Beispiel #1
0
        public bool CanMoveInDirection(GhostDirection direction)
        {
            bool result = true;

            GhostDirection currentDirection = direction;

            for (int r = 0; r < GameEngine.backLayer.Rows; r++)
            {
                for (int c = 0; c < GameEngine.backLayer.Columns; c++)
                {
                    if (GameEngine.backLayer.TileObject[c, r] == null)
                    {
                        continue;
                    }

                    if (GameEngine.backLayer.TileObject[c, r].IsWall == true)
                    {
                        Sprite wall = GameEngine.backLayer.TileObject[c, r].Sprite;

                        switch (currentDirection)
                        {
                        case GhostDirection.Up:
                            result = !wall.IsCollidingWithRectangleBased(DetectU);
                            break;

                        case GhostDirection.Down:
                            result = !wall.IsCollidingWithRectangleBased(DetectD);
                            break;

                        case GhostDirection.Left:
                            result = !wall.IsCollidingWithRectangleBased(DetectL);
                            break;

                        case GhostDirection.Right:
                            result = !wall.IsCollidingWithRectangleBased(DetectR);
                            break;
                        }

                        if (result == false)
                        {
                            break;
                        }
                    } //if
                }     //for
                if (result == false)
                {
                    break;
                }
            }//for

            return(result);
        }
    void ChooseTheFirtDirection()
    {
        int rand = Random.Range(0, 2);

        if (rand == 0)
        {
            ghostDirection = GhostDirection.Left;
        }
        if (rand == 1)
        {
            ghostDirection = GhostDirection.Right;
        }
    }
Beispiel #3
0
        public bool Move()
        {
            bool result = false;

            //if can move in next direction
            if (CanMoveInDirection(ghostNextDirection) == true)
            {
                ghostDirection = ghostNextDirection; //set current direction
            }
            //can move in direction
            if (CanMoveInDirection(ghostDirection) == false)
            {
                return(false);
            }

            int x = base.Location.X;
            int y = base.Location.Y;



            switch (ghostDirection)
            {
            case GhostDirection.Up:
                y -= ghostSpeed;

                if (isChasing == true)
                {
                    base.CurrentFrame = FrameU;
                }
                else
                {
                    base.CurrentFrame = FrameScared;
                }

                break;

            case GhostDirection.Down:
                y += ghostSpeed;

                if (isChasing == true)
                {
                    base.CurrentFrame = FrameD;
                }
                else
                {
                    base.CurrentFrame = FrameScared;
                }
                break;

            case GhostDirection.Left:
                x -= ghostSpeed;
                if (isChasing == true)
                {
                    base.CurrentFrame = FrameL;
                }
                else
                {
                    base.CurrentFrame = FrameScared;
                }
                break;

            case GhostDirection.Right:
                x += ghostSpeed;

                if (isChasing == true)
                {
                    base.CurrentFrame = FrameR;
                }
                else
                {
                    base.CurrentFrame = FrameScared;
                }
                break;

            case GhostDirection.None:
                break;
            }


            base.Location = new Point(x, y);
            SetProximityDetectionRectangles(); //set detection rectangles location

            return(result);
        }
    private Vector3 ChooseDirection()
    {
        Vector3      Direction = new Vector3();
        RaycastHit2D hitup;
        RaycastHit2D hitleft;
        RaycastHit2D hitdown;
        RaycastHit2D hitright;

        switch (ghostDirection)
        {
        case GhostDirection.Up:
            hitup = Physics2D.Raycast(transform.position, Vector2.up, 0.5f, Wallsmask);
            if (hitup.collider == null)
            {
                ghostDirection = GhostDirection.Up;
                return(new Vector3(0.0f, 1.0f));
            }
            break;

        case GhostDirection.Right:
            hitright = Physics2D.Raycast(transform.position, Vector2.right, 0.5f, Wallsmask);
            if (hitright.collider == null)
            {
                ghostDirection = GhostDirection.Right;
                return(new Vector3(1.0f, 0.0f));
            }
            break;

        case GhostDirection.Down:
            hitdown = Physics2D.Raycast(transform.position, Vector2.down, 0.5f, Wallsmask);
            if (hitdown.collider == null)
            {
                ghostDirection = GhostDirection.Down;
                return(new Vector3(0.0f, -1.0f));
            }
            break;

        case GhostDirection.Left:
            hitleft = Physics2D.Raycast(transform.position, Vector2.left, 0.5f, Wallsmask);
            if (hitleft.collider == null)
            {
                ghostDirection = GhostDirection.Left;
                return(new Vector3(-1.0f, 0.0f));
            }
            break;
        }


        AvailableDirections.TrimExcess();
        AvailableDirections.Clear();

        hitup = Physics2D.Raycast(transform.position, Vector2.up, 1.0f, Wallsmask);
        if (hitup.collider == null)
        {
            AvailableDirections.Add("Up");
        }

        hitleft = Physics2D.Raycast(transform.position, Vector2.left, 1.0f, Wallsmask);
        if (hitleft.collider == null)
        {
            AvailableDirections.Add("Left");
        }

        hitdown = Physics2D.Raycast(transform.position, Vector2.down, 1.0f, Wallsmask);
        if (hitdown.collider == null)
        {
            AvailableDirections.Add("Down");
        }

        hitright = Physics2D.Raycast(transform.position, Vector2.right, 1.0f, Wallsmask);
        if (hitright.collider == null)
        {
            AvailableDirections.Add("Right");
        }


        int SelectedDirection = Random.Range(0, AvailableDirections.Count);

        if (AvailableDirections[SelectedDirection] == "Up")
        {
            ghostDirection = GhostDirection.Up;
            Direction      = new Vector3(0.0f, 1.0f);
        }
        if (AvailableDirections[SelectedDirection] == "Left")
        {
            ghostDirection = GhostDirection.Left;
            Direction      = new Vector3(-1.0f, 0.0f);
        }
        if (AvailableDirections[SelectedDirection] == "Down")
        {
            ghostDirection = GhostDirection.Down;
            Direction      = new Vector3(0.0f, -1.0f);
        }
        if (AvailableDirections[SelectedDirection] == "Right")
        {
            ghostDirection = GhostDirection.Right;
            Direction      = new Vector3(1.0f, 0.0f);
        }
        return(Direction);
    }