示例#1
0
        void UpdateWind(Wind wind)
        {
            this.windValue.Text = Math.Abs(wind.Direction.X).ToString("###0");

            if (wind.Direction.X == 0)
            {
                this.rotation.Angle = 0;
                this.scale.ScaleX = 1;
                this.scale.ScaleY = 1;
            }
            else
            {

                if (wind.Direction.X < 0)
                {
                    this.rotation.Angle = 0;
                }
                else
                {
                    this.rotation.Angle = 180;
                }

                double scaleX = Math.Abs(wind.Direction.X) / wind.MaxXScale;

                if (scaleX < .7)
                {
                    scaleX = .7;
                }

                this.scale.ScaleX = scaleX;
                this.scale.ScaleY = 1;
            }
        }
示例#2
0
 public Arrow(Wind wind)
 {
     InitializeComponent();
     wind.Changed += new EventHandler<WindEventArgs>(wind_Changed);
     this.UpdateWind(wind);
 }
示例#3
0
文件: Round.cs 项目: kindohm/tanks
 void Construct()
 {
     this.powerupInterval = 280;
     Page.SceneLoop.Update += new EventHandler<SceneLoopEventArgs>(sceneLoop_Update);
     this.enemyCount = 1;
     this.enemyRateOfFireBonus = 0;
     this.enemyPercentError = .15f;
     this.enemySingleShot = true;
     this.vehicleList = new List<Vehicle>();
     this.projectileList = new List<Projectile>();
     this.powerups = new List<Powerup>();
     this.wind = new Wind();
     this.userTank = new Vehicle(simulator, this);
     this.userTank.HitPoints = 200;
     this.userTank.FiredShot += new EventHandler<FiredShotEventArgs>(userTank_FiredShot);
     this.userTank.HitTarget += new EventHandler<HitTargetEventArgs>(userTank_HitTarget);
     this.userTank.HitProjectile += new EventHandler<VehicleEventArgs>(userTank_HitProjectile);
     this.userTank.HitPowerup += new EventHandler<VehicleEventArgs>(userTank_HitPowerup);
     this.userTank.ProjectileCreated += new EventHandler<ProjectileEventArgs>(userTank_ProjectileCreated);
     this.userTank.TookHit += new EventHandler<VehicleEventArgs>(userTank_TookHit);
     this.userTank.RateOfFireBonus = .5;
     this.userTank.AllowedToFire = true;
     this.userTank.PercentError = .15d;
     this.userTank.ControlledByUser = true;
     this.userTank.Color = Colors.Orange;
     this.map = this.CreateMap(simulator);
     this.ceiling = new Ceiling(simulator);
     this.rightWall = this.CreateRightWall(simulator);
     this.leftWall = this.CreateLeftWall(simulator);
     this.vehicleList.Add(this.userTank);
     this.Initialize(simulator);
 }