Beispiel #1
0
 public void HandleCollisionPlanet(Planet planet)
 {
     //if (planet.ID != Destination.ID && planet.ID != Origin.ID)
     //{
     //    var d = Position - planet.Position;
     //    Velocity += (3f / ObjectSize) * d / (d.LengthSquared() + 1);
     //    var r = Position - lastPosition;
     //    LocalOrientation = r.ToAngle();
     //    Colliding = true;
     //}
 }
Beispiel #2
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        public void Spawn()
        {
            GeneratePositions();

            Console.WriteLine("Positions created: " + PositionsCreated);

            for (int i = TeamManager.teams.Count; i < PositionsCreated; i++)
            {
                Planet planet = new Planet(Positions[i], Color.White, sizeMultipliers[i], PlanetIDs[i], null);
                EntityManager.Add(planet);
            }
        }
Beispiel #3
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 public void AddHomePlanets(Planet[] homePlanets)
 {
     int i = 0;
     foreach (Planet planet in homePlanets)
     {
         Positions[i] = planet.Position;
         sizeMultipliers[i] = 1.0f;
         EntityManager.Add(planet);
         i++;
     }
     PositionsCreated = i;
 }
Beispiel #4
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        public static void sendShips(Team team, float percentageOfShips, Planet origin, Planet destination)
        {
            if (origin.ID != destination.ID)
            {
                int TotalShips = TeamManager.teamShipCount[0] + TeamManager.teamShipCount[1];
                float value = (float)Math.Pow((double)(.0001f * TotalShips), (double)2) + 1; // this should be a log/exponential function so we can cap how many ships go out... need help implementing.

                int numShips = (int)(origin.shipCount * percentageOfShips*(1/value));

                if (numShips <= 0)
                {
                    numShips = 1;
                }

                if (numShips >= origin.shipCount)
                {

                    numShips = (int)Math.Floor((double)origin.shipCount);
                    for (int i = 0; i < numShips; i++)
                    {

                        Ship ship = new Ship(team, origin, destination, 1);
                        EntityManager.Add(ship);

                    }

                }
                else
                {
                    if (value < origin.shipCount)
                    {
                        for (int i = 0; i < numShips; i++)
                        {
                            Ship ship = new Ship(team, origin, destination, value);
                            EntityManager.Add(ship);
                        }
                    }
                    else
                    {
                        for (int i = 0; i <origin.shipCount; i++)
                        {
                            Ship ship = new Ship(team, origin, destination, 1f);
                            EntityManager.Add(ship);
                        }
                    }

                }

            }
        }
Beispiel #5
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        public static void GenerateTeams(LevelSpawner level, int n)
        {
            for (int i = 0; i < n; i++)
                teams.Add(new Team(i));

            Team.GenerateHomePositions(n);

            int j = 0;
            Planet[] homePlanets = new Planet[n];
            foreach (Team team in TeamManager.teams)
            {
                homePlanets[j] = team.getHomePlanet();
                j++;
            }

            level.AddHomePlanets(homePlanets);
        }
Beispiel #6
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        //Texture2D markerImage;
        public Ship(Team team, Planet sourcePlanet, Planet destinationPlanet,float value)
        {
            image = Art.Ship;

            Radius = 8;
            Team = team;
            Direction = destinationPlanet.Position - sourcePlanet.Position;
            color = team.getColor();
            ObjectSize = 0.65f;
            Value = value;
            spawnRadius = sourcePlanet.Radius + Radius;
            Destination = destinationPlanet;
            Origin = sourcePlanet;
            //Colliding = true;
            GeneratePosition(sourcePlanet.Position, destinationPlanet.Position);
            //getDirection(Position, Destination.Position);
            //getDirection();
            Origin.shipCount -= Value;
            planetsNotCrossed = planetsNotCrossed.Where(planet => planet.ID != sourcePlanet.ID).ToList();
            GeneratePathPoints();
            //markerImage = Art.Marker;
            //pathPoints.ReconstructPath(sourcePlanet, destinationPlanet, 250);
        }
Beispiel #7
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        public static void ReconstructPath(this List<Vector2> list, Planet source, Planet destination, int n)
        {
            bool reverse = false;

               if (source.Position.X > destination.Position.X)
               reverse = true;

               if (reverse)
               list.Reverse();

               //#region Bezier Curve
               //BezierCurve bc = new BezierCurve();

               //List<float> tempList = new List<float>();
               //for (int i = 0; i < list.Count; i++)
               //{
               //    tempList.Add(list[i].X);
               //    tempList.Add(list[i].Y);
               //}

               //list.Clear();
               //list.TrimExcess();

               //int POINTS_ON_CURVE = n;

               //float[] ptind = new float[tempList.Count];
               //float[] p = new float[POINTS_ON_CURVE];
               //tempList.CopyTo(ptind, 0);

               //bc.Bezier2D(ptind, (POINTS_ON_CURVE) / 2, p);

               //for (int i = 1; i < POINTS_ON_CURVE - 1; i += 2)
               //   list.Add(new Vector2(p[i + 1], p[i]));
               //#endregion

               #region Spline Stuff
               float xDistance = Math.Abs(list.First().X - list.Last().X);

               float[] x = list.ExtractValues('x');
               float[] y = list.ExtractValues('y');

               list.Clear();
               list.TrimExcess();

               int nInterpolated = (int)(xDistance / 5);
               float[] xs = new float[nInterpolated];

               for (int i = 0; i < nInterpolated; i++)
               xs[i] = ((float)i / (float)(nInterpolated - 1)) * xDistance + x[0];

               CubicSpline spline = new CubicSpline();
               float[] ys = spline.FitAndEval(x, y, xs, Single.NaN, Single.NaN, false);

               for (int j = 0; j < nInterpolated; j++)
               {
               Vector2 point = new Vector2(xs[j], ys[j]);
               foreach (Planet planet in EntityManager.planets)
               {
                   if (planet.ID != source.ID && planet.ID != destination.ID)
                   {
                       if ((point - planet.Position).LengthSquared() < 2.25f * planet.Radius * planet.Radius)
                       {
                           Vector2 direction = point - planet.Position;
                           direction.Normalize();
                           point = new Vector2(planet.Position.X + (direction * 1.5f * planet.Radius).X, planet.Position.Y + (direction * 1.5f * planet.Radius).Y);
                       }
                   }
               }
               list.Add(point);
               }

               if (reverse)
               list.Reverse();

               #endregion
        }
Beispiel #8
0
        private void getNextPosition(Vector2 position, Vector2 dest, Planet origin, Planet destination)
        {
            Vector2 finalPoint = dest;
            Planet finalPlanet = destination;
            foreach (Planet planet in planetsNotCrossed)
            {
                Rectangle bound = new Rectangle(position.X < dest.X ? (int)(position.X - 50) : (int)(dest.X - 50), position.Y < dest.Y ? (int)(position.Y - 50) : (int)(dest.Y - 50), (int)Math.Abs(position.X - dest.X) + 100, (int)Math.Abs(position.Y - dest.Y) + 100);
                if (planet.ID != destination.ID && planet.ID != origin.ID && planet.Position.X > bound.Left && planet.Position.X < bound.Right && planet.Position.Y > bound.Top && planet.Position.Y < bound.Bottom)
                {
                    float slope = (dest.Y - position.Y) / (dest.X - position.X);
                    float b2 = (-1 / slope) * (-planet.Position.X) + planet.Position.Y;
                    float b1 = slope * (-position.X) + position.Y;
                    float y = (slope * slope * b2 + b1) / (1 + slope * slope);
                    float x = -slope * (y - b2);

                    Vector2 possiblePoint = new Vector2(x, y);
                    if ((possiblePoint - planet.Position).LengthSquared() < (planet.Radius + 2 * Radius) * (planet.Radius + 2 * Radius))
                    {
                        int randomSide = rand.Next(0, 100);
                        Vector2 direction = new Vector2(0, 0);

                        if (randomSide % 2 == 0)
                            direction = possiblePoint - planet.Position;
                        else if (randomSide % 2 == 1)
                            direction = planet.Position - possiblePoint;

                        direction.Normalize();

                        Vector2 moreLikelyPoint = new Vector2(planet.Position.X + (direction * (planet.Radius + 2 * Radius)).X, planet.Position.Y + (direction * (planet.Radius + 2 * Radius)).Y);
                        if ((moreLikelyPoint - position).LengthSquared() < (finalPoint - position).LengthSquared())
                        {
                            finalPoint = moreLikelyPoint;
                            finalPlanet = planet;
                        }

                    }
                }
            }
                if (finalPoint != dest)
            {
                nextPosition = finalPoint;
                nextPlanet = finalPlanet;

                getNextPosition(position, nextPosition, origin, nextPlanet);
            }
            else
            {
                if (dest != Destination.Position)
                {
                    checkingAhead = true;

                    pathPoints.Add(nextPosition);
                    planetsNotCrossed = planetsNotCrossed.Where(planet => planet.ID != destination.ID).ToList();
                    Origin = destination;
                }
                else
                    checkingAhead = false;
            }
        }
Beispiel #9
0
 //we may want to implement a a team manager that can keep track of these things. but maybe here will be ok too.
 public static void addPlanet(Team t, Planet p)
 {
     t.planetsColonized.Add(p);
 }
Beispiel #10
0
 public static void removePlanet(Team t, Planet p)
 {
     List<Planet> planet = t.planetsColonized.Where(x => x.ID == p.ID).ToList();
     t.planetsColonized.Remove(planet[0]);
 }