Beispiel #1
0
        /// <summary>
        /// Collision handling.
        /// </summary>
        /// <param name="e">The collision event thrown</param>
        public override void OnCollision(CollisionEvent e)
        {
            base.OnCollision(e);


            IGameObject collisionObject = e.OtherSolid.UserData as IGameObject;

            if (collisionObject == null)
            {
                return;
            }

            if (health <= 0)
            {
                return;
            }

            // Checkpoints! (Waypoints) add Time
            if (collisionObject.ContactGroup == Engine.Physics.ContactGroup.Waypoint)
            {
                if (((WaypointObject)collisionObject).SecondsToAdd > 0)
                {
                    Intercom.SendMessage(
                        String.Format("You past a Checkpoint! {0} seconds remaining!",
                                      remainingTime), true);
                    remainingTime += ((WaypointObject)collisionObject).SecondsToAdd;
                    ((WaypointObject)collisionObject).SecondsToAdd = 0;
                    game.GameStates.Score.KilledEnemy += 5;
                    game.GameStates.Score.AddPoints(500);
                }
            }

            if (!game.Physics.CanSolidsCollide(e.ThisSolid, e.OtherSolid))
            {
                return;
            }
            switch (collisionObject.ContactGroup)
            {
            case Engine.Physics.ContactGroup.Canyon:
                if (!Helper.Lock("Collision.Player.With.Canyon", TimeSpan.FromSeconds(1)))
                {
                    ReceiveDamage((int)speed / 2);
                }

                // mirror velocity to "bounce off"
                Vector3 normal  = Vector3.Normalize(e.Normal);
                Vector3 dir     = Vector3.Normalize(Velocity);
                Vector3 reflect = dir - 2 * Vector3.Dot(dir, normal) * normal;
                //Velocity = Velocity.Length() * reflect;
                //LocalRotation = Helper.RotateTo(Velocity, -Vector3.UnitZ);

                LocalPosition += 10 * normal;
                //angHorz = angHorzTemp = angVert = angVertTemp = 0;
                //angHorz = 360 - angHorz;
                //angVert = 360 - angVert;
                //angRoll = 360 - angRoll;
                //GraphicalConsole.GetSingleton(game).WriteLine("Horz:"+angHorz+" Vert:"+angVert+" Roll:"+angRoll,1);

                break;

            case Engine.Physics.ContactGroup.Sky:
                game.GameStates.Hud.DisplayScrollingText("Do not leave the canyon !", new GameTime());
                Intercom.PlayerLeavingCanyon();
                ReceiveDamage(1000);
                break;

            default:
                break;
            }

            AngularVelocity = Vector3.Zero;
        }
Beispiel #2
0
        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            //GraphicalConsole.GetSingleton(game).WriteLine("" + (device.IsConnected ? true : false), 1);
            if (hasSpaceMouse)
            {
                int eps = 20;//30;
                mouseY = 50 * (float)gameTime.ElapsedGameTime.TotalSeconds * ((float)device.Sensor.Rotation.X * eps);
                mouseX = 50 * (float)gameTime.ElapsedGameTime.TotalSeconds * ((float)device.Sensor.Rotation.Z * eps);
            }
            else
            {
                mouseX = 50 * (float)gameTime.ElapsedGameTime.TotalSeconds * game.Input.MouseMovement.X;
                mouseY = 50 * (float)gameTime.ElapsedGameTime.TotalSeconds * game.Input.MouseMovement.Y;
            }


            #region Finsh if time remaining is zero
            // Temp fix because we have no finish yet.
            if (remainingTime > 0)
            {
                if (Helper.WaitFor("RemainingTime", TimeSpan.FromSeconds(1)))
                {
                    remainingTime--;
                    Helper.ResetWait("RemainingTime");
                }
                // Play the hurry up sound
                if (remainingTime <= 10)
                {
                    if (!hurryUpEfx.Playing())
                    {
                        if (Helper.Lock("Hurry Up Intercom", TimeSpan.FromSeconds(10)))
                        {
                            Intercom.HurryUp();
                        }

                        hurryUpEfx.Loop = true;
                        hurryUpEfx.Play();
                    }
                }
            }
            else
            {
                hurryUpEfx.Loop = false;
                hurryUpEfx.Stop();
                hurryUpEfx.Dispose();
                game.Sounds.MusicBox(MusicBoxStatus.Pause);
                if (gameOverEfx.Playing() == false)
                {
                    gameOverEfx.Play();
                }

                if (Helper.WaitFor("FlagDisplayTime", TimeSpan.FromSeconds(4)))
                {
                    game.Sounds.MusicBox(MusicBoxStatus.Play);
                    Helper.ResetWait("FlagDisplayTime");
                    Explode();
                    game.GameStates.Gameplayed = true;
                }
                Finish();
                return;
            }
            #endregion Finsh if time remaining is zero

            #region Game over and respawn
            time = gameTime;
            if (gameOver)
            {
                if (Helper.WaitFor("PlayerGameOver", TimeSpan.FromSeconds(4)))
                {
                    Helper.ResetWait("PlayerGameOver");
                    this.Enabled = false;
                    game.GameStates.Gameplayed = true;
                }
                //Finish();
                return;
            }
            if (respawn)
            {
                if (Helper.WaitFor("PlayerRespawn", TimeSpan.FromSeconds(4)))
                {
                    //Reset Helpers
                    respawn = false;
                    // (REPAWN NOW!)
                    //canyonPosition++;

                    health = 100;
                    shield = 50;
                    Model.AfterBurnerLength = minBooster;

                    SetPositionInCanyon(canyonPosition);
                    game.GameStates.Hud.DisplayScrollingText(lifes + " Lifes remaining!", gameTime);
                    Visible = true;
                    Weapons.WeaponsVisible = true;
                }
                else
                {
                    return;
                }
            }
            #endregion Game over and respawn

            #region Speed management

            if (game.Input.IsKeyDown("Player1.Up") && fuel > 0)   // do we have enough fuel ?
            {
                // Booster temperature control
                if (Helper.WaitFor("BoosterHeat", TimeSpan.FromSeconds(0.5f)))
                {
                    if (boosterHeat == maxBoosterHeat)
                    {
                        if (Helper.WaitFor("Overheat", TimeSpan.FromSeconds(3)))
                        {
                            Helper.ResetWait("Overheat");
                            Explode();
                        }
                    }
                    else
                    {
                        boosterHeat += boosterHeatGap;
                    }
                    Helper.ResetWait("BoosterHeat");
                }
                decay = 0;
                if (speed < MaxSpeed)
                {
                    speed += SpeedGap;
                }
                if (Model.AfterBurnerLength < maxBooster)
                {
                    Model.AfterBurnerLength += boosterGap;
                }

                // Fuel Check
                fuel -= (int)((speed / (MaxSpeed / 100)) * 0.02f);
            }
            else
            {
                // Booster temperature control
                if (Helper.WaitFor("BoosterHeat", TimeSpan.FromSeconds(2)))
                {
                    if (boosterHeat > minBoosterHeat)
                    {
                        boosterHeat -= boosterHeatGap;
                    }
                    Helper.ResetWait("BoosterHeat");
                }
                if (game.Input.IsKeyDown("Player1.Down"))
                //if (device.Sensor.Rotation.Z > 0)
                {
                    if (speed > MinSpeed)
                    {
                        speed -= SpeedGap;
                    }
                    if (Model.AfterBurnerLength > minBooster)
                    {
                        Model.AfterBurnerLength -= boosterGap;
                    }
                }
                else
                {
                    if (speed > MinSpeed)
                    {
                        if (decay < MaxDecay)
                        {
                            decay += 0.05f;
                        }
                        speed -= (int)decay;
                        if (Model.AfterBurnerLength > minBooster)
                        {
                            Model.AfterBurnerLength -= boosterGap;
                        }
                    }
                }
            }

            // Check for a negative fuel value and correct it:
            if (fuel < 0)
            {
                fuel = 0;
            }

            // Calculate new velocity
            Velocity = Vector3.Transform(new Vector3(0, 0, -speed), LocalRotation);
            #endregion Speed management

            #region Set the flight distance
            if (Helper.WaitFor("Distance", TimeSpan.FromSeconds(0.001f)))
            {
                distance += (double)(speed * 0.0006f);
                Helper.ResetWait("Distance");
            }
            #endregion Set the flight distance

            #region Compute banking and drift
            // Get direction for driftig
            Vector3 direction            = Velocity;
            Vector3 translationDirection = Vector3.Cross(this.UP, direction);

            // Handle inputs and compute drift
            if (game.Input.IsKeyDown("Player1.Left"))
            {
                translationDirection *= translationGap;
                Velocity             += translationDirection;
                angHorz += driftFactor;
            }

            if (game.Input.IsKeyDown("Player1.Right"))
            {
                translationDirection *= -translationGap;
                Velocity             += translationDirection;
                angHorz -= DriftFactor;
            }

            // Compute banking angle
            angHorz += -(float)Math.Atan(mouseX) * BankingFactor;
            angHorz -= angHorz * AutoLevel;
            angVert += -(float)Math.Atan(mouseY) * BankingFactor;
            angVert -= angVert * AutoLevel;

            angRoll += angHorz;
            angRoll *= RollFactor;
            #endregion Compute banking and drift

            #region Update model and camera view
            if (firstTime == 0)
            {
                // Banking
                Quaternion banking = Quaternion.CreateFromYawPitchRoll(angHorz, angVert, angRoll);
                // Rotation
                Vector3    up            = Vector3.Transform(UP, Quaternion.Conjugate(LocalRotation));
                Quaternion horizontal    = Quaternion.CreateFromAxisAngle(up, MouseIntensity * mouseX);
                Quaternion vertical      = Quaternion.CreateFromAxisAngle(RIGHT, MouseIntensity * mouseY);
                Vector3    directionTemp = Vector3.Transform(direction,
                                                             Matrix.CreateFromQuaternion(Quaternion.Concatenate(horizontal, banking)));
                if (IsFlightDirectionOK(directionTemp))
                {
                    this.Model.LocalRotation = banking;
                }
                else
                {
                    horizontal = Quaternion.CreateFromAxisAngle(up, 0);
                    vertical   = Quaternion.CreateFromAxisAngle(RIGHT, 0);
                }
                Rotate(Quaternion.Concatenate(vertical, horizontal));
            }
            else
            {
                // Banking
                this.Model.LocalRotation = Quaternion.CreateFromYawPitchRoll((angHorzTemp + angHorz) / 2,
                                                                             (angVertTemp + angVert) / 2, (angRollTemp + angRoll) / 2);
                firstTime--;
                LocalRotation = Quaternion.Identity;
            }
            #endregion Update model and camera view

            #region camera fov for boost

            // interpolate camera fov between 90° and 120° depending on current speed
            cam.Fov = 90 + 30 * (Math.Max(0, speed - minSpeed) / (maxSpeed - minSpeed));

            #endregion

            // Update others
            UpdatePosition();
            UpdateCameraZoom();
            if (!isFinish)
            {
                if (hasSpaceMouse)
                {
                    Weapons.UpdatePlayerWeapons3D(gameTime, device.Keyboard);
                }
                else
                {
                    Weapons.UpdatePlayerWeapons(gameTime);
                }
            }
            UpdateAudio();

            AngularVelocity = Vector3.Zero;

            #region Pre-Frame Buffer
            angHorzTemp = angHorz;
            angRollTemp = angRoll;
            angVertTemp = angVert;
            #endregion Pre-Frame Buffer
        }