void s_Canyon_Released(Component source)
{
isCanyonPressed = false;
float radians = MathHelper.ToRadians(slOrientation.Value);
aux_offset.X = (float)Math.Cos(radians) * s_Canyon.Size.X;
aux_offset.Y = (float)Math.Sin(radians) * s_Canyon.Size.X;
//Smoke
psSmoke.Position = s_Canyon.Position - aux_offset;
psSmoke.Play();
//Bullet
//ball = new Sprite("aux", iball);
//ball.Draggable = true;
//AddComponent(ball, psSmoke.Position);
//PhysicWorld.AddBody(ball,BodyType.DYNAMIC, BodyShape.CIRCLE, Category.All);
//balls.Add(ball);
//Vector2 aux2 = psSmoke.Position-s_Canyon.Position;
//aux2.Y *= -1;
//aux2.Normalize();
//aux2 *= pbPower.Value;
//ball.PhysicBody.ApplyForce(ActionType.IMPULSE, aux2);
//SendToFront(psSmoke);
CreateBulletMan(psSmoke.Position);
Vector2 aux2 = psSmoke.Position - s_Canyon.Position;
aux2.Y *= -1;
aux2.Normalize();
aux2 *= pbPower.Value/2;
sHead.PhysicBody.ApplyForce(ActionType.IMPULSE, aux2*4);
sBody.PhysicBody.ApplyForce(ActionType.IMPULSE, aux2);
sLeftArm.PhysicBody.ApplyForce(ActionType.IMPULSE, aux2);
sRightArm.PhysicBody.ApplyForce(ActionType.IMPULSE, aux2);
sLeftLeg.PhysicBody.ApplyForce(ActionType.IMPULSE, aux2);
sRightLeg.PhysicBody.ApplyForce(ActionType.IMPULSE, aux2);
SendToFront(psSmoke);
//Rest power bar
pbPower.Value = 0;
//Rumble
Preferences.App.Vibrate(500);
}