Beispiel #1
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;

            if (nextNode == null)
                nextNode = GetComponent<PathFinder>().Next();

            if (nextNode != null)
            {
                List<Point> soldierCollisions = new List<Point>();

                // Collision with units at a standstill
                //foreach (var soldier in Squad)
                //{
                //    if (soldier != this)
                //    {
                //        if (!soldier.GetComponent<PathFinder>().IsMoving)
                //        {
                //            soldierCollisions.Add(soldier.Transform.Grid);
                //        }
                //        if (soldier.Transform.Grid == nextNode.Position)
                //        {
                //            GetComponent<PathFinder>().RecreatePath(soldierCollisions);
                //            nextNode = GetComponent<PathFinder>().Next();
                //            break;
                //        }
                //    }

                //}

                // Collision with moving units
                //foreach (var soldier in Squad)
                //{
                //    if (soldier != this)
                //    {
                //        var pathFinder = soldier.GetComponent<PathFinder>();
                //        var position = nextNode.Position;
                //        if (soldier.Transform.Grid == position)
                //        {
                //            soldierCollisions.Add(soldier.Transform.Grid);
                //            GetComponent<PathFinder>().RecreatePath(soldierCollisions);
                //            nextNode = GetComponent<PathFinder>().Next();
                //            break;
                //        }
                //    }
                //}

                if (nextNode != null)
                {
                    var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
                    // HACK: Make this work properly with other speeds...
                    float speed = 4f;
                    if (Transform.World.X < nodeWorldPos.X)
                        Transform.World.X += speed;
                    if (Transform.World.X > nodeWorldPos.X)
                        Transform.World.X -= speed;
                    if (Transform.World.Y < nodeWorldPos.Y)
                        Transform.World.Y += speed;
                    if (Transform.World.Y > nodeWorldPos.Y)
                        Transform.World.Y -= speed;

                    if (Transform.World == nodeWorldPos)
                    {
                        //if (AP < NumberOfActionPoints)
                        //{
                            //AP++;
                            lastLastNode = lastNode;
                            lastNode = nextNode;
                            nextNode = GetComponent<PathFinder>().Next();
                        //}
                        /*else
                        {
                            GetComponent<PathFinder>().Stop();
                        }*/
                    }
                }
            }
            if (Fired == true)
            {
                fireTimer += gameTime.ElapsedGameTime.Milliseconds;
                if (fireTimer > timeSpentFired)
                {
                    fireTimer = 0;
                    Fired = false;
                }
            }
        }
Beispiel #2
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;

            if (nextNode == null)
                nextNode = GetComponent<PathFinder>().Next();

            if (nextNode != null)
            {
                List<Point> soldierCollisions = new List<Point>();

                // Collision with moving units
                foreach (var body in Swarm)
                {
                    if (body != this)
                    {
                        if (body.Transform.Grid == nextNode.Position)
                        {
                            soldierCollisions.Add(body.Transform.Grid);
                            GetComponent<PathFinder>().RecreatePath(soldierCollisions);
                            nextNode = GetComponent<PathFinder>().Next();
                            break;
                        }
                    }
                }

                if (nextNode != null)
                {
                    var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
                    // HACK: Make this work properly with other speeds...
                    float speed = 4f;
                    if (Transform.World.X < nodeWorldPos.X)
                    {
                        Transform.World.X += speed;
                        GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(0);
                    }
                    if (Transform.World.X > nodeWorldPos.X)
                    {
                        Transform.World.X -= speed;
                        GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(180);
                    }
                    if (Transform.World.Y < nodeWorldPos.Y)
                    {
                        Transform.World.Y += speed;
                        GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(90);
                    }
                    if (Transform.World.Y > nodeWorldPos.Y)
                    {
                        Transform.World.Y -= speed;
                        GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(270);
                    }
                    if (Transform.World == nodeWorldPos)
                    {
                        if (currentStep < numberOfSteps)
                        {
                            currentStep++;
                            //lastLastNode = lastNode;
                            //lastNode = nextNode;
                            nextNode = GetComponent<PathFinder>().Next();
                        }
                        else
                        {

                            GetComponent<PathFinder>().Stop();
                        }
                        foreach (var entity in EntityManager.Entities)
                        {
                            if (entity is Soldier)
                            {
                                if (entity.GetComponent<Component.Collision>().Rectangle.Intersects(this.GetComponent<Component.Collision>().Rectangle))
                                {
                                    if (AttackedThisTurn == false)
                                    {
                                        if (Utility.AttackTest(this.GetComponent<Component.Stat>(), entity, Utility.CalculateHitChance(this.GetComponent<Component.Stat>(), this.Transform.World.Position, entity)))
                                        {
                                            AttackedThisTurn = true;
                                            break;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }

            }
        }