Beispiel #1
0
        public void Tick(SceneGame scene)
        {
            Fade.Update();

            var tile     = Curio.GetMainTile();
            var passive  = Curio.GetActionHolder(ActionSlot.Passive);
            var active   = Curio.GetActionHolder(ActionSlot.Active);
            var levelEnd = tile?.GetBehavior <BehaviorLevelEnd>();

            if (levelEnd != null && !scene.WaitForCutscene && passive.Done && active.Done && levelEnd.CanEscape() && Curio.IsAlive())
            {
                EndLevel(scene);
            }

            UpdateFootstep(scene);

            bool faceForward = (Momentum.Amount > 0 || LevelTransition);

            if (ForwardBack.End > 0 && !faceForward)
            {
                ForwardBack.Set(0, LerpHelper.Quadratic, 30);
            }
            if (ForwardBack.End < 1 && faceForward)
            {
                ForwardBack.Set(1, LerpHelper.Quadratic, 30);
            }

            ForwardBack.Update();

            HairFrame += LevelTransition ? 1 : scene.TimeModCurrent;

            if (Curio.IsDead() && !scene.IsGameOver)
            {
                scene.GameOver(GameOverType.Death);
                SoundDeath.Play(1, -0.5f, 0);
            }

            if (!scene.WaitForPlayer)
            {
                //MovePassive();
            }
            else if (Momentum.Amount <= 0 && SwordReady)
            {
                SheatheSword();
            }
        }
Beispiel #2
0
        public void Tick(SceneGame scene)
        {
            var active     = Curio.GetActionHolder(ActionSlot.Active);
            var lastSeen   = Curio.GetBehavior <BehaviorLastSeen>();
            var pathfinder = Curio.GetBehavior <BehaviorPathfinder>();
            var orientable = Curio.GetBehavior <BehaviorOrientable>();
            var alive      = Curio.GetBehavior <BehaviorAlive>();
            var tile       = Curio.GetMainTile();

            var enemyDistance = Vector2.Distance(scene.PlayerCurio.GetVisualTarget(), Curio.GetVisualTarget());
            var isEnemyFar    = enemyDistance > 200;
            var isEnemyClose  = enemyDistance < 100;
            var isEnemyArmed  = scene.PlayerCurio.HasBehaviors <BehaviorSword>();


            WingsOpen.Update();
            ForwardBack.Update();

            if (active.Done && alive.CurrentDead)
            {
                var actions = new List <ActionWrapper>();
                actions.Add(new ActionNemesisRevive(Curio, 120).InSlot(ActionSlot.Active));
                actions.Apply(Curio);
                if (!actions.Any(x => x.Action is ActionNemesisRevive))
                {
                    scene.GameOver(GameOverType.NemesisKill);
                }
            }

            if (active.Done && Curio.IsAlive())
            {
                if (ForwardBack.End > 0 && State != NemesisState.Forward)
                {
                    ForwardBack.Set(0, LerpHelper.Quadratic, 30);
                }
                if (ForwardBack.End < 1 && State == NemesisState.Forward)
                {
                    ForwardBack.Set(1, LerpHelper.Quadratic, 30);
                }

                if (State == NemesisState.Back)
                {
                    if (isEnemyArmed)
                    {
                        ParryTimer += scene.TimeModCurrent;
                        if (ParryTimer.Done)
                        {
                            State           = NemesisState.Parry;
                            ParryTimer.Time = 0;
                        }
                    }
                    if (isEnemyFar)
                    {
                        ChaseTimer += scene.TimeModCurrent;
                        if (ChaseTimer.Done)
                        {
                            State           = NemesisState.Forward;
                            ChaseTimer.Time = 0;
                        }
                    }
                }
                if (State == NemesisState.Parry)
                {
                    if (!isEnemyArmed || isEnemyFar)
                    {
                        ParryTimer += scene.TimeModCurrent;
                        if (ParryTimer.Done)
                        {
                            State           = NemesisState.Back;
                            ParryTimer.Time = 0;
                        }
                    }
                }
                if (State == NemesisState.Forward)
                {
                    if (isEnemyClose)
                    {
                        State = NemesisState.Back;
                    }

                    ChaseTimer += 1;

                    if (lastSeen.LastSeenTile != null)
                    {
                        var nextMove = pathfinder.GetNextMove(new Point(tile.X, tile.Y));
                        if (lastSeen.LastSeenTile != pathfinder.GetDestination() || !nextMove.HasValue)
                        {
                            pathfinder.FindPath(lastSeen.LastSeenTile);
                        }
                        if (nextMove.HasValue)
                        {
                            var angleCurrent = orientable.Angle;
                            var angleTarget  = Util.PointToAngle(nextMove.Value);
                            var angleDelta   = MathHelper.WrapAngle(angleTarget - angleCurrent);

                            var movement = new List <ActionWrapper>();
                            if (ChaseTimer.Done)
                            {
                                var randomPath     = pathfinder.Path.Pick(Random);
                                var randomPathTile = Curio.GetMap().GetTileOrNull(randomPath.X, randomPath.Y);
                                if (randomPathTile != tile)
                                {
                                    var dist = Vector2.Distance(randomPathTile.VisualTarget, Curio.GetVisualTarget());
                                    movement.Add(new ActionMoveNemesis(Curio, scene.PlayerCurio, randomPathTile, dist / 8f + 10).InSlot(ActionSlot.Active));
                                    ChaseTimer.Time = 0;
                                }
                            }
                            else if (Math.Abs(angleDelta) < 0.0001)
                            {
                                movement.Add(new ActionMoveForward(Curio, nextMove.Value.ToVector2(), 5).InSlot(ActionSlot.Active));
                            }
                            else if (angleDelta < 0)
                            {
                                movement.Add(new ActionTurn(Curio, -MathHelper.PiOver4, 3).InSlot(ActionSlot.Active));
                            }
                            else if (angleDelta > 0)
                            {
                                movement.Add(new ActionTurn(Curio, MathHelper.PiOver4, 3).InSlot(ActionSlot.Active));
                            }
                            movement.Apply(Curio);
                        }
                    }
                }
            }
        }