Particles using display coordinates, particle growtime, character death&stun animations
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@@ -29,34 +29,53 @@ namespace Subsurface
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}
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}
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public void Update(float deltaTime)
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public void SpawnSprites(int count)
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{
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if (activeSprites.Count < MaxSprites)
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{
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WayPoint wp = WayPoint.WayPointList[Rand.Int(WayPoint.WayPointList.Count)];
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count = Math.Min(count, MaxSprites);
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Vector2 pos = new Vector2(wp.Rect.X, wp.Rect.Y);
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pos += Rand.Vector(200.0f);
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activeSprites.Clear();
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for (int i = 0; i < count; i++ )
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{
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Vector2 pos = Vector2.Zero;
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if (WayPoint.WayPointList.Count>0)
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{
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WayPoint wp = WayPoint.WayPointList[Rand.Int(WayPoint.WayPointList.Count)];
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pos = new Vector2(wp.Rect.X, wp.Rect.Y);
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pos += Rand.Vector(200.0f);
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}
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else
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{
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pos = Rand.Vector(2000.0f);
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}
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var prefab = prefabs[Rand.Int(prefabs.Count)];
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int amount = Rand.Range(prefab.SwarmMin,prefab.SwarmMax);
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int amount = Rand.Range(prefab.SwarmMin, prefab.SwarmMax);
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List<BackgroundSprite> swarmMembers = new List<BackgroundSprite>();
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for (int i = 0; i<amount; i++)
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for (int n = 0; n < amount; n++)
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{
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var newSprite = new BackgroundSprite(prefab, pos);
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activeSprites.Add(newSprite);
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swarmMembers.Add(newSprite);
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}
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if (amount>0)
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if (amount > 0)
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{
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Swarm swarm = new Swarm(swarmMembers, prefab.SwarmRadius);
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}
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}
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}
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public void ClearSprites()
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{
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activeSprites.Clear();
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}
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public void Update(float deltaTime)
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{
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foreach (BackgroundSprite sprite in activeSprites)
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{
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sprite.Update(deltaTime);
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