocityOfProjectile, barrel, Owner, Damage));
                Kick(4);
                return(true);
            }
            return(false);
        }
示例#3
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;

            if (Ammo > 0 && GunTimer.Ready == true)
            {
                Game1.soundFlamb.Play((float)((1f / 2f) + Globals.GlobalRandom.NextDouble() / 2f), (float)(Globals.GlobalRandom.NextDouble() - 0.5f) / 2f, 0f);
                GunTimer.Reset();
                Game1.mapLive.MapProjectiles.Add(new FlameProjectile(rayEnlonged.NormalizedWithZeroSolution() * VelocityOfProjectile, barrel, Owner, 16));
                _muzzleAlpha = 1f;
                Ammo--;
                return(true);
            }
            return(false);
        }
示例#4
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;

            if (Ammo > 0 && GunTimer.Ready == true)
            {
                Ammo--;
                GunTimer.Reset();
                Game1.mapLive.MapProjectiles.Add(new Rocket(rayEnlonged.NormalizedWithZeroSolution() * VelocityOfProjectile, barrel, Owner, 64));
                _muzzleAlpha = 1;
                Kick(8);
                return(true);
            }
            return(false);
        }
示例#5
0
        public void Update(List <Inpc> npcs)
        {
            foreach (Inpc npc in npcs)
            {
                if (npc != this)
                {
                    if (CompareF.RectangleFVsCircleF(BoundaryCircle, npc.Boundary) == true)
                    {
                        npc.KineticDamage(25);
                        LineSegmentF temp = new LineSegmentF(BoundaryCircle.Center, npc.Boundary.Origin);
                        npc.Push(temp.NormalizedWithZeroSolution() * 6f);
                        npc.Stun();
                        PlaySaw();
                    }
                }
            }

            if (CompareF.RectangleFVsCircleF(BoundaryCircle, Game1.PlayerInstance.Boundary) == true)
            {
                Game1.PlayerInstance.TakeDamage(25);
                LineSegmentF temp = new LineSegmentF(BoundaryCircle.Center, Game1.PlayerInstance.Boundary.Origin);
                Game1.PlayerInstance.Push(temp.NormalizedWithZeroSolution() * 6f);
                PlaySaw();
            }

            rotation += Game1.Delta;
        }
示例#6
0
        private void fireRay(Vector2 rayStart, Vector2Object RayDestination)
        {
            if (RayDestination != null && RayDestination.Vector2 != null)
            {
                if (Owner is Player)
                {
                    _line = new LineSegmentF(rayStart, RayDestination.Vector2);
                }
                if (Owner is Inpc)
                {
                    _line = new LineSegmentF((Owner as Inpc).Boundary.Origin, RayDestination.Vector2);
                }

                if (RayDestination.Object != null && RayDestination.Object is Inpc && (RayDestination.Object as Inpc).Friendly == false)
                {
                    (RayDestination.Object as Inpc).Push(_line.NormalizedWithZeroSolution() * _velocityAdd * 0.5f);
                    (RayDestination.Object as Inpc).Stun();
                    (RayDestination.Object as Inpc).KineticDamage(Damage);
                }
                if (RayDestination.Object != null)
                {
                    if (RayDestination.Object is Map || RayDestination.Object is Player)
                    {
                        Game1.mapLive.mapParticles.Add(new ParticleLaserDest(RayDestination.Vector2));
                    }
                    if (RayDestination.Object is IRectanglePhysics)
                    {
                    }
                }
            }
        }
示例#7
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            if ((Ammo > 0 && GunTimer.Ready == true) || MaxAmmo == 0)
            {
                Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;
                Game1.soundElectro.Play(1f, (float)(Globals.GlobalRandom.NextDouble()) / 2f, 0f);
                Ammo--;

                fireRay(barrel, destination);

                if (Owner is Player)
                {
                    for (int i = 0; i < 3; i++)
                    {
                        Game1.mapLive.mapLightings.Add(new Lightning(barrel, destination.Vector2, Game1.Textures["Lightning"], 16, -1));
                    }
                    for (int i = 0; i < 1; i++)
                    {
                        Game1.mapLive.mapLightings.Add(new Lightning(barrel, destination.Vector2, Game1.Textures["LightningBig"], 16, -1));
                    }
                    for (int i = 0; i < 1; i++)
                    {
                        Game1.mapLive.mapLightings.Add(new Lightning(barrel, destination.Vector2, Game1.Textures["lightningChain"], 16, -3, 3f));
                    }
                }

                GunTimer.Reset();

                return(true);
            }

            return(false);
        }
示例#8
0
        public static void Explode(Vector2 pos, short damage)
        {
            CircleF circle = new CircleF(pos, 128);

            foreach (IParticle prtcl in Game1.mapLive.mapParticles)
            {
                if (prtcl.Boundary != null)
                {
                    LineSegmentF Temp = new LineSegmentF(pos, prtcl.Boundary.Origin);

                    Vector2?_thru = CompareF.IntersectionLineWithOthers(Temp, Game1.mapLive.TileMapLines, null);
                    if (_thru == null)
                    {
                        prtcl.Push(Vector2.Normalize(Temp.NormalizedWithZeroSolution() * (float)(Globals.GlobalRandom.NextDouble()) * 2));
                    }
                }
            }

            int j = 0;

            foreach (Inpc npc in Game1.mapLive.MapNpcs)
            {
                if (j < 8)
                {
                    LineSegmentF Temp = new LineSegmentF(pos, npc.Boundary.Origin);

                    Vector2?_thru = CompareF.IntersectionLineWithOthers(Temp, Game1.mapLive.TileMapLines, null);

                    if (_thru == null && LineSegmentF.Lenght(pos, npc.Boundary.Origin) < 256)
                    {
                        if (npc.Friendly == false)
                        {
                            npc.KineticDamage(damage);
                        }
                        npc.Push(Vector2.Normalize(Temp.NormalizedWithZeroSolution() * (float)(Globals.GlobalRandom.NextDouble()) * 2));
                        j++;
                    }
                }
            }

            int x = 4;

            for (int i = 0; i < x; i++)
            {
                Game1.mapLive.mapParticles.Add(new ParticleSmokeBig(circle.GenerateRandomPoint()));
            }
            for (int i = 0; i < x; i++)
            {
                Game1.mapLive.mapParticles.Add(new ParticleFireBig(circle.GenerateRandomPoint()));
            }
            for (int i = 0; i < x; i++)
            {
                Game1.mapLive.mapParticles.Add(new ParticleFireSmall(circle.GenerateRandomPoint()));
            }
            Camera2DGame.Shake(10, pos);

            Sound.PlaySoundPosition(pos, Game1.soundExplosion, CustomMath.RandomAroundZero(Globals.GlobalRandom) / 2f);
        }
示例#9
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);
        }
示例#10
0
 private bool fireRay(Vector2 rayStart, Vector2Object RayDestination)
 {
     if (RayDestination != null && RayDestination.Vector2 != null)
     {
         if (RayDestination.Object != null && RayDestination.Object is Inpc && (RayDestination.Object as Inpc).Friendly == false)
         {
             (RayDestination.Object as Inpc).Push(_line.NormalizedWithZeroSolution() * _velocityAdd * 0.1f);
             (RayDestination.Object as Inpc).Stun();
             (RayDestination.Object as Inpc).KineticDamage(Damage);
         }
         if (RayDestination.Object != null && (RayDestination.Object is Map || RayDestination.Object is Player))
         {
             Game1.mapLive.mapParticles.Add(new ParticleLaserDest(RayDestination.Vector2));
         }
         return(true);
     }
     return(false);
 }
示例#11
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;

            if (destination != null && destination != null)
            {
                if (Owner is Player)
                {
                    _line = new LineSegmentF(rayEnlonged.Start, destination.Vector2);
                }
                if (Owner is Inpc)
                {
                    _line = new LineSegmentF((Owner as Inpc).Boundary.Origin, destination.Vector2);
                }
            }

            _rotation = rayEnlonged.ToAngle();

            if ((Ammo > 0 && GunTimer.Ready == true) || MaxAmmo == 0)
            {
                Ammo--;
                SetOn();
                fireRay(barrel, destination);

                GunTimer.Reset();

                if (destination != null && destination != null)
                {
                    if (Owner is Player)
                    {
                    }
                    if (Owner is Inpc)
                    {
                        //Game1.PlayerIns.Push(LineSegmentF.SegmentToNormalizedVector((Owner as Enemy).Ray) * 0.02f);
                    }
                }

                return(true);
            }

            return(false);
        }
示例#12
0
        private void Walk()
        {
            if (StunLeft.Ready == true)
            {
                if ((_resolver.TouchTop == true || _resolver.TouchBottomMovable == true) || _resolver.InWater)
                {
                    if (Goes == ZombieStates.right)
                    {
                        Velocity = new Vector2(_maxSpeed.X, Velocity.Y);
                    }
                    if (Goes == ZombieStates.left)
                    {
                        Velocity = new Vector2(-_maxSpeed.X, Velocity.Y);
                    }
                }
            }

            StrikeTimer.Update();

            if (Game1.PlayerInstance.Alive == true)
            {
                if (StrikeTimer.Ready == true)
                {
                    if (CompareF.RectangleFVsRectangleF(Boundary, Game1.PlayerInstance.Boundary) == true)
                    {
                        if (StrikeTimer.Ready == true)
                        {
                            LineSegmentF line     = new LineSegmentF(Boundary.Origin, Game1.PlayerInstance.Boundary.Origin);
                            Vector2      velocity = line.NormalizedWithZeroSolution() * 4;
                            Game1.PlayerInstance.Push(new Vector2(velocity.X, velocity.Y / 2));
                            Game1.PlayerInstance.TakeDamage(10);

                            StrikeTimer.Reset();
                        }
                    }
                }
            }
        }
示例#13
0
 public Vector2 BarrelVector2(LineSegmentF ray, int barrelLenght)
 {
     return(ray.Start + ray.NormalizedWithZeroSolution() * barrelLenght);
 }