Beispiel #1
0
        public override bool Update(GameTime CurrTime)
        {
            Vector2 MyCenter, TargetCenter, Speed;
            float   Distance;

            MyCenter.X = TopLeft.X + (Width / 2);
            MyCenter.Y = TopLeft.Y + (Height / 2);

            TargetCenter = TargetObject.GetCenterCoordinates();

            Rotation = MGMath.GetAngleFromPoints(MyCenter, TargetCenter, true);

            Distance = MGMath.SquaredDistanceBetweenPoints(MyCenter, TargetCenter);

            if ((Distance >= MaxDistanceFromTarget * MaxDistanceFromTarget) && (cStrafeDirection != 0))               //Too far away get closer
            {
                Speed            = MGMath.CalculateXYMagnitude(Rotation, 3);
                cStrafeDirection = 0;
            }
            else if ((Distance >= (MaxDistanceFromTarget * MaxDistanceFromTarget * 0.8f * 0.8f)) && (cStrafeDirection == 0))                 //If moving forward overshoot a bit
            {
                Speed = MGMath.CalculateXYMagnitude(Rotation, 3);
            }
            else if (Distance <= MinDistanceFromTarget * MinDistanceFromTarget)                 //Too close back away
            {
                Speed            = MGMath.CalculateXYMagnitude(Rotation + 3.14f, 3);
                cStrafeDirection = 0;
            }
            else if ((Distance <= MinDistanceFromTarget * MinDistanceFromTarget * 1.2f * 1.2f) && (cStrafeDirection == 0))                 //If backing away overshoot a bit
            {
                Speed = MGMath.CalculateXYMagnitude(Rotation + 3.14f, 3);
            }
            else                 //Close enough, circle
            {
                if (cStrafeDirection == 0)
                {
                    if (cRand.Next(1, 3) == 1)
                    {
                        cStrafeDirection = -1;
                    }
                    else
                    {
                        cStrafeDirection = 1;
                    }
                }

                Speed = MGMath.CalculateXYMagnitude(Rotation + 1.57f, 2);

                Speed.X *= cStrafeDirection;
                Speed.Y *= cStrafeDirection;
            }

            SpeedX = (SpeedX + Speed.X) / 2;
            SpeedY = (SpeedY + Speed.Y) / 2;

            TopLeft.X += SpeedX;
            TopLeft.Y -= SpeedY;

            if (cLastShot == 0)
            {
                cLastShot = CurrTime.TotalGameTime.TotalMilliseconds + 1500 + cRand.Next(1000);
            }

            if (cLastShot < CurrTime.TotalGameTime.TotalMilliseconds)
            {
                Vector2 BulletOrigin;

                BulletOrigin.Y = TopLeft.Y + (Height / 2);
                BulletOrigin.X = TopLeft.X + (Height / 2);

                Rotation += (float)(cRand.Next(-10, 10) * (Math.PI / 180.0));                 //Randmize the direction so that it's not perfect (+/- 10 degrees)
                BulletManager.AddParticle(BulletTexture, BulletOrigin.Y - 10, BulletOrigin.X - 10, 20, 20, Rotation, 8, new Color(255, 75, 75, 255));

                cLastShot = CurrTime.TotalGameTime.TotalMilliseconds + 1500 + cRand.Next(1000);
            }

            return(true);
        }