Beispiel #1
0
        public void Update(GameTime gameTime, Room currentRoom, Hero gameHero)
        {
            explodeTime -= gameTime.ElapsedGameTime.TotalMilliseconds;
            animTime += gameTime.ElapsedGameTime.TotalMilliseconds;
            if (animTime >= animTargetTime)
            {
                animTargetTime = animTargetTime / 1.3;
                animTime = 0;

                CurrentFrame = 1 - CurrentFrame;
            }

            if (explodeTime <= 0)
            {
                Active = false;
                Room.World.Explode(Position, 8f, (currentRoom == Room));
                if (Room == currentRoom) ParticleController.Instance.SpawnExplosion(Position);

                foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == currentRoom))
                {
                    if (Vector3.Distance(Position, e.Position) < 10f)
                    {
                        float dam = (100f / 10f) * Vector3.Distance(Position, e.Position);
                        Vector3 speed = (Position-e.Position);
                        speed.Normalize();
                        e.DoHit(e.Position, speed * 0.5f, dam);
                    }
                }
                gameHero.DoExplosionHit(Position, 10f);
                AudioController.PlaySFX("explosion1", 1f, -0.1f, 0.1f);
            }
        }
Beispiel #2
0
        public void Update(GameTime gameTime, Hero gameHero, ref Room[,] Rooms)
        {
            float dist = 4f - Vector3.Distance(new Vector3(gameHero.RoomX, gameHero.RoomY, 0f), new Vector3(RoomX, RoomY, 0f));
            dist = MathHelper.Clamp(dist, 0f, 3f);
            Vector3 dir = new Vector3(RoomX, RoomY, 0f) - new Vector3(gameHero.RoomX, gameHero.RoomY, 0f);

            AudioController.instances["roomscrape"].Pan = (1f / 3f) * dir.X;
            AudioController.instances["roomscrape"].Volume = (1f / 3f) * dist;

            shiftTime += gameTime.ElapsedGameTime.TotalMilliseconds;
            if (shiftTime >= targetShiftTime)
            {
                AudioController.instances["roomscrape"].Pause();
                AudioController.PlaySFX("roomclunk", (1f / 3f) * dist, 0f, (1f / 3f) * dir.X);
                Complete = true;
                Room tempRoom = Rooms[RoomX, RoomY];
                Rooms[RoomX, RoomY] = Rooms[RoomTargetX, RoomTargetY];
                Rooms[RoomTargetX, RoomTargetY] = tempRoom;

                if (gameHero.RoomX == RoomX && gameHero.RoomY == RoomY)
                {
                    gameHero.RoomX = RoomTargetX;
                    gameHero.RoomY = RoomTargetY;
                }
            }

            dist = 3f - Vector3.Distance(new Vector3(gameHero.RoomX, gameHero.RoomY, 0f), new Vector3(RoomX, RoomY, 0f));
            dist = MathHelper.Clamp(dist, 0f, 3f);
            if (Helper.Random.Next(2) == 1) dist = -dist;
            cameraShake = new Vector3(((float)Helper.Random.NextDouble() * dist), 0f, ((float)Helper.Random.NextDouble() * dist)) * 0.1f;
        }
Beispiel #3
0
        public override void Update(GameTime gameTime, Room currentRoom, Hero gameHero, List<Door> doors)
        {
            if (currentRoom != Room) return;

            Vector3 dir = Target - Position;
            if (dir.Length() > 0f)
                dir.Normalize();
            Speed = dir * 0.05f;

            if (Vector3.Distance(Position, Target) <= 1f) Target = Position + (new Vector3(Helper.AngleToVector(((Rotation + MathHelper.Pi) - MathHelper.PiOver2) + ((float)Helper.Random.NextDouble() * MathHelper.Pi), 100f), 0f));

            Rotation = Helper.TurnToFace(new Vector2(Position.X, Position.Y), new Vector2(Position.X, Position.Y) + (new Vector2(Speed.X, Speed.Y) * 50f), Rotation, 1f, 0.5f);

            boundingSphere = new BoundingSphere(Position, 3f - (1f * Iteration));

            if (Helper.Random.Next(300) == 1)
            {
                dir = gameHero.Position - Position;
                dir.Normalize();

                ProjectileController.Instance.Spawn(ProjectileType.Acid, Room, Position, Matrix.Identity, new Vector3(dir.X * 0.3f, dir.Y * 0.3f, -(float)Helper.Random.NextDouble()), 5000, true);
                AudioController.PlaySFX("ooze_spit", 1f, 0f, 0f);

            }

            Scale = 1f - (0.2f * (float)Iteration);

            if (hitAlpha > 0f) hitAlpha -= 0.1f;

            base.Update(gameTime, currentRoom, gameHero, doors);
        }
Beispiel #4
0
 public void Collect(Hero gameHero)
 {
     switch (Type)
     {
         case PickupType.Health:
             gameHero.Health += 100f;
             AudioController.PlaySFX("collect_health", 1f, 0f, 0f);
             break;
     }
     Active = false;
 }
Beispiel #5
0
        public override void Update(GameTime gameTime, Room currentRoom, Hero gameHero, List<Door> doors)
        {
            if (currentRoom != Room) return;

            if (Vector3.Distance(Position, gameHero.Position) < 30f) attacking = true;

            if (attacking)
            {
                Speed = Vector3.Zero;
                Rotation = Helper.TurnToFace(new Vector2(Position.X, Position.Y), new Vector2(gameHero.Position.X, gameHero.Position.Y), Rotation, 1f, 0.5f);

                attackTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                if (attackTime >= attackTargetTime)
                {
                    attackTime = 0;
                    attackFrame += attackDir;

                    if (attackFrame == numAttackFrames-1 && attackDir == 1)
                    {
                        ProjectileController.Instance.Spawn(ProjectileType.Laserbolt, Room, Position, Matrix.CreateRotationZ(Rotation), new Vector3(Helper.AngleToVector(Rotation, 0.5f),0f), 5000, false);
                        AudioController.PlaySFX("sentinel_shoot", 1f, 0f, 0f);

                    }

                    if (attackFrame == numAttackFrames-1) { attackDir = -1; attackFrame = numAttackFrames-2; }
                    if (attackFrame == -1) { attackFrame = 0; if (Vector3.Distance(Position, gameHero.Position) >= 30f) attacking = false; attackDir = 1; }
                }
            }
            else
            {
                Vector3 dir = Target - Position;
                if (dir.Length() > 0f)
                    dir.Normalize();
                Speed = dir * 0.2f;

                if (Vector3.Distance(Position, Target) <= 1f) Target = Position + (new Vector3(Helper.AngleToVector(((Rotation + MathHelper.Pi) - MathHelper.PiOver2) + ((float)Helper.Random.NextDouble() * MathHelper.Pi), 100f), 0f));

                Rotation = Helper.TurnToFace(new Vector2(Position.X, Position.Y), new Vector2(Position.X, Position.Y) + (new Vector2(Speed.X, Speed.Y) * 50f), Rotation, 1f, 0.5f);

                base.Update(gameTime, currentRoom, gameHero, doors);
            }

            boundingSphere = new BoundingSphere(Position, 3f);

            for (float z = Position.Z; z < 25f; z += 0.1f)
            {
                if (Room.World.GetVoxel(new Vector3(Position.X, Position.Y, z)).Active) { groundHeight = z; break; }
            }

            if (hitAlpha > 0f) hitAlpha -= 0.1f;

            if (Health <= 0f) Die();
        }
Beispiel #6
0
        public void Update(GameTime gameTime, Room currentRoom, Hero gameHero)
        {
            Time += gameTime.ElapsedGameTime.TotalMilliseconds;

            if (affectedByGravity) Speed.Z += GRAVITY;

            CheckCollisions(currentRoom, gameHero);

            Position += Speed;

            Color c;
            switch (Type)
            {
                case ProjectileType.Laserbolt:

                    break;
                case ProjectileType.Rocket:
                    if (gameHero.Position.X < Position.X) Speed.X -= 0.01f;
                    if (gameHero.Position.X > Position.X) Speed.X += 0.01f;
                    if (gameHero.Position.Y < Position.Y) Speed.Y -= 0.01f;
                    if (gameHero.Position.Y > Position.Y) Speed.Y += 0.01f;

                    Rotation = Matrix.CreateRotationZ(Helper.V2ToAngle(new Vector2(Speed.X, Speed.Y)));

                    if(Helper.Random.Next(2)==0)
                        c = new Color(new Vector3(1.0f, (float)Helper.Random.NextDouble(), 0.0f)) * (0.7f + ((float)Helper.Random.NextDouble() * 0.3f));
                    else
                        c = new Color(Vector3.One * (0.5f+((float)Helper.Random.NextDouble()*0.3f)));

                    ParticleController.Instance.Spawn(Position, -(Speed*0.3f) + new Vector3(-0.01f + ((float)Helper.Random.NextDouble() * 0.02f), -0.01f + ((float)Helper.Random.NextDouble() * 0.02f), -0.01f + ((float)Helper.Random.NextDouble() * 0.02f)), 0.4f, c, 100, false);

                    break;
                case ProjectileType.Gatling:
                    c = new Color(new Vector3(1.0f, (float)Helper.Random.NextDouble(), 0.0f)) * (0.7f + ((float)Helper.Random.NextDouble() * 0.3f));
                    ParticleController.Instance.Spawn(Position, Vector3.Zero, 0.4f, c, 20, false);
                    break;

                case ProjectileType.Acid:
                    c = new Color(new Vector3(0f, 1f, 0.0f)) * (0.5f + ((float)Helper.Random.NextDouble() * 0.5f));
                    if(Helper.Random.Next(2)==1) ParticleController.Instance.Spawn(Position, Vector3.Zero, 0.5f, c, 0, false);
                    break;
            }

            if (Time >= Life)
            {
                //if (Type == ProjectileType.Grenade || Type == ProjectileType.Rocket)
                //{
                //    ParticleController.Instance.SpawnExplosion(Position);
                //    gameWorld.Explode(Position + new Vector3(0,0,-2f), 5f);
                //}
                Active = false;
            }
        }
Beispiel #7
0
        public override void DoCollide(bool x, bool y, bool z, Vector3 checkPosition, Room currentRoom, Hero gameHero, bool withPlayer)
        {
            // Target = new Vector3(Helper.Random.Next(Room.World.X_SIZE) * Voxel.SIZE, Helper.Random.Next(Room.World.Y_SIZE) * Voxel.SIZE, Position.Z);

            Target = Position + (new Vector3(Helper.AngleToVector(((Rotation + MathHelper.Pi) - MathHelper.PiOver2) + ((float)Helper.Random.NextDouble() * MathHelper.Pi), 100f), 0f)); //new Vector3(Helper.Random.Next(Room.World.X_SIZE) * Voxel.SIZE, Helper.Random.Next(Room.World.Y_SIZE) * Voxel.SIZE, Position.Z);  //Position + (-Speed * 100f);
            Vector3 dir = Target - Position;
            if (dir.Length() > 0f)
                dir.Normalize();
            Speed = dir * 0.2f;

            base.DoCollide(x, y, z, checkPosition, currentRoom, gameHero, withPlayer);
        }
Beispiel #8
0
        public void Update(GameTime gameTime, Camera gameCamera, Hero gameHero, Room currentRoom)
        {
            foreach (Pickup p in Pickups.Where(proj => proj.Active))
            {
                p.Update(gameTime, currentRoom, gameHero);
                if (gameHero.boundingSphere.Intersects(p.boundingSphere) && p.Room==currentRoom) p.Collect(gameHero);
            }

            Pickups.RemoveAll(proj => !proj.Active);

            drawEffect.World = gameCamera.worldMatrix;
            drawEffect.View = gameCamera.viewMatrix;
            drawEffect.Projection = gameCamera.projectionMatrix;
        }
Beispiel #9
0
        public override void DoCollide(bool x, bool y, bool z, Vector3 checkPosition, Room currentRoom, Hero gameHero, bool withPlayer)
        {
            if (withPlayer)
            {
                if (!gameHero.DoHit(checkPosition, Speed, 0.5f))
                {
                    if (x) Speed.X = (Speed.X * -0.9f);
                    if (y) Speed.Y = (Speed.Y * -0.9f);
                    if (z) Speed.Z = (Speed.Z * -0.9f);
                }
                else
                {
                    if (x) Speed.X = 0f;
                    if (y) Speed.Y = 0f;
                    if (z) Speed.Z = 0f;
                }
            }
            else
            {
                if (x) Speed.X = (Speed.X * -0.9f);
                if (y) Speed.Y = (Speed.Y * -0.9f);
                if (z) Speed.Z = (Speed.Z * -0.9f);
            }

            if (Speed.Length() > 0.2f)
            {
                Vector3 worldSpace = VoxelWorld.FromScreenSpace(checkPosition);
                Voxel v = Room.World.GetVoxel(checkPosition);

                if (v.Active && Active)
                {
                    if (v.Destructable == 1)
                    {
                        if (Helper.Random.Next(4) == 1)
                        {
                            Room.World.SetVoxelActive((int)worldSpace.X, (int)worldSpace.Y, (int)worldSpace.Z, false);
                            if (Room == currentRoom) ParticleController.Instance.Spawn(Position, new Vector3(-0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -((float)Helper.Random.NextDouble() * 0.5f)), 0.25f, new Color(v.SR, v.SG, v.SB), 1000, true);
                        }
                    }
                    //Active = false;
                }
            }

            //base.DoCollide(x, y, z);
        }
Beispiel #10
0
        public void Update(GameTime gameTime, Room currentRoom, Hero gameHero)
        {
            if (currentRoom != Room) return;

            Speed.Z += (0.001f * bobDir);
            if (Speed.Z > 0.05f) bobDir = -1f;
            if (Speed.Z < -0.05f) bobDir = 1f;

            frameTime += gameTime.ElapsedGameTime.TotalMilliseconds;
            if (frameTime >= frameTargetTime)
            {
                frameTime = 0;
                currentFrame+=frameDir;
                if (currentFrame == numFrames) { currentFrame -= 2; frameDir = -1; }
                if (currentFrame == -1) { currentFrame = 1; frameDir = 1; }
            }

            Rotation += 0.01f;

            Position += Speed;

            boundingSphere = new BoundingSphere(Position, 1f);
        }
Beispiel #11
0
        public virtual void CheckCollisions(VoxelWorld world, List<Door> doors, Room currentRoom, Hero gameHero)
        {
            float checkRadius = 3.5f;
            float radiusSweep = 0.75f;
            Vector2 v2Pos = new Vector2(Position.X, Position.Y);
            float checkHeight = Position.Z - 1f;
            Voxel checkVoxel;
            Vector3 checkPos;

            Vector3 mapBoundsMin = new Vector3(Chunk.X_SIZE * Voxel.SIZE, Chunk.Y_SIZE * Voxel.SIZE, 0f);
            Vector3 mapBoundsMax = new Vector3(world.X_SIZE * Voxel.SIZE, world.Y_SIZE * Voxel.SIZE, world.Z_SIZE) - new Vector3(Chunk.X_SIZE * Voxel.SIZE, Chunk.Y_SIZE * Voxel.SIZE, 0f);

            if (Speed.Y < 0f)
            {
                for (float a = -MathHelper.PiOver2 - radiusSweep; a < -MathHelper.PiOver2 + radiusSweep; a += 0.02f)
                {
                    checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, checkRadius, a), checkHeight);
                    checkVoxel = world.GetVoxel(checkPos);
                    if ((checkVoxel.Active && world.CanCollideWith(checkVoxel.Type)))
                    {
                        DoCollide(false, true, false, checkPos, currentRoom, gameHero, false);
                    }
                    foreach (Door d in doors) { if (d.CollisionBox.Contains(checkPos) == ContainmentType.Contains) DoCollide(false, true, false, checkPos, currentRoom, gameHero, false); break; }
                    if (knockbackTime <= 0) foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room && en!=this)) { if (e.boundingSphere.Contains(checkPos) == ContainmentType.Contains) DoCollide(false, true, false, checkPos, currentRoom, gameHero, false); break; }
                    if (gameHero.boundingSphere.Contains(checkPos) == ContainmentType.Contains) { DoCollide(false, true, false, checkPos, currentRoom, gameHero, true); break; }
                    if (checkPos.Y < mapBoundsMin.Y || checkPos.Y > mapBoundsMax.Y) { DoCollide(false, true, false, checkPos, currentRoom, gameHero, false); break; }
                }
            }
            if (Speed.Y > 0f)
            {
                for (float a = MathHelper.PiOver2 - radiusSweep; a < MathHelper.PiOver2 + radiusSweep; a += 0.02f)
                {
                    checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, checkRadius, a), checkHeight);
                    checkVoxel = world.GetVoxel(checkPos);
                    if ((checkVoxel.Active && world.CanCollideWith(checkVoxel.Type)))
                    {
                        DoCollide(false, true, false, checkPos, currentRoom, gameHero, false);
                    }
                    foreach (Door d in doors) { if (d.CollisionBox.Contains(checkPos) == ContainmentType.Contains) DoCollide(false, true, false, checkPos, currentRoom, gameHero, false); break; }
                    if (knockbackTime <= 0) foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room && en != this)) { if (e.boundingSphere.Contains(checkPos) == ContainmentType.Contains) DoCollide(false, true, false, checkPos, currentRoom, gameHero, false); break; }
                    if (gameHero.boundingSphere.Contains(checkPos) == ContainmentType.Contains) { DoCollide(false, true, false, checkPos, currentRoom, gameHero, true); break; }
                    if (checkPos.Y < mapBoundsMin.Y || checkPos.Y > mapBoundsMax.Y) { DoCollide(false, true, false, checkPos, currentRoom, gameHero, false); break; }

                }
            }
            if (Speed.X < 0f)
            {
                for (float a = -MathHelper.Pi - radiusSweep; a < -MathHelper.Pi + radiusSweep; a += 0.02f)
                {
                    checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, checkRadius, a), checkHeight);
                    checkVoxel = world.GetVoxel(checkPos);
                    if ((checkVoxel.Active && world.CanCollideWith(checkVoxel.Type)))
                    {
                        DoCollide(true, false, false, checkPos, currentRoom, gameHero, false);
                    }
                    foreach (Door d in doors) { if (d.CollisionBox.Contains(checkPos) == ContainmentType.Contains) DoCollide(true, false, false, checkPos, currentRoom, gameHero, false); break; }
                    if (knockbackTime <= 0) foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room && en != this)) { if (e.boundingSphere.Contains(checkPos) == ContainmentType.Contains) DoCollide(true, false, false, checkPos, currentRoom, gameHero, false); break; }
                    if (gameHero.boundingSphere.Contains(checkPos) == ContainmentType.Contains) { DoCollide(true, false, false, checkPos, currentRoom, gameHero, true); break; }
                    if (checkPos.X < mapBoundsMin.X || checkPos.X > mapBoundsMax.X) { DoCollide(true, false, false, checkPos, currentRoom, gameHero, false); break; }

                }
            }
            if (Speed.X > 0f)
            {
                for (float a = -radiusSweep; a < radiusSweep; a += 0.02f)
                {
                    checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, checkRadius, a), checkHeight);
                    checkVoxel = world.GetVoxel(checkPos);
                    if ((checkVoxel.Active && world.CanCollideWith(checkVoxel.Type)))
                    {
                        DoCollide(true, false, false, checkPos, currentRoom, gameHero, false);
                    }
                    foreach (Door d in doors) { if (d.CollisionBox.Contains(checkPos) == ContainmentType.Contains) DoCollide(true, false, false, checkPos, currentRoom, gameHero, false); break; }
                    if (knockbackTime <= 0) foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room && en != this)) { if (e.boundingSphere.Contains(checkPos) == ContainmentType.Contains) DoCollide(true, false, false, checkPos, currentRoom, gameHero, false); break; }
                    if (gameHero.boundingSphere.Contains(checkPos) == ContainmentType.Contains) { DoCollide(true, false, false, checkPos, currentRoom, gameHero, true); break;}
                    if (checkPos.X < mapBoundsMin.X || checkPos.X > mapBoundsMax.X) { DoCollide(true, false, false, checkPos, currentRoom, gameHero, false); break; }

                }
            }
        }
Beispiel #12
0
        public virtual void Update(GameTime gameTime, Room currentRoom, Hero gameHero, List<Door> doors)
        {
            CheckCollisions(currentRoom.World, doors, currentRoom, gameHero);

            Position += Speed;

            if (Speed.Length() > 0)
            {
                animTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                if (animTime >= animTargetTime)
                {
                    animTime = 0;

                    CurrentFrame++;
                    if (CurrentFrame == numFrames) CurrentFrame = 0;
                }
            }

            for (float z = Position.Z; z < 25f;z+=0.1f)
            {
                if (Room.World.GetVoxel(new Vector3(Position.X, Position.Y, z)).Active) { groundHeight = z; break; }
            }

            boundingSphere = new BoundingSphere(Position, 3f);

            if (knockbackTime > 0) knockbackTime -= gameTime.ElapsedGameTime.TotalMilliseconds;

            if (Health <= 0f) Die();
        }
Beispiel #13
0
 public virtual void DoCollide(bool x, bool y, bool z, Vector3 checkPosition, Room currentRoom, Hero gameHero, bool withPlayer)
 {
     if (x) Speed.X = 0;
     if (y) Speed.Y = 0;
     if (z) Speed.Z = 0;
 }
Beispiel #14
0
        public void Update(GameTime gameTime, Room currentRoom, Hero gameHero)
        {
            foreach (Bomb b in Bombs) b.Update(gameTime, currentRoom, gameHero);

            Bombs.RemoveAll(bom => !bom.Active);
        }
Beispiel #15
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            generatedPercent = 0;
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            if (firstRun)
            {
                AudioController.LoadContent(Content);

                tileSheet = new VoxelSprite(16, 16, 16);
                LoadVoxels.LoadSprite(Path.Combine(Content.RootDirectory, "tiles.vxs"), ref tileSheet);
                doorSheet = new VoxelSprite(16, 16, 16);
                LoadVoxels.LoadSprite(Path.Combine(Content.RootDirectory, "door.vxs"), ref doorSheet);
                objectSheet = new VoxelSprite(16, 16, 16);
                LoadVoxels.LoadSprite(Path.Combine(Content.RootDirectory, "dynamic.vxs"), ref objectSheet);
            }
            else if (AudioController.instances["roomscrape"].State == SoundState.Playing) AudioController.instances["roomscrape"].Pause();

            gameCamera = new Camera(GraphicsDevice, GraphicsDevice.Viewport);
            particleController = new ParticleController(GraphicsDevice);
            projectileController = new ProjectileController(GraphicsDevice);
            pickupController = new PickupController(GraphicsDevice);
            bombController = new BombController(GraphicsDevice, objectSheet);
            enemyController = new EnemyController(GraphicsDevice);

            projectileController.LoadContent(Content);
            pickupController.LoadContent(Content);
            enemyController.LoadContent(Content);

            drawEffect = new BasicEffect(GraphicsDevice)
            {
                World = gameCamera.worldMatrix,
                View = gameCamera.viewMatrix,
                Projection = gameCamera.projectionMatrix,
                VertexColorEnabled = true,
            };

            gameHero = new Hero(0, 0, Vector3.Zero, Vector3.Zero);
            gameHero.LoadContent(Content, GraphicsDevice);

            ThreadPool.QueueUserWorkItem(delegate { CreateRoomsAsync(); });

            doorCountdown = 10000;
            roomMovesLeft = 0;
            roomShift = null;
            roomState = RoomState.DoorsOpen;
            deadTime = 0;
            allRoomsComplete = false;
            shownComplete = false;
            showCompleteTime = 0;
            showCompleteAlpha = 0f;

            Doors.Clear();
            Doors.Add(new Door(VoxelWorld.ToScreenSpace((7 * 16) + 7, 7, 21) + new Vector3(Voxel.HALF_SIZE,Voxel.HALF_SIZE,Voxel.HALF_SIZE), 0, doorSheet));
            Doors.Add(new Door(VoxelWorld.ToScreenSpace((14 * 16) + 7, (4 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 1, doorSheet));
            Doors.Add(new Door(VoxelWorld.ToScreenSpace((7 * 16) + 7, (8 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 2, doorSheet));
            Doors.Add(new Door(VoxelWorld.ToScreenSpace(7, (4 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 3, doorSheet));

            if (firstRun)
            {
                roomIcon = Content.Load<Texture2D>("roomicon");
                texHud = Content.Load<Texture2D>("hud");
                texTitle = Content.Load<Texture2D>("titlesheet");
                texTitleBG = Content.Load<Texture2D>("title-bg");
                texStingers = Content.Load<Texture2D>("stingers");
                font = Content.Load<SpriteFont>("font");
                timerFontLarge = Content.Load<SpriteFont>("timerfont-large");
                timerFontSmall = Content.Load<SpriteFont>("timerfont-small");
            }

            firstRun = false;
        }
Beispiel #16
0
        void CheckCollisions(Room currentRoom, Hero gameHero)
        {
            Vector3 worldSpace;
            switch (Type)
            {
                case ProjectileType.Laserbolt:
                case ProjectileType.Gatling:
                    for (float d = 0f; d < 1f; d += 0.25f)
                    {
                        worldSpace = VoxelWorld.FromScreenSpace(Position + (d * ((Position + Speed) - Position)));
                        Voxel v = Room.World.GetVoxel(Position + (d*((Position+Speed)-Position)));

                        if (v.Active && Active)
                        {
                            if (v.Destructable == 1)
                            {
                                Room.World.SetVoxelActive((int)worldSpace.X, (int)worldSpace.Y, (int)worldSpace.Z, false);
                                if(Room == currentRoom) for (int i = 0; i < 4; i++) ParticleController.Instance.Spawn(Position, new Vector3(-0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -((float)Helper.Random.NextDouble() * 0.5f)), 0.25f, new Color(v.SR, v.SG, v.SB), 1000, true);

                            }
                            Active = false;
                        }
                        if (!gameHero.Dead && gameHero.boundingSphere.Contains(Position + (d * ((Position + Speed) - Position))) == ContainmentType.Contains)
                        {
                            if (!gameHero.DoHit(Position + (d * ((Position + Speed) - Position)), Speed, 2f))
                            {
                                Speed = -Speed;
                                float rot = Helper.V2ToAngle(new Vector2(Speed.X,Speed.Y));
                                if(Type== ProjectileType.Gatling) rot = (rot-0.2f) + ((float)Helper.Random.NextDouble() * 0.4f);
                                Speed = new Vector3(Helper.AngleToVector(rot, 1f),0f);
                                Deflected = true;
                                Rotation = Matrix.CreateRotationZ(rot);
                                AudioController.PlaySFX(Type== ProjectileType.Laserbolt?"deflect":"gatling_deflect", Type== ProjectileType.Laserbolt?0.5f:1f, -0.1f, 0.1f);
                            }
                            else Active = false;
                        }
                        if (Deflected) foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room)) { if (e.boundingSphere.Contains(Position + (d * ((Position + Speed) - Position))) == ContainmentType.Contains) { e.DoHit(Position + (d * ((Position + Speed) - Position)), Speed, 5f); Active = false; } }

                    }
                    break;
                case ProjectileType.Rocket:
                    for (float d = 0f; d < 1f; d += 0.25f)
                    {
                        worldSpace = VoxelWorld.FromScreenSpace(Position + (d * ((Position + Speed) - Position)));
                        Voxel v = Room.World.GetVoxel(Position + (d * ((Position + Speed) - Position)));

                        if (v.Active && Active)
                        {

                            Room.World.Explode(Position + (d * ((Position + Speed) - Position)), 5f, Room == currentRoom);
                            if (Room == currentRoom) ParticleController.Instance.SpawnExplosion(Position);
                            gameHero.DoExplosionHit(Position + (d * ((Position + Speed) - Position)), 5f);
                            if (Deflected)
                            {
                                foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room))
                                {
                                    e.DoExplosionHit(Position + (d * ((Position + Speed) - Position)), 5f);
                                    Room.World.Explode(Position + (d * ((Position + Speed) - Position)), 5f, Room == currentRoom);
                                    if (Room == currentRoom) ParticleController.Instance.SpawnExplosion(Position);
                                }
                            }

                            Active = false;
                            AudioController.PlaySFX("explosion2",1f, -0.1f, 0.1f);

                        }
                        if (!gameHero.Dead && gameHero.boundingSphere.Contains(Position + (d * ((Position + Speed) - Position))) == ContainmentType.Contains)
                        {
                            if (!gameHero.DoHit(Position + (d * ((Position + Speed) - Position)), Speed, 0f))
                            {
                                Speed = -Speed;
                                Deflected = true;
                                Rotation = Matrix.CreateRotationZ(Helper.V2ToAngle(new Vector2(Speed.X, Speed.Y)));
                                AudioController.PlaySFX("deflect", 0.5f, -0.1f, 0.1f);

                            }
                            else
                            {
                                gameHero.DoExplosionHit(Position + (d * ((Position + Speed) - Position)), 5f);
                                Room.World.Explode(Position + (d * ((Position + Speed) - Position)), 5f, Room == currentRoom);
                                if (Room == currentRoom) ParticleController.Instance.SpawnExplosion(Position);
                                Active = false;
                                AudioController.PlaySFX("explosion2", 1f, -0.1f, 0.1f);

                            }
                        }
                        if (Deflected)
                            foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room))
                            {
                                if (e.boundingSphere.Contains(Position + (d * ((Position + Speed) - Position))) == ContainmentType.Contains)
                                {
                                    e.DoExplosionHit(Position + (d * ((Position + Speed) - Position)), 5f);
                                    Room.World.Explode(Position + (d * ((Position + Speed) - Position)), 5f, Room == currentRoom);
                                    if (Room == currentRoom) ParticleController.Instance.SpawnExplosion(Position);
                                    Active = false;
                                    AudioController.PlaySFX("explosion2", 1f, -0.1f, 0.1f);

                                }
                            }

                    }
                    break;
                case ProjectileType.Acid:
                    for (float d = 0f; d < 1f; d += 0.25f)
                    {
                        worldSpace = VoxelWorld.FromScreenSpace(Position + (d * ((Position + Speed) - Position)));
                        Voxel v = Room.World.GetVoxel(Position + (d * ((Position + Speed) - Position)));

                        if (v.Active && Active)
                        {
                            Room.World.Explode(Position + (d * ((Position + Speed) - Position)), 2f, Room == currentRoom);
                            for (int i = 0; i < 4; i++)
                            {
                                ParticleController.Instance.Spawn(Position, new Vector3(-0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -((float)Helper.Random.NextDouble() * 0.5f)), 0.5f, new Color(0f, 0.5f + ((float)Helper.Random.NextDouble() * 0.5f), 0f), 1000, true);
                            }

                            Active = false;
                            AudioController.PlaySFX("acid_hit", 1f, -0.1f, 0.1f);

                        }
                        if (!gameHero.Dead && gameHero.boundingSphere.Contains(Position + (d * ((Position + Speed) - Position))) == ContainmentType.Contains)
                        {
                            if (!gameHero.DoHit(Position + (d * ((Position + Speed) - Position)), Speed, 5f))
                            {
                                Speed = -Speed;
                                float rot = Helper.V2ToAngle(new Vector2(Speed.X, Speed.Y));
                                if (Type == ProjectileType.Gatling) rot = (rot - 0.2f) + ((float)Helper.Random.NextDouble() * 0.4f);
                                Speed = new Vector3(Helper.AngleToVector(rot, 0.2f), Speed.Z);
                                Deflected = true;
                                Rotation = Matrix.CreateRotationZ(rot);
                            }
                            else
                            {
                                Active = false;
                                AudioController.PlaySFX("acid_hit", 1f, -0.1f, 0.1f);

                                for (int i = 0; i < 4; i++)
                                {
                                    ParticleController.Instance.Spawn(Position, new Vector3(-0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -((float)Helper.Random.NextDouble() * 0.5f)), 0.5f, new Color(0f, 0.5f + ((float)Helper.Random.NextDouble() * 0.5f), 0f), 1000, true);
                                }
                            }
                        }
                        //if (Deflected)
                        //    foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room))
                        //    { if (e.boundingSphere.Contains(Position + (d * ((Position + Speed) - Position))) == ContainmentType.Contains) { e.DoHit(Position + (d * ((Position + Speed) - Position)), Speed, 5f); Active = false; } }

                    }
                    break;
                //case ProjectileType.Grenade:
                //    float checkRadius = 1f;
                //    float radiusSweep = 0.5f;
                //    Vector2 v2Pos = new Vector2(Position.X,Position.Y);
                //    Voxel checkVoxel;
                //    Vector3 checkPos;
                //    if (Speed.Z > 0f)
                //    {
                //        for (float z = 0f; z < 2f; z+=1f)
                //        {
                //            Voxel v = gameWorld.GetVoxel(Position + new Vector3(0f, 0f, z));
                //            if (v.Active && gameWorld.CanCollideWith(v.Type)) Speed = new Vector3(Speed.X * 0.6f, Speed.Y * 0.6f, -(Speed.Z / 2f));
                //        }
                //    }
                //    if (Speed.Y < 0f)
                //    {
                //        for (float r = checkRadius; r > 0f; r -= 1f)
                //        {
                //            for (float a = -MathHelper.PiOver2 - radiusSweep; a < -MathHelper.PiOver2 + radiusSweep; a += 0.02f)
                //            {
                //                checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, r, a), Position.Z);
                //                checkVoxel = gameWorld.GetVoxel(checkPos);
                //                if ((checkVoxel.Active && gameWorld.CanCollideWith(checkVoxel.Type)))
                //                {
                //                    Speed.Y = 0f;
                //                }
                //            }
                //        }
                //    }
                //    if (Speed.Y > 0f)
                //    {
                //        for (float r = checkRadius; r > 0f; r -= 1f)
                //        {
                //            for (float a = MathHelper.PiOver2 - radiusSweep; a < MathHelper.PiOver2 + radiusSweep; a += 0.02f)
                //            {
                //                checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, r, a), Position.Z);
                //                checkVoxel = gameWorld.GetVoxel(checkPos);
                //                if ((checkVoxel.Active && gameWorld.CanCollideWith(checkVoxel.Type)))
                //                {
                //                    Speed.Y = 0f;
                //                }
                //            }
                //        }
                //    }
                //    if (Speed.X < 0f)
                //    {
                //        for (float r = checkRadius; r > 0f; r -= 1f)
                //        {
                //            for (float a = -MathHelper.Pi - radiusSweep; a < -MathHelper.Pi + radiusSweep; a += 0.02f)
                //            {
                //                checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, r, a), Position.Z);
                //                checkVoxel = gameWorld.GetVoxel(checkPos);
                //                if ((checkVoxel.Active && gameWorld.CanCollideWith(checkVoxel.Type)))
                //                {
                //                    Speed.X = 0f;
                //                }
                //            }
                //        }
                //    }
                //    if (Speed.X > 0f)
                //    {
                //        for (float r = checkRadius; r > 0f; r -= 1f)
                //        {
                //            for (float a = -radiusSweep; a < radiusSweep; a += 0.02f)
                //            {
                //                checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, r, a), Position.Z);
                //                checkVoxel = gameWorld.GetVoxel(checkPos);
                //                if ((checkVoxel.Active && gameWorld.CanCollideWith(checkVoxel.Type)))
                //                {
                //                    Speed.X = 0f;
                //                }
                //            }
                //        }
                //    }
                //    break;
            }
        }
        public void Update(GameTime gameTime, Camera gameCamera, Hero gameHero, Room currentRoom)
        {
            foreach (Projectile p in Projectiles.Where(proj => proj.Active))
            {
                p.Update(gameTime, currentRoom, gameHero);
            }

            Projectiles.RemoveAll(proj => !proj.Active);

            drawEffect.World = gameCamera.worldMatrix;
            drawEffect.View = gameCamera.viewMatrix;
            drawEffect.Projection = gameCamera.projectionMatrix;
        }
Beispiel #18
0
        public override void Update(GameTime gameTime, Room currentRoom, Hero gameHero, List<Door> doors)
        {
            if (currentRoom != Room) return;

            if (gameHero.Position.X < Position.X) Speed.X -= 0.01f;
            if (gameHero.Position.X > Position.X) Speed.X += 0.01f;
            if (gameHero.Position.Y < Position.Y) Speed.Y -= 0.01f;
            if (gameHero.Position.Y > Position.Y) Speed.Y += 0.01f;

            CheckCollisions(currentRoom.World, doors, currentRoom, gameHero);

            Position += Speed;

            Speed.Z += (0.01f * bobDir);
            if (Speed.Z > 0.2f) bobDir = -1f;
            if (Speed.Z < -0.2f) bobDir = 1f;

            animTime += gameTime.ElapsedGameTime.TotalMilliseconds;
            if (animTime >= animTargetTime)
            {
                animTime = 0;

                CurrentFrame++;
                if (CurrentFrame == numFrames) CurrentFrame = 0;
            }

            for (float z = Position.Z; z < 25f; z += 0.1f)
            {
                if (Room.World.GetVoxel(new Vector3(Position.X, Position.Y, z)).Active) { groundHeight = z; break; }
            }

            boundingSphere = new BoundingSphere(Position, 2f);

            if (knockbackTime > 0) knockbackTime -= gameTime.ElapsedGameTime.TotalMilliseconds;

            if (hitAlpha > 0f) hitAlpha -= 0.1f;

            if (Health <= 0f) Die();
        }
Beispiel #19
0
        public void Update(GameTime gameTime, Camera gameCamera, Room currentRoom, Hero gameHero, List<Door> doors)
        {
            for(int i=Enemies.Count-1;i>=0;i--) Enemies[i].Update(gameTime, currentRoom, gameHero, doors);

            Enemies.RemoveAll(en => !en.Active);

            drawEffect.World = gameCamera.worldMatrix;
            drawEffect.View = gameCamera.viewMatrix;
            drawEffect.Projection = gameCamera.projectionMatrix;
        }
Beispiel #20
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            generatedPercent = 0;
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            if (firstRun)
            {
                AudioController.LoadContent(Content);

                tileSheet = new VoxelSprite(16, 16, 16);
                LoadVoxels.LoadSprite(Path.Combine(Content.RootDirectory, "tiles.vxs"), ref tileSheet);
                doorSheet = new VoxelSprite(16, 16, 16);
                LoadVoxels.LoadSprite(Path.Combine(Content.RootDirectory, "door.vxs"), ref doorSheet);
                objectSheet = new VoxelSprite(16, 16, 16);
                LoadVoxels.LoadSprite(Path.Combine(Content.RootDirectory, "dynamic.vxs"), ref objectSheet);
            }
            else if (AudioController.instances["roomscrape"].State == SoundState.Playing)
            {
                AudioController.instances["roomscrape"].Pause();
            }

            gameCamera           = new Camera(GraphicsDevice, GraphicsDevice.Viewport);
            particleController   = new ParticleController(GraphicsDevice);
            projectileController = new ProjectileController(GraphicsDevice);
            pickupController     = new PickupController(GraphicsDevice);
            bombController       = new BombController(GraphicsDevice, objectSheet);
            enemyController      = new EnemyController(GraphicsDevice);

            projectileController.LoadContent(Content);
            pickupController.LoadContent(Content);
            enemyController.LoadContent(Content);

            drawEffect = new BasicEffect(GraphicsDevice)
            {
                World              = gameCamera.worldMatrix,
                View               = gameCamera.viewMatrix,
                Projection         = gameCamera.projectionMatrix,
                VertexColorEnabled = true,
            };

            gameHero = new Hero(0, 0, Vector3.Zero, Vector3.Zero);
            gameHero.LoadContent(Content, GraphicsDevice);

            ThreadPool.QueueUserWorkItem(delegate { CreateRoomsAsync(); });

            doorCountdown     = 10000;
            roomMovesLeft     = 0;
            roomShift         = null;
            roomState         = RoomState.DoorsOpen;
            deadTime          = 0;
            allRoomsComplete  = false;
            shownComplete     = false;
            showCompleteTime  = 0;
            showCompleteAlpha = 0f;

            Doors.Clear();
            Doors.Add(new Door(VoxelWorld.ToScreenSpace((7 * 16) + 7, 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 0, doorSheet));
            Doors.Add(new Door(VoxelWorld.ToScreenSpace((14 * 16) + 7, (4 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 1, doorSheet));
            Doors.Add(new Door(VoxelWorld.ToScreenSpace((7 * 16) + 7, (8 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 2, doorSheet));
            Doors.Add(new Door(VoxelWorld.ToScreenSpace(7, (4 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 3, doorSheet));

            if (firstRun)
            {
                roomIcon       = Content.Load <Texture2D>("roomicon");
                texHud         = Content.Load <Texture2D>("hud");
                texTitle       = Content.Load <Texture2D>("titlesheet");
                texTitleBG     = Content.Load <Texture2D>("title-bg");
                texStingers    = Content.Load <Texture2D>("stingers");
                font           = Content.Load <SpriteFont>("font");
                timerFontLarge = Content.Load <SpriteFont>("timerfont-large");
                timerFontSmall = Content.Load <SpriteFont>("timerfont-small");
            }

            firstRun = false;
        }
Beispiel #21
0
        public override void Update(GameTime gameTime, Room currentRoom, Hero gameHero, List<Door> doors)
        {
            if (currentRoom != Room) return;

            Rotation = Helper.TurnToFace(new Vector2(Position.X, Position.Y), new Vector2(gameHero.Position.X, gameHero.Position.Y), Rotation, 1f, 0.5f);

            Speed.Z += (0.001f * bobDir);
            if (Speed.Z > 0.05f) bobDir = -1f;
            if (Speed.Z < -0.05f) bobDir = 1f;

            Position += Speed;

            for (float z = Position.Z; z < 25f; z += 0.1f)
            {
                if (Room.World.GetVoxel(new Vector3(Position.X, Position.Y, z)).Active) { groundHeight = z; break; }
            }
            //base.Update(gameTime, currentRoom, gameHero, doors);

            boundingSphere = new BoundingSphere(Position, 4f);

            if (!attacking && Helper.Random.Next(300) == 1)
            {
                attacking = true;
                attackDir = 1;
                attackMode = Helper.Random.Next(2);
                AudioController.PlaySFX("face_open", 1f, 0f, 0f);
            }

            if (attacking)
            {
                if (attackMode == 0) offsetFrame = 0;
                if (attackMode == 1) offsetFrame = 7;

                attackTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                if (attackTime >= attackTargetTime)
                {
                    attackTime = 0;
                    if((attackDir==1 && attackFrame<numAttackFrames-1) || attackDir==-1) attackFrame += attackDir;
                }
                if (attackFrame == numAttackFrames-1 && attackDir == 1)
                {

                    switch (attackMode)
                    {
                        case 0:

                            missileDelay += gameTime.ElapsedGameTime.TotalMilliseconds;
                            if (missileDelay >= 500)
                            {
                                missileDelay = 0;
                                float rot = (Rotation - 0.5f) + ((float)Helper.Random.NextDouble() * 1f);
                                ProjectileController.Instance.Spawn(ProjectileType.Rocket, Room, Position + new Vector3(0f,0f,-2f), Matrix.CreateRotationZ(rot), new Vector3(Helper.AngleToVector(rot, 0.5f), 0.2f), 7000, false);
                                missilesLaunched++;
                                AudioController.PlaySFX("face_missile", 1f, 0f, 0f);
                            }
                            if (missilesLaunched == 3) { attackDir = -1; missilesLaunched = 0; }
                            break;
                        case 1:
                            if (!gunSoundPlayed) { AudioController.PlaySFX("face_gun", 1f, 0f, 0f); gunSoundPlayed = true; }

                            missileDelay += gameTime.ElapsedGameTime.TotalMilliseconds;
                            if (missileDelay >= 50)
                            {
                                missileDelay = 0;
                                float rot = (Rotation - 0.1f) + ((float)Helper.Random.NextDouble() * 0.2f);
                                ProjectileController.Instance.Spawn(ProjectileType.Gatling, Room, Position + new Vector3(0f, 0f, 2f), Matrix.CreateRotationZ(rot), new Vector3(Helper.AngleToVector(rot, 1f), 0.1f), 5000, false);
                                missilesLaunched++;
                            }
                            if (missilesLaunched == 20) { attackDir = -1; missilesLaunched = 0; }
                            break;
                    }
                }

                if (attackFrame == -1) { attackFrame = 0; attacking = false; offsetFrame = 0; attackDir = 1; gunSoundPlayed = false; }

            }

            if (hitAlpha > 0f) hitAlpha -= 0.1f;

            if (Health <= 0f) Die();
        }