Added in the icicle gun!
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@ -20,6 +20,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCGuns
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this.guns.Add("Default", new SSCGuns.SSCGun(new StardustCore.Animations.AnimatedSprite("MyFirstGun", Vector2.Zero, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Guns", "BasicGun"), new Animation(0, 0, 16, 16)), Color.White), SeasideScramble.self.entities.projectiles.getDefaultProjectile(this, Vector2.Zero, Vector2.Zero, 4f, new Rectangle(0, 0, 16, 16), Color.White, 4f, 300), 10, 1000, 3000));
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this.guns.Add("HeatWave", new SSCGuns.SSCGun_HeatWave(new StardustCore.Animations.AnimatedSprite("HeatWave", Vector2.Zero, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Guns", "BasicGun"), new Animation(0, 0, 18, 16)), Color.Red), SeasideScramble.self.entities.projectiles.getFireProjectile(this, Vector2.Zero, Vector2.Zero, 1.5f, new Rectangle(0, 0, 18, 16), Color.White, 3f, 3, SE_Burn.SpawnBurnEffect(Vector2.Zero, 3 * 1000, 1000, 1.00d, 2),150), 20, 200, 5000));
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this.guns.Add("Icicle", new SSCGuns.SSCGun(new StardustCore.Animations.AnimatedSprite("Icicle", Vector2.Zero, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Guns", "BasicGun"), new Animation(0, 0, 16, 16)), Color.SkyBlue), SeasideScramble.self.entities.projectiles.getIcicleProjectile(this, Vector2.Zero, Vector2.Zero, 5.5f, new Rectangle(0, 0, 16, 16), Color.White, 3f, 5, 200), 5, 1000, 5000));
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}
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/// <summary>
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@ -216,7 +216,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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}
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this.mouseSensitivity = new Vector2(3f, 3f);
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this.getNewGun(SeasideScramble.self.guns.getGun("HeatWave")); //new SSCGuns.SSCGun(new StardustCore.Animations.AnimatedSprite("MyFirstGun", this.position, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Guns", "BasicGun"), new Animation(0, 0, 16, 16)), Color.White), SeasideScramble.self.entities.projectiles.getDefaultProjectile(this, this.position, Vector2.Zero, 4f, new Rectangle(0, 0, 16, 16), Color.White, 4f, 300), 10, 1000, 3000);
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this.getNewGun(SeasideScramble.self.guns.getGun("Icicle")); //new SSCGuns.SSCGun(new StardustCore.Animations.AnimatedSprite("MyFirstGun", this.position, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Guns", "BasicGun"), new Animation(0, 0, 16, 16)), Color.White), SeasideScramble.self.entities.projectiles.getDefaultProjectile(this, this.position, Vector2.Zero, 4f, new Rectangle(0, 0, 16, 16), Color.White, 4f, 300), 10, 1000, 3000);
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this.hitBox = new Rectangle((int)this.position.X, (int)this.position.Y, 64, 64);
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@ -95,6 +95,8 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCProjectiles
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/// </summary>
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public SSCStatusEffects.StatusEffect effect;
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public bool pierces;
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/// <summary>
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/// Constructor.
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/// </summary>
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@ -191,7 +193,10 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCProjectiles
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public virtual void collisionLogic()
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{
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//Do something I guess like play an animation.
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this.die();
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if (this.pierces == false)
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{
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this.die();
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}
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}
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/// <summary>
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@ -97,6 +97,19 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCProjectiles
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return basic;
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}
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public void spawnIcicleProjectile(object Owner, Vector2 Position, Vector2 Direction, float Speed, Rectangle HitBox, Color Color, float Scale,int Damage ,int LifeSpan = 300)
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{
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SSC_IcicleProjectile basic = new SSC_IcicleProjectile(Owner, new StardustCore.Animations.AnimatedSprite("Icicle", Position, new StardustCore.Animations.AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Projectiles", "Icicle"), new StardustCore.Animations.Animation(0, 0, 16, 16)), Color), HitBox, Position, Direction, Speed, LifeSpan, Scale, Damage);
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this.addProjectile(basic);
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}
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public SSC_IcicleProjectile getIcicleProjectile(object Owner, Vector2 Position, Vector2 Direction, float Speed, Rectangle HitBox, Color Color, float Scale,int Damage ,int LifeSpan = 300)
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{
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SSC_IcicleProjectile basic = new SSC_IcicleProjectile(Owner, new StardustCore.Animations.AnimatedSprite("Icicle", Position, new StardustCore.Animations.AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Projectiles", "Icicle"), new StardustCore.Animations.Animation(0, 0, 16, 16)), Color), HitBox, Position, Direction, Speed, LifeSpan, Scale, Damage);
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return basic;
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}
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public void spawnFireProjectile(object Owner, Vector2 Position, Vector2 Direction, float Speed, Rectangle HitBox, Color Color, float Scale,int Damage,SSCStatusEffects.SE_Burn BurnEffect ,int LifeSpan = 300)
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{
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@ -0,0 +1,41 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Revitalize.Framework.Utilities;
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using StardustCore.Animations;
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namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCProjectiles
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{
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public class SSC_IcicleProjectile:SSCProjectile
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{
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public float rotation;
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public SSC_IcicleProjectile()
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{
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}
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public SSC_IcicleProjectile(object Owner, AnimatedSprite Sprite, Rectangle HitBox, Vector2 Position, Vector2 Direction, float Speed, int LifeSpan, float Scale, int damage, SSCStatusEffects.StatusEffect Effect = null) : base(Owner, Sprite, HitBox, Position, Direction, Speed, LifeSpan, Scale, damage, Effect)
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{
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this.pierces = true;
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}
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public override void spawnClone(Vector2 position, Vector2 direction)
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{
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//AnimatedSprite newSprite = new AnimatedSprite(this.sprite.name, position, new AnimationManager(this.sprite.animation.objectTexture.Copy(), this.sprite.animation.defaultDrawFrame), this.color);
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SSC_IcicleProjectile basic = new SSC_IcicleProjectile(this.owner, new AnimatedSprite("IcicleProjectile", position, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Projectiles", "Icicle"), new Animation(0, 0, 16, 16)), this.color), new Rectangle((int)this.position.X, (int)this.position.Y, this.hitBox.Width, this.hitBox.Height), position, direction, this.speed, this.maxLifeSpan, this.scale, this.damage, this.effect);
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basic.rotation = RotationUtilities.getRotationFromVector(direction);
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SeasideScramble.self.entities.projectiles.addProjectile(basic);
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}
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public override void draw(SpriteBatch b)
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{
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this.sprite.draw(b, SeasideScramble.GlobalToLocal(SeasideScramble.self.camera.viewport, this.position), this.scale,this.rotation ,0.5f);
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}
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}
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}
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@ -0,0 +1,46 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework;
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using StardustCore.Animations;
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namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCStatusEffects
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{
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public class SE_Freeze:SSCStatusEffects.StatusEffect
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{
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public SE_Freeze()
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{
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}
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="Sprite"></param>
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/// <param name="Duration">The number of milliseconds the effect lasts.</param>
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/// <param name="Frequency">How many milliseconds pass between the effect triggering.</param>
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/// <param name="ChanceToAfflict">The chance this effect has to trigger. Value between 0-1.0</param>
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/// <param name="CanStack">Can this status effect stack?</param>
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public SE_Freeze(StardustCore.Animations.AnimatedSprite Sprite, double Duration, double Frequency, double ChanceToAfflict, bool CanStack, bool ResetsSameTimers) : base(Sprite, Duration, Frequency, ChanceToAfflict, CanStack, ResetsSameTimers)
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{
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}
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/// <summary>
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/// Spawn a new burn status effect with the given paramaters.
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/// </summary>
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/// <param name="position">The position to draw the effect.</param>
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/// <param name="Duration">The duration of the effect in milliseconds.</param>
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/// <param name="Frequency">The freuency in milliseconds between triggers.</param>
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/// <param name="Chance">The chance to be afflicted.</param>
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/// <param name="Damage">The damage it does per trigger.</param>
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/// <returns></returns>
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public static SE_Freeze SpawnFreezeEffect(Vector2 position, double Duration, double Frequency, double Chance)
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{
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return new SE_Freeze(new StardustCore.Animations.AnimatedSprite("Freeze", position, new StardustCore.Animations.AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "Freeze"), new Animation(0, 0, 16, 16)), Color.White), Duration, Frequency, Chance, false, false);
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}
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}
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}
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@ -0,0 +1,78 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework;
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namespace Revitalize.Framework.Utilities
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{
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public class RotationUtilities
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{
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public static float get90Degrees()
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{
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float angle = (float)Math.PI * .5f;
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return angle;
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}
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public static float get180Degrees()
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{
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float angle = (float)Math.PI;
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return angle;
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}
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public static float get270Degrees()
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{
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float angle = (float)Math.PI * (1.5f);
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return angle;
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}
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public static float get360Degrees()
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{
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return 0;
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}
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/// <summary>
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/// Gets a rotation from the degrees passed in.
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/// </summary>
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/// <param name="degrees"></param>
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/// <returns></returns>
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public static float getRotationFromDegrees(int degrees)
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{
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float amount = degrees / 180;
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float angle = (float)Math.PI * (amount);
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return angle;
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}
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/// <summary>
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/// Gets an angle from a passed in vector.
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/// </summary>
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/// <param name="vec"></param>
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/// <returns></returns>
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public static float getAngleFromVector(Vector2 vec)
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{
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Vector2 zero = new Vector2(1,0);
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vec = vec.UnitVector();
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float dot=Vector2.Dot(zero, vec);
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float len1 = vec.Length();
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float len2 = zero.Length();
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float lenTotal = len1 * len2;
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float cosAngle = dot / lenTotal;
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float angle = (float)((Math.Acos(cosAngle)*180)/Math.PI);
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return angle;
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}
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/// <summary>
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/// Gets a rotation amount for xna based off the unit circle.
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/// </summary>
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/// <param name="vec"></param>
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/// <returns></returns>
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public static float getRotationFromVector(Vector2 vec)
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{
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return getRotationFromDegrees((int)Math.Round(getAngleFromVector(vec)));
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}
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}
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}
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@ -95,7 +95,9 @@
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCProjectiles\SSCProjectile.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCProjectiles\SSCProjectileManager.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCProjectiles\SSC_FireProjectile.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCProjectiles\SSC_IcicleProjectile.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCStatusEffects\SE_Burn.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCStatusEffects\SE_Freeze.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCStatusEffects\StatusEffect.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCStatusEffects\StatusEffectManager.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCTextureUtilities.cs" />
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<Compile Include="Framework\Utilities\BoundingBoxInfo.cs" />
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<Compile Include="Framework\Utilities\InventoryManager.cs" />
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<Compile Include="Framework\Utilities\PyTKHelper.cs" />
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<Compile Include="Framework\Utilities\RotationUtilities.cs" />
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<Compile Include="Framework\Utilities\Serialization\ContractResolvers\NetFieldContract.cs" />
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<Compile Include="Framework\Utilities\Serialization\Converters\ItemCoverter.cs" />
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<Compile Include="Framework\Utilities\Serialization\Converters\NetFieldConverter.cs" />
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@ -183,6 +186,9 @@
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<Content Include="Content\Minigames\SeasideScramble\Graphics\Projectiles\Fire.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Minigames\SeasideScramble\Graphics\Projectiles\Icicle.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\BlankTexture.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@ -95,6 +95,11 @@ namespace StardustCore.Animations
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this.animation.draw(b, position, this.color, scale, SpriteEffects.None, depth);
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}
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public virtual void draw(SpriteBatch b, Vector2 position, float scale,float rotation ,float depth)
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{
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this.animation.draw(b, position, this.color, scale, rotation,SpriteEffects.None, depth);
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}
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/// <summary>
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/// Draws the sprite to the screen.
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/// </summary>
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@ -383,6 +383,20 @@ namespace StardustCore.Animations
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}
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}
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public void draw(SpriteBatch b, Vector2 Position, Color drawColor, float scale,float Rotation ,SpriteEffects flipped, float depth)
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{
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b.Draw(this.objectTexture.texture, Position, this.currentAnimation.sourceRectangle, drawColor, Rotation, Vector2.Zero, scale, flipped, depth);
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try
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{
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this.tickAnimation();
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// Log.AsyncC("Tick animation");
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}
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catch (Exception err)
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{
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ModCore.ModMonitor.Log(err.ToString());
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}
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}
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/// <summary>
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/// Draws the animated texture to the screen.
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/// </summary>
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}
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}
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public void draw(SpriteBatch b, Vector2 Position, Color drawColor, Vector2 scale, float Rotation,SpriteEffects flipped, float depth)
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{
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b.Draw(this.objectTexture.texture, Position, this.currentAnimation.sourceRectangle, drawColor, Rotation, Vector2.Zero, scale, flipped, depth);
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try
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{
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this.tickAnimation();
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// Log.AsyncC("Tick animation");
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}
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catch (Exception err)
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{
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ModCore.ModMonitor.Log(err.ToString());
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}
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}
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public Texture2DExtended getExtendedTexture()
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{
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return this.objectTexture;
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