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Riemers2DXNA20explosion

Simon (darkside) Jackson edited this page Sep 1, 2020 · 5 revisions

Adding explosion craters

While the explosions we added during the last three chapters look nice, they don’t have any actual impact on our terrain yet. That’s about to change.

Deforming terrain

Although there will be no real concepts introduced in this chapter, I decided to add it to this series of 2D Tutorials as it is another example of the use of matrices. All we are going to add is a method called AddCrater since we want our rockets explosions to create craters, roughly the same shape of our explosion image. To do this we need to pass the 2D color array of this image to our method to find exactly where on the screen the crater should be and how large it should be.

Starting with this new method:

    private void AddCrater(Color[,] tex, Matrix mat)
    {
        int width = tex.GetLength(0);
        int height = tex.GetLength(1);

        for (int x = 0; x < width; x++)
        {
            for (int y = 0; y < height; y++)
            {
                if (tex[x, y].R > 10)
                {
                    Vector2 imagePos = new Vector2(x, y);
                    Vector2 screenPos = Vector2.Transform(imagePos, mat);

                    int screenX = (int)screenPos.X;
                    int screenY = (int)screenPos.Y;

                    if ((screenX) > 0 && (screenX < _screenWidth))
                    {
                        if (_terrainContour[screenX] < screenY)
                        {
                            _terrainContour[screenX] = screenY;
                        }
                    }
                }
            }
        }
    }

We first find the width and height (in pixels) of our explosion image, which allows us to scan through all pixels of the image using a double for-loop. For each pixel, we first detect if it is not entirely black (Remembering that only the center part of our explosion image had some color, the outer border was entirely black) and we only want to remove terrain for the part of the image that actually contains the explosion.

Next, we calculate the pixel’s screen position (this is the position on the screen that the pixel will occupy when it is rendered to the screen), which is done by transforming the image's coordinate by the image’s matrix, since our screen doesn’t have a pixel (4.121, 23.423), we cast the X and Y coordinates to integers (note that a more exact, but slower method would be to Round the X and Y coordinates).

Finally, if this screen coordinate is not outside the screen region, we check if the pixel would be drawn in the terrain, if this is the case then the terrain should be lowered at that point.

That is it for the method, all we need is to call it correctly. First, we need to store its 2D array of colors, so add this line to our list of variables in the Properties section of our code:

    private Color[,] _explosionColorArray;

And fill it at the end of our LoadContent method:

    _explosionColorArray = TextureTo2DArray(_explosionTexture);

Placing the craters

Next, we are going to call our AddCrater method which should be done once for each explosion, and the perfect place to do this is our AddExplosion method. To create our matrix, we can use the position and size of our explosion and to add some randomness, we will add some random rotation to our matrix by adding this line to the end of our AddExplosion method:

    float rotation = (float)_randomizer.Next(10);

Next, we’re ready to construct the matrix for our explosion image that has exactly the same shape as explained 2 chapters ago:

  • First, the coordinate system of the explosion image is moved to the center of the explosion.
  • Then, it is scaled down, according to the size of the explosion and to the size of the explosion image.
  • Next, it is rotated over our random angle.
  • Finally, the XY coordinate system of the explosion image is moved, so the center of the image is moved to where the origin of its XY coordinate system was.

In code add the following after the rotation line in the AddEdplosion method:

    Matrix mat = Matrix.CreateTranslation(-_explosionTexture.Width / 2, -_explosionTexture.Height / 2, 0) *
                                            Matrix.CreateRotationZ(rotation) *
                                            Matrix.CreateScale(size / (float)_explosionTexture.Width * 2.0f) *
                                            Matrix.CreateTranslation(explosionPos.X, explosionPos.Y, 0);

With the 2D array of colors and the matrix of our explosion image ready, we can call the AddCrater method by adding the next line:

    AddCrater(_explosionColorArray, mat);

That’s it! The slope of our terrain will now be deformed by our explosion. However, when you run the code you will not see any changes and that is because we still need to update our foregroundTexture. But before we do that, we will update the positions of our players as the terrain below them might have been shot away, so add the following code to the end of the AddExplosion method too:

    for (int i = 0; i < _players.Length; i++)
    {
        _players[i].Position.Y = _terrainContour[(int)_players[i].Position.X];
    }
    FlattenTerrainBelowPlayers();
    CreateForeground();

When you run this code, you should see a new crater each time your rocket collides with the terrain or with a player. Note that the size of the crater depends on the size of the explosion.

Summary

Exercises

You can try these exercises to practice what you have learned:

  • With craters and deformation in your hands, try making bigger explosions and even bigger craters.

The code thus far

using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

namespace Series2D1
{
    public struct PlayerData
    {
        public Vector2 Position;
        public bool IsAlive;
        public Color Color;
        public float Angle;
        public float Power;
    }

    public struct ParticleData
    {
        public float BirthTime;
        public float MaxAge;
        public Vector2 OriginalPosition;
        public Vector2 Acceleration;
        public Vector2 Direction;
        public Vector2 Position;
        public float Scaling;
        public Color ModColor;
    }

    public class Game1 : Game
    {
        //Properties
        private GraphicsDeviceManager _graphics;
        private SpriteBatch _spriteBatch;
        private GraphicsDevice _device;
        private Texture2D _backgroundTexture;
        private Texture2D _foregroundTexture;
        private Texture2D _carriageTexture;
        private Texture2D _cannonTexture;
        private Texture2D _rocketTexture;
        private Texture2D _smokeTexture;
        private Texture2D _groundTexture;
        private Texture2D _explosionTexture;
        private Color[,] _explosionColorArray;
        private SpriteFont _font;
        private int _screenWidth;
        private int _screenHeight;
        private PlayerData[] _players;
        private int _numberOfPlayers = 4;
        private float _playerScaling;
        private int _currentPlayer = 0;
        private bool _rocketFlying = false;
        private Vector2 _rocketPosition;
        private Vector2 _rocketDirection;
        private float _rocketAngle;
        private float _rocketScaling = 0.1f;
        private Color[] _playerColors = new Color[10]
        {
            Color.Red,
            Color.Green,
            Color.Blue,
            Color.Purple,
            Color.Orange,
            Color.Indigo,
            Color.Yellow,
            Color.SaddleBrown,
            Color.Tomato,
            Color.Turquoise
        };
        private List<Vector2> _smokeList = new List<Vector2>();
        private Random _randomizer = new Random();
        private int[] _terrainContour;
        private Color[,] _rocketColorArray;
        private Color[,] _foregroundColorArray;
        private Color[,] _carriageColorArray;
        private Color[,] _cannonColorArray;
        List<ParticleData> _particleList = new List<ParticleData>();


        public Game1()
        {
            _graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            _graphics.PreferredBackBufferWidth = 500;
            _graphics.PreferredBackBufferHeight = 500;
            _graphics.IsFullScreen = false;
            _graphics.ApplyChanges();
            Window.Title = "Riemer's 2D MonoGame Tutorial";

            base.Initialize();
        }

        private void SetUpPlayers()
        {
            _players = new PlayerData[_numberOfPlayers];
            for (int i = 0; i < _numberOfPlayers; i++)
            {
                _players[i].IsAlive = true;
                _players[i].Color = _playerColors[i];
                _players[i].Angle = MathHelper.ToRadians(90);
                _players[i].Power = 100;
                _players[i].Position = new Vector2();
                _players[i].Position.X = _screenWidth / (_numberOfPlayers + 1) * (i + 1);
                _players[i].Position.Y = _terrainContour[(int)_players[i].Position.X];
            }
        }

        private void GenerateTerrainContour()
        {
            _terrainContour = new int[_screenWidth];

            double rand1 = _randomizer.NextDouble() + 1;
            double rand2 = _randomizer.NextDouble() + 2;
            double rand3 = _randomizer.NextDouble() + 3;

            float offset = _screenHeight / 2;
            float peakheight = 100;
            float flatness = 70;

            for (int x = 0; x < _screenWidth; x++)
            {
                double height = peakheight / rand1 * Math.Sin((float)x / flatness * rand1 + rand1);
                height += peakheight / rand2 * Math.Sin((float)x / flatness * rand2 + rand2);
                height += peakheight / rand3 * Math.Sin((float)x / flatness * rand3 + rand3);
                height += offset;
                _terrainContour[x] = (int)height;
            }
        }

        private void CreateForeground()
        {
            Color[,] groundColors = TextureTo2DArray(_groundTexture);
            Color[] foregroundColors = new Color[_screenWidth * _screenHeight];

            for (int x = 0; x < _screenWidth; x++)
            {
                for (int y = 0; y < _screenHeight; y++)
                {
                    if (y > _terrainContour[x])
                    {
                        foregroundColors[x + y * _screenWidth] = groundColors[x % _groundTexture.Width, y % _groundTexture.Height];
                    }
                    else
                    {
                        foregroundColors[x + y * _screenWidth] = Color.Transparent;
                    }
                }
            }

            _foregroundTexture = new Texture2D(_device, _screenWidth, _screenHeight, false, SurfaceFormat.Color);
            _foregroundTexture.SetData(foregroundColors);

            _foregroundColorArray = TextureTo2DArray(_foregroundTexture);
        }

        private void FlattenTerrainBelowPlayers()
        {
            foreach (PlayerData player in _players)
            {
                if (player.IsAlive)
                {
                    for (int x = 0; x < 40; x++)
                    {
                        _terrainContour[(int)player.Position.X + x] = _terrainContour[(int)player.Position.X];
                    }
                }
            }
        }

        private Color[,] TextureTo2DArray(Texture2D texture)
        {
            Color[] colors1D = new Color[texture.Width * texture.Height];
            texture.GetData(colors1D);

            Color[,] colors2D = new Color[texture.Width, texture.Height];
            for (int x = 0; x < texture.Width; x++)
            {
                for (int y = 0; y < texture.Height; y++)
                {
                    colors2D[x, y] = colors1D[x + y * texture.Width];
                }
            }

            return colors2D;

        }

        protected override void LoadContent()
        {
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            _device = _graphics.GraphicsDevice;

            // TODO: use this.Content to load your game content here
            _backgroundTexture = Content.Load<Texture2D>("background");
            _carriageTexture = Content.Load<Texture2D>("carriage");
            _cannonTexture = Content.Load<Texture2D>("cannon");
            _rocketTexture = Content.Load<Texture2D>("rocket");
            _smokeTexture = Content.Load<Texture2D>("smoke");
            _groundTexture = Content.Load<Texture2D>("ground");
            _explosionTexture = Content.Load<Texture2D>("explosion");
            _font = Content.Load<SpriteFont>("myFont");

            _screenWidth = _device.PresentationParameters.BackBufferWidth;
            _screenHeight = _device.PresentationParameters.BackBufferHeight;

            _playerScaling = 40.0f / (float)_carriageTexture.Width;

            GenerateTerrainContour();
            SetUpPlayers();
            FlattenTerrainBelowPlayers();
            CreateForeground();

            _rocketColorArray = TextureTo2DArray(_rocketTexture);
            _carriageColorArray = TextureTo2DArray(_carriageTexture);
            _cannonColorArray = TextureTo2DArray(_cannonTexture);
            _explosionColorArray = TextureTo2DArray(_explosionTexture);
        }

        private void ProcessKeyboard()
        {
            KeyboardState keybState = Keyboard.GetState();

            if (keybState.IsKeyDown(Keys.Left))
            {
                _players[_currentPlayer].Angle -= 0.01f;
            }
            if (keybState.IsKeyDown(Keys.Right))
            {
                _players[_currentPlayer].Angle += 0.01f;
            }

            if (_players[_currentPlayer].Angle > MathHelper.PiOver2)
            {
                _players[_currentPlayer].Angle = -MathHelper.PiOver2;
            }
            if (_players[_currentPlayer].Angle < -MathHelper.PiOver2)
            {
                _players[_currentPlayer].Angle = MathHelper.PiOver2;
            }

            if (keybState.IsKeyDown(Keys.Down))
            {
                _players[_currentPlayer].Power -= 1;
            }
            if (keybState.IsKeyDown(Keys.Up))
            {
                _players[_currentPlayer].Power += 1;
            }
            if (keybState.IsKeyDown(Keys.PageDown))
            {
                _players[_currentPlayer].Power -= 20;
            }
            if (keybState.IsKeyDown(Keys.PageUp))
            {
                _players[_currentPlayer].Power += 20;
            }

            if (_players[_currentPlayer].Power > 1000)
            {
                _players[_currentPlayer].Power = 1000;
            }
            if (_players[_currentPlayer].Power < 0)
            {
                _players[_currentPlayer].Power = 0;
            }

            if (keybState.IsKeyDown(Keys.Enter) || keybState.IsKeyDown(Keys.Space))
            {
                _rocketFlying = true;
                _rocketPosition = _players[_currentPlayer].Position;
                _rocketPosition.X += 20;
                _rocketPosition.Y -= 10;
                _rocketAngle = _players[_currentPlayer].Angle;
                Vector2 up = new Vector2(0, -1);
                Matrix rotMatrix = Matrix.CreateRotationZ(_rocketAngle);
                _rocketDirection = Vector2.Transform(up, rotMatrix);
                _rocketDirection *= _players[_currentPlayer].Power / 50.0f;
            }
        }

        private void UpdateRocket()
        {
            if (_rocketFlying)
            {
                Vector2 gravity = new Vector2(0, 1);
                _rocketDirection += gravity / 10.0f;
                _rocketPosition += _rocketDirection;
                _rocketAngle = (float)Math.Atan2(_rocketDirection.X, -_rocketDirection.Y);

                for (int i = 0; i < 5; i++)
                {
                    Vector2 smokePos = _rocketPosition;
                    smokePos.X += _randomizer.Next(10) - 5;
                    smokePos.Y += _randomizer.Next(10) - 5;
                    _smokeList.Add(smokePos);
                }
            }
        }

        private Vector2 TexturesCollide(Color[,] tex1, Matrix mat1, Color[,] tex2, Matrix mat2)
        {
            Matrix mat1to2 = mat1 * Matrix.Invert(mat2);
            int width1 = tex1.GetLength(0);
            int height1 = tex1.GetLength(1);
            int width2 = tex2.GetLength(0);
            int height2 = tex2.GetLength(1);

            for (int x1 = 0; x1 < width1; x1++)
            {
                for (int y1 = 0; y1 < height1; y1++)
                {
                    Vector2 pos1 = new Vector2(x1, y1);
                    Vector2 pos2 = Vector2.Transform(pos1, mat1to2);

                    int x2 = (int)pos2.X;
                    int y2 = (int)pos2.Y;
                    if ((x2 >= 0) && (x2 < width2))
                    {
                        if ((y2 >= 0) && (y2 < height2))
                        {
                            if (tex1[x1, y1].A > 0)
                            {
                                if (tex2[x2, y2].A > 0)
                                {
                                    return Vector2.Transform(pos1, mat1);
                                }
                            }
                        }
                    }
                }
            }

            return new Vector2(-1, -1);
        }

        private Vector2 CheckTerrainCollision()
        {
            Matrix rocketMat = Matrix.CreateTranslation(-42, -240, 0) *
                            Matrix.CreateRotationZ(_rocketAngle) *
                            Matrix.CreateScale(_rocketScaling) *
                            Matrix.CreateTranslation(_rocketPosition.X, _rocketPosition.Y, 0);
            Matrix terrainMat = Matrix.Identity;
            Vector2 terrainCollisionPoint = TexturesCollide(_rocketColorArray, rocketMat, _foregroundColorArray, terrainMat);
            return terrainCollisionPoint;
        }

        private Vector2 CheckPlayersCollision()
        {
            Matrix rocketMat = Matrix.CreateTranslation(-42, -240, 0) *
                               Matrix.CreateRotationZ(_rocketAngle) *
                               Matrix.CreateScale(_rocketScaling) *
                               Matrix.CreateTranslation(_rocketPosition.X, _rocketPosition.Y, 0);

            for (int i = 0; i < _numberOfPlayers; i++)
            {
                PlayerData player = _players[i];
                if (player.IsAlive)
                {
                    if (i != _currentPlayer)
                    {
                        int xPos = (int)player.Position.X;
                        int yPos = (int)player.Position.Y;

                        Matrix carriageMat = Matrix.CreateTranslation(0, -_carriageTexture.Height, 0) *
                                             Matrix.CreateScale(_playerScaling) *
                                             Matrix.CreateTranslation(xPos, yPos, 0);
                        Vector2 carriageCollisionPoint = TexturesCollide(_carriageColorArray, carriageMat, _rocketColorArray, rocketMat);

                        if (carriageCollisionPoint.X > -1)
                        {
                            _players[i].IsAlive = false;
                            return carriageCollisionPoint;
                        }

                        Matrix cannonMat = Matrix.CreateTranslation(-11, -50, 0) *
                                           Matrix.CreateRotationZ(player.Angle) *
                                           Matrix.CreateScale(_playerScaling) *
                                           Matrix.CreateTranslation(xPos + 20, yPos - 10, 0);

                        Vector2 cannonCollisionPoint = TexturesCollide(_cannonColorArray, cannonMat, _rocketColorArray, rocketMat);
                        if (cannonCollisionPoint.X > -1)
                        {
                            _players[i].IsAlive = false;
                            return cannonCollisionPoint;
                        }
                    }
                }
            }
            return new Vector2(-1, -1);
        }

        private bool CheckOutOfScreen()
        {
            bool rocketOutOfScreen = _rocketPosition.Y > _screenHeight;
            rocketOutOfScreen |= _rocketPosition.X < 0;
            rocketOutOfScreen |= _rocketPosition.X > _screenWidth;

            return rocketOutOfScreen;
        }

        private void CheckCollisions(GameTime gameTime)
        {
            Vector2 terrainCollisionPoint = CheckTerrainCollision();
            Vector2 playerCollisionPoint = CheckPlayersCollision();
            bool rocketOutOfScreen = CheckOutOfScreen();

            if (playerCollisionPoint.X > -1)
            {
                _rocketFlying = false;

                _smokeList = new List<Vector2>();
                AddExplosion(playerCollisionPoint, 10, 80.0f, 2000.0f, gameTime);
                NextPlayer();
            }

            if (terrainCollisionPoint.X > -1)
            {
                _rocketFlying = false;

                _smokeList = new List<Vector2>();
                AddExplosion(terrainCollisionPoint, 4, 30.0f, 1000.0f, gameTime);
                NextPlayer();
            }

            if (rocketOutOfScreen)
            {
                _rocketFlying = false;

                _smokeList = new List<Vector2>();
                NextPlayer();
            }
        }

        private void NextPlayer()
        {
            _currentPlayer = _currentPlayer + 1;
            _currentPlayer = _currentPlayer % _numberOfPlayers;
            while (!_players[_currentPlayer].IsAlive)
            {
                _currentPlayer = ++_currentPlayer % _numberOfPlayers;
            }
        }

        private void AddExplosion(Vector2 explosionPos, int numberOfParticles, float size, float maxAge, GameTime gameTime)
        {
            for (int i = 0; i < numberOfParticles; i++)
            {
                AddExplosionParticle(explosionPos, size, maxAge, gameTime);
            }

            float rotation = (float)_randomizer.Next(10);
            Matrix mat = Matrix.CreateTranslation(-_explosionTexture.Width / 2, -_explosionTexture.Height / 2, 0) *
                                                  Matrix.CreateRotationZ(rotation) *
                                                  Matrix.CreateScale(size / (float)_explosionTexture.Width * 2.0f) *
                                                  Matrix.CreateTranslation(explosionPos.X, explosionPos.Y, 0);

            AddCrater(_explosionColorArray, mat);

            for (int i = 0; i < _players.Length; i++)
            {
                _players[i].Position.Y = _terrainContour[(int)_players[i].Position.X];
            }
            FlattenTerrainBelowPlayers();
            CreateForeground();
        }

        private void AddExplosionParticle(Vector2 explosionPos, float explosionSize, float maxAge, GameTime gameTime)
        {
            ParticleData particle = new ParticleData();

            particle.OriginalPosition = explosionPos;
            particle.Position = particle.OriginalPosition;

            particle.BirthTime = (float)gameTime.TotalGameTime.TotalMilliseconds;
            particle.MaxAge = maxAge;
            particle.Scaling = 0.25f;
            particle.ModColor = Color.White;

            float particleDistance = (float)_randomizer.NextDouble() * explosionSize;
            Vector2 displacement = new Vector2(particleDistance, 0);
            float angle = MathHelper.ToRadians(_randomizer.Next(360));
            displacement = Vector2.Transform(displacement, Matrix.CreateRotationZ(angle));

            particle.Direction = displacement * 2.0f;
            particle.Acceleration = -particle.Direction;

            _particleList.Add(particle);
        }

        private void UpdateParticles(GameTime gameTime)
        {
            float now = (float)gameTime.TotalGameTime.TotalMilliseconds;
            for (int i = _particleList.Count - 1; i >= 0; i--)
            {
                ParticleData particle = _particleList[i];
                float timeAlive = now - particle.BirthTime;

                if (timeAlive > particle.MaxAge)
                {
                    _particleList.RemoveAt(i);
                }
                else
                {
                    //update current particle
                    float relAge = timeAlive / particle.MaxAge;
                    particle.Position = 0.5f * particle.Acceleration * relAge * relAge + particle.Direction * relAge + particle.OriginalPosition;

                    float invAge = 1.0f - relAge;
                    particle.ModColor = new Color(new Vector4(invAge, invAge, invAge, invAge));

                    Vector2 positionFromCenter = particle.Position - particle.OriginalPosition;
                    float distance = positionFromCenter.Length();
                    particle.Scaling = (50.0f + distance) / 200.0f;

                    _particleList[i] = particle;
                }
            }
        }

        private void AddCrater(Color[,] tex, Matrix mat)
        {
            int width = tex.GetLength(0);
            int height = tex.GetLength(1);

            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < height; y++)
                {
                    if (tex[x, y].R > 10)
                    {
                        Vector2 imagePos = new Vector2(x, y);
                        Vector2 screenPos = Vector2.Transform(imagePos, mat);

                        int screenX = (int)screenPos.X;
                        int screenY = (int)screenPos.Y;

                        if ((screenX) > 0 && (screenX < _screenWidth))
                        {
                            if (_terrainContour[screenX] < screenY)
                            {
                                _terrainContour[screenX] = screenY;
                            }
                        }
                    }
                }
            }
        }

        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here

            if (_rocketFlying)
            {
                UpdateRocket();
                CheckCollisions(gameTime);
            }

            if (_particleList.Count > 0)
            {
                UpdateParticles(gameTime);
            }

            if (!_rocketFlying && _particleList.Count == 0)
            {
                ProcessKeyboard();
            }

            base.Update(gameTime);
        }

        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            _spriteBatch.Begin();
            DrawScenery();
            DrawPlayers();
            DrawText();
            DrawRocket();
            DrawSmoke();
            _spriteBatch.End();

            _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive);
            DrawExplosion();
            _spriteBatch.End();

            base.Draw(gameTime);
        }

        private void DrawScenery()
        {
            Rectangle screenRectangle = new Rectangle(0, 0, _screenWidth, _screenHeight);
            _spriteBatch.Draw(_backgroundTexture, screenRectangle, Color.White);
            _spriteBatch.Draw(_foregroundTexture, screenRectangle, Color.White);
        }

        private void DrawPlayers()
        {
            for (int i = 0; i < _players.Length; i++)
            {
                if (_players[i].IsAlive)
                {
                    int xPos = (int)_players[i].Position.X;
                    int yPos = (int)_players[i].Position.Y;
                    Vector2 cannonOrigin = new Vector2(11, 50);

                    _spriteBatch.Draw(_carriageTexture, _players[i].Position, null, _players[i].Color, 0, new Vector2(0, _carriageTexture.Height), _playerScaling, SpriteEffects.None, 0);
                    _spriteBatch.Draw(_cannonTexture, new Vector2(xPos + 20, yPos - 10), null, _players[i].Color, _players[i].Angle, cannonOrigin, _playerScaling, SpriteEffects.None, 1);
                }
            }
        }

        private void DrawText()
        {
            PlayerData player = _players[_currentPlayer];
            int currentAngle = (int)MathHelper.ToDegrees(player.Angle);
            _spriteBatch.DrawString(_font, "Cannon angle: " + currentAngle.ToString(), new Vector2(20, 20), player.Color);
            _spriteBatch.DrawString(_font, "Cannon power: " + player.Power.ToString(), new Vector2(20, 45), player.Color);
        }

        private void DrawRocket()
        {
            if (_rocketFlying)
            {
                _spriteBatch.Draw(_rocketTexture, _rocketPosition, null, _players[_currentPlayer].Color, _rocketAngle, new Vector2(42, 240), _rocketScaling, SpriteEffects.None, 1);
            }
        }

        private void DrawSmoke()
        {
            for (int i = 0; i < _smokeList.Count; i++)
            {
                _spriteBatch.Draw(_smokeTexture, _smokeList[i], null, Color.White, 0, new Vector2(40, 35), 0.2f, SpriteEffects.None, 1);
            }
        }

        private void DrawExplosion()
        {
            for (int i = 0; i < _particleList.Count; i++)
            {
                ParticleData particle = _particleList[i];
                _spriteBatch.Draw(_explosionTexture, particle.Position, null, particle.ModColor, i, new Vector2(256, 256), particle.Scaling, SpriteEffects.None, 1);
            }
        }
    }
}

Next Steps

Playing sound effects

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