public EnemyManager(ContentManager content, StageSelect.SelectEnemy selectEnemy, StageSelect.SelectStage selectStage, Maze maze, Player player)
        {
            this.content = content;
            this.maze = maze;
            this.player = player;

            int chaseEnemyNum;
            int randomWalkEnemyNum;
            // 敵数を決める
            switch (selectEnemy)
            {
                case StageSelect.SelectEnemy.Few:
                    chaseEnemyNum = 10;
                    break;
                case StageSelect.SelectEnemy.Regular:
                    chaseEnemyNum = 15;
                    break;
                case StageSelect.SelectEnemy.Much:
                    chaseEnemyNum = 20;
                    break;
                default:
                    throw new ArgumentException();
            }

            randomWalkEnemyNum = chaseEnemyNum;

            switch (selectStage)
            {
                case StageSelect.SelectStage.Small:
                    randomWalkEnemyNum *= 1;
                    break;
                case StageSelect.SelectStage.Regular:
                    randomWalkEnemyNum *= 2;
                    break;
                case StageSelect.SelectStage.Big:
                    randomWalkEnemyNum *= 3;
                    break;
                default:
                    throw new ArgumentException();
            }

            // リストにChaseEnemyを突っ込む
            for (int i = 0; i < chaseEnemyNum; i++)
            {
                Point enemyPosition = GetEnemyInitialPosition(maze, player);
                enemies.Add(new ChaseEnemy(content, enemyPosition, Collidable.Orientation.North, maze, player));
            }

            // リストにRandomWalkEnemyNumを突っ込む
            for (int i = 0; i < randomWalkEnemyNum; i++)
            {
                Point enemyPosition = GetEnemyInitialPosition(maze, player);
                enemies.Add(new RandomWalkEnemy(content, enemyPosition, Collidable.Orientation.North, maze, player, rand.Next()));
            }
        }
        /// <summary>
        /// 更新処理
        /// </summary>
        /// <param name="maze"></param>
        public override void Update(GameTime gameTime, Maze maze)
        {
            // アニメーションの更新
            AnimationUpdate(gameTime);

            // 動作中ならなにもしないで終了
            if (currentMoveState != MoveState.Stop)
            {
                Move(currentMoveState, maze);
                return;
            }

            // たまっている動作があればそれを実行して終了
            if (moveStateQ.Count > 0)
            {
                Move(moveStateQ.Dequeue(), maze);
                return;
            }

            // 動ける方角を探す
            Orientation orientation;
            int tries = 0;
            while (true)
            {
                orientation = (Orientation)rand.Next(4);
                // 後ろ向きなら前向きに変更
                if (orientation == DirecState.Back())
                {
                    orientation = DirecState;
                }

                // 壁じゃないならbreak
                if (CanMove(orientation, maze))
                {
                    break;
                }

                // 20回以上リトライしても決まらなかったらUターン(無限ループ対策)
                if (tries > 20)
                {
                    orientation = DirecState.Back();
                    break;
                }
                tries++;
            }

            // そこに動くために必要な動きを得る
            StoreMovenents(orientation);

            // 動く
            Move(moveStateQ.Dequeue(), maze);

            // アニメーションの開始
            AnimationStart("walk");
        }
Beispiel #3
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        /// <summary>
        /// 
        /// </summary>
        /// <param name="content"></param>
        /// <param name="startPosition"></param>
        /// <param name="orient"></param>
        public Player(ContentManager content, Point startPosition, Orientation orient, Maze maze)
            : base(content, @"Objects\Chick\chick", startPosition, orient, new Vector3(0.8f, 0.8f, 0.8f), maze)
        {
            //モデルの移動速度
            speed = 0.05;
            //モデルの回転速度
            degreespeed = 2.0f;

            Radius = 1.0f;

            JumpFlag = false;
        }
Beispiel #4
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 /// <summary>
 /// コンストラクタ
 /// </summary>
 /// <param name="content"></param>
 /// <param name="startPosition"></param>
 /// <param name="orient"></param>
 /// <param name="maze"></param>
 /// <param name="player"></param>
 public Enemy(ContentManager content, string assetName, Point startPosition, Orientation orient, Maze maze, Player player)
     : base(content, assetName, startPosition, orient, new Vector3(0.35f, 0.35f, 0.35f), maze)
 {
     //モデルの移動速度
     speed = 0.03;
     //モデルの回転速度
     degreespeed = 1.5f;
     //モデルの半径
     Radius = 1.2f;
     // プレイヤー
     this.player = player;
     // 迷路
     this.maze = maze;
 }
Beispiel #5
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        /// <summary>
        /// 更新処理
        /// </summary>
        /// <param name="maze"></param>
        public override void Update(GameTime gameTime, Maze maze)
        {
            // アニメーションの更新
            AnimationUpdate(gameTime);

            // 動作中ならなにもしないで終了
            if (currentMoveState != MoveState.Stop)
            {
                Move(currentMoveState, maze);
                return;
            }

            // たまっている動作があればそれを実行して終了
            if (moveStateQ.Count > 0)
            {
                Move(moveStateQ.Dequeue(), maze);
                return;
            }

            // 動ける方角を探す
            Orientation? orientation = null;
            while (true)
            {
                orientation = (Orientation)rand.Next(4);
                // 壁じゃない&後ろじゃないならbreak
                if (CanMove(orientation.Value, maze) && orientation.Value != DirecState.Back())
                {
                    break;
                }
            }

            // そこに動くために必要な動きを得る
            MoveState[] movement = RequireMovement(orientation.Value, maze);

            // 動きをキューに入れる
            foreach (MoveState m in movement) {
                moveStateQ.Enqueue(m);
            }

            // 動く
            Move(moveStateQ.Dequeue(), maze);

            // アニメーションの開始
            AnimationStart("walk");
        }
        /// <summary>
        /// コンストラクタ
        /// </summary>
        /// <param name="contentManager"></param>
        /// <param name="assetName"></param>
        /// <param name="startPosition"></param>
        /// <param name="orient"></param>
        /// <param name="scale"></param>
        /// <param name="maze"></param>
        public AnimationModel(ContentManager contentManager, string assetName,Point startPosition, Orientation orient, Vector3 scale, Maze maze)
            : base(contentManager, null, startPosition, orient,scale, maze)
        {
            // モデルの読み込み
            model = contentManager.Load<Model>(assetName);

            // スキニングデータ
            SkinningData skinningData = model.Tag as SkinningData;

            if (skinningData == null)
                throw new InvalidOperationException("This model does not contain a SkinningData tag.");

            // アニメーションプレイヤーの初期化
            animationPlayer = new AnimationPlayer(skinningData);
            // クリップ集の取得
            clips = skinningData.AnimationClips;

            //ダメージカウンターの初期化
            DamegedFlag = false;
            damegeCounter = 0;
            dColor = 0.8f;
        }
 private static Point GetEnemyInitialPosition(Maze maze, Player player)
 {
     // プレイヤーから6ます以上離す
     Point enemyPosition;
     while (true)
     {
         enemyPosition = maze.RandomPoint();
         if (Math.Sqrt((player.Position2.X - enemyPosition.X) * (player.Position2.X - enemyPosition.X) + (player.Position2.Y - enemyPosition.Y) * (player.Position2.Y - enemyPosition.Y)) > 6)
         {
             return enemyPosition;
         }
     }
 }
 public RandomWalkEnemy(ContentManager content, Point startPosition, Orientation orient, Maze maze, Player player, int seed)
     : base(content, @"Objects\Enemy1\enemy1", startPosition, orient, maze, player)
 {
     rand = new Random(seed);
 }
 /// <summary>
 /// 指定した方角に動けるかどうか
 /// </summary>
 /// <param name="orientation"></param>
 /// <param name="maze"></param>
 /// <returns></returns>
 protected bool CanMove(Orientation orientation, Maze maze)
 {
     return CanMove(orientation, maze, position2);
 }
 /// <summary>
 /// 2次元座標を3次元座標に変換するメソッド
 /// </summary>
 /// <param name="maze"></param>
 protected Vector3 PointToVecto3(Point pos2, Maze maze)
 {
     Vector3 pos3 = new Vector3();
     //モデル座標の更新(2D->3D)
     pos3.X = (float)(0.5 * maze.WallWidth + (pos2.X / 2) * maze.WallWidth + ((pos2.X / 2) + 0.5) * maze.WallDepth);
     pos3.Z = (float)(0.5 * maze.WallWidth + (pos2.Y / 2) * maze.WallWidth + ((pos2.Y / 2) + 0.5) * maze.WallDepth);
     pos3.Y = position3.Y;
     return pos3;
 }
Beispiel #11
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        /// <summary>
        /// 更新処理
        /// </summary>
        /// <param name="maze"></param>
        public override void Update(GameTime gameTime, Maze maze)
        {
            // ダメージを受けた瞬間か
            justDamaged = damegeCounter == 1;
            if (justDamaged)
                SoundManager.Instance.SoundBank.PlayCue("damage");

            #region ジャンプ処理
            if (Input.Instance.PushKey(Microsoft.Xna.Framework.Input.Keys.Space))
                StartJump();

            Jumping();
            #endregion

            //停止状態でのみキー入力を可能にする
            if (currentMoveState == MoveState.Stop)
            {
                //左向きに回転
                if (Input.Instance.DownKey(Microsoft.Xna.Framework.Input.Keys.Left))
                    Move(MoveState.TurnLeft, maze);
                //右向きに回転
                if (Input.Instance.DownKey(Microsoft.Xna.Framework.Input.Keys.Right))
                    Move(MoveState.TurnRight, maze);
                //前進
                if (Input.Instance.DownKey(Microsoft.Xna.Framework.Input.Keys.Up))
                {
                    Move(MoveState.Advance, maze);
                    // アニメーションの開始
                    AnimationStart("walk");
                }
                //後退
                if (Input.Instance.DownKey(Microsoft.Xna.Framework.Input.Keys.Down))
                {
                    Move(MoveState.Back, maze);
                    // アニメーションの開始
                    AnimationStart("walk");
                }
            }
            else
            {
                //移動更新
                Move(currentMoveState, maze);
            }
            // アニメーションの更新
            AnimationUpdate(gameTime);
        }
        /// <summary>
        /// 後退開始
        /// </summary>
        protected void StartBack(Maze maze)
        {
            // 後ろに動けないなら何もしないで終わる
            if (!CanMove(DirecState.Back(), maze))
            {
                return;
            }

            //モデルの方向によって移動判定を行う
            switch (DirecState)
            {
                case Orientation.North:
                    currentMoveState = MoveState.Back;
                    nextposition2.Y += 2;
                    nextposition3 = PointToVecto3(nextposition2, maze);
                    break;
                case Orientation.West:
                    currentMoveState = MoveState.Back;
                    nextposition2.X += 2;
                    nextposition3 = PointToVecto3(nextposition2, maze);
                    break;
                case Orientation.East:
                    currentMoveState = MoveState.Back;
                    nextposition2.X -= 2;
                    nextposition3 = PointToVecto3(nextposition2, maze);
                    break;
                case Orientation.South:
                    currentMoveState = MoveState.Back;
                    nextposition2.Y -= 2;
                    nextposition3 = PointToVecto3(nextposition2, maze);
                    break;
            }
        }
Beispiel #13
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 /// <summary>
 /// 移動更新
 /// </summary>
 /// <param name="moveState"></param>
 /// <param name="maze"></param>
 protected override void Move(Collidable.MoveState moveState, Maze maze)
 {
     //停止状態のとき対応する初期動作を行う
     if (currentMoveState == MoveState.Stop)
     {
         switch (moveState)
         {
             case MoveState.Advance:
                 StartAdvance(maze);
                 break;
             case MoveState.Back:
                 StartBack(maze);
                 break;
             case MoveState.Stop:
                 break;
             case MoveState.TurnLeft:
                 StartTurnLeft();
                 break;
             case MoveState.TurnRight:
                 StartTurnRight();
                 break;
         }
     }
     //状態に対応する動作を行う,動作終了後Stop状態に遷移
     else
     {
         //switch (moveState)
         switch (currentMoveState)
         {
             case MoveState.Advance:
                 Advancing();
                 break;
             case MoveState.Back:
                 Backing();
                 break;
             case MoveState.Stop:
                 break;
             case MoveState.TurnLeft:
                 TurningLeft();
                 break;
             case MoveState.TurnRight:
                 TurningRight();
                 break;
         }
     }
 }
 /// <summary>
 /// 指定した方角に動けるかどうか
 /// </summary>
 /// <param name="orientation"></param>
 /// <param name="maze"></param>
 /// <returns></returns>
 protected bool CanMove(Orientation orientation, Maze maze, Point position)
 {
     //モデルの方向によって移動判定を行う
     switch (orientation)
     {
         case Orientation.North:
             return maze[position.Y - 1, position.X];
         case Orientation.West:
             return maze[position.Y, position.X - 1];
         case Orientation.East:
             return maze[position.Y, position.X + 1];
         case Orientation.South:
             return maze[position.Y + 1, position.X];
     }
     throw new ArgumentOutOfRangeException("orientation");
 }
        /// <summary>
        /// コンストラクタ
        /// </summary>
        /// <param name="content"></param>
        /// <param name="assetname"></param>
        /// <param name="startPosition"></param>
        /// <param name="orient"></param>
        /// <param name="scale"></param>
        /// <param name="maze"></param>
        public Collidable(ContentManager content, string assetname, Point startPosition, Orientation orient, Vector3 scale, Maze maze)
        {
            // nullの場合はAnimationModelなどでロードしておく
            if (assetname != null)
                model = content.Load<Model>(assetname);

            position2 = startPosition;
            nextposition2 = startPosition;

            //2DPos -> 3DPos
            position3 = PointToVecto3(position2, maze);
            nextposition3 = position3;

            //方向設定
            DirecState = orient;
            this.scale = scale;

            //停止状態
            currentMoveState = MoveState.Stop;

            //オリエントからrotate,degreeを計算
            rotate = OrientationToRotate(DirecState);
            degree = OrientationToDegree(DirecState);
        }
 /// <summary>
 /// 何も移動しない
 /// </summary>
 /// <param name="maze"></param>
 public override void Update(GameTime gameTime, Maze maze)
 {
 }
 public GoalObject(ContentManager content, Point startPosition, Orientation orient, Maze maze)
     : base(content, @"Objects\Goal\flag", startPosition, orient, new Vector3(1.0f, 1.0f, 1.0f), maze)
 {
 }
Beispiel #18
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        /// <summary>
        /// メインゲームシーン
        /// </summary>
        /// <param name="content"></param>
        /// <param name="graphicsDevice"></param>
        /// <param name="input"></param>
        public GameIn(ContentManager content, GraphicsDevice graphicsDevice, GameTime gameTime, StageSelect.SelectStage selectStage, StageSelect.SelectEnemy selectEnemy)
        {
            this.content = content;
            this.graphicsDevice = graphicsDevice;

            this.selectStage = selectStage;

            // 乱数の初期化
            rand = new Random();

            // 迷路初期化。難易度によって大きさを変える
            maze = new Maze(content, selectStage);

            Point playerPosition;
            Point goalPosition;

            while (true)
            {
                playerPosition = maze.RandomPoint();
                goalPosition = maze.RandomPoint();

                // 迷路の斜辺の長さを求める。三平方の定理 c^2 = sqrt(a^2 + b^2)
                double hypotenuse = Math.Sqrt(maze.Width * maze.Width + maze.Height * maze.Height);

                // 0.5斜辺 < 距離 < 0.6斜辺ならOK
                double distance = Math.Sqrt((playerPosition.X - goalPosition.X) * (playerPosition.X - goalPosition.X) + (playerPosition.Y - goalPosition.Y) * (playerPosition.Y - goalPosition.Y));
                if (hypotenuse * 0.5 < distance && distance < hypotenuse * 0.6)
                {
                    break;
                }
            }

            //プレイヤー初期化
            player = new Player(content, playerPosition, Collidable.Collidable.Orientation.East, maze);

            //ゴール初期化
            goalobj = new GoalObject(content, goalPosition, Collidable.Collidable.Orientation.East, maze);

            // Enemyマネージャ初期化
            enemyManager = new EnemyManager(content, selectEnemy, selectStage, maze, player);

            //背景モデルの宣言
            backmodel = new BackGround(content);

            //カメラの初期設定
            camera = new Camera(player);

            // ミニマップの初期化
            miniMap = new MiniMap(content, graphicsDevice);

            // スコアの初期化
            score = new Score(content, graphicsDevice, gameTime, selectStage);

            //フェードアウト処理
            fadeout = new FadeOut(content, graphicsDevice, FadeOut.SceneType.InGame);

            // カウントダウン
            countdown = new CountDown(content, graphicsDevice, gameTime);

            // BGMの再生
            cueBGM = SoundManager.Instance.SoundBank.GetCue("game");
        }
Beispiel #19
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        /// <summary>
        /// 更新
        /// </summary>
        /// <param name="maze"></param>
        /// <param name="playerPosition3"></param>
        /// <param name="playerPosition2"></param>
        /// <param name="playerRotate"></param>
        /// <param name="goalPosition"></param>
        public void Update(Maze maze, Vector3 playerPosition3, Point playerPosition2, float playerRotate, Vector3 goalPosition)
        {
            // ミニマップを全て透明に初期化
            for (int i = 0; i < miniMapColor.Length; i++)
                miniMapColor[i] = Color.Transparent;

            // 離散値
            Vector2 discrete = new Vector2(
                (float)((maze.WallWidth + maze.WallDepth) / 2 + (maze.WallWidth + maze.WallDepth) * (playerPosition2.X / 2)),
                (float)((maze.WallWidth + maze.WallDepth) / 2 + (maze.WallWidth + maze.WallDepth) * (playerPosition2.Y / 2))
            );

            // 連続値で本来いる位置と離散値でいる位置の差
            Vector2 difference = discrete - new Vector2(playerPosition3.X, playerPosition3.Z);

            // 2次元の連続値と離散値を同時に変化させる
            for (int i = (int)(miniMap.Height / 2.0f - bigWall.Width / 2.0f) - (bigWall.Width + bigWall.Height) * wallNumber + (int)(difference.Y * bigWall.Height / maze.WallDepth)
                , y = playerPosition2.Y - wallNumber * 2; y <= playerPosition2.Y + wallNumber * 2; i += y % 2 == 0 ? bigWall.Height : bigWall.Width, y++)
                for (int j = (int)(miniMap.Width / 2.0f - bigWall.Width / 2.0f) - (bigWall.Width + bigWall.Height) * wallNumber + (int)(difference.X * bigWall.Height / maze.WallDepth)
                    , x = playerPosition2.X - wallNumber * 2; x <= playerPosition2.X + wallNumber * 2; j += x % 2 == 0 ? bigWall.Height : bigWall.Width, x++)
                    if (x >= 0 && x < maze.Width && y >= 0 && y < maze.Height && !maze[y, x])
                        if (x % 2 == 0 && y % 2 == 0)
                            DrawWall(i, j, bigWall.Height, bigWall.Height); // 細い壁
                        else
                            if (x % 2 == 0)
                                DrawWall(i, j, bigWall.Height, bigWall.Width); // 縦長
                            else
                                DrawWall(i, j, bigWall.Width, bigWall.Height); // 横長

            // ミニマップを円形にする(円外を透明にする)
            Color[] data = new Color[miniMapBack.Height * miniMapBack.Width];
            miniMapBack.GetData<Color>(data);
            for (int i = 0; i < miniMapBack.Height; i++)
                for (int j = 0; j < miniMapBack.Width; j++)
                    if (data[i * miniMapBack.Width + j] == Color.Transparent)
                        miniMapColor[i * miniMapBack.Width + j] = Color.Transparent;

            // プレイヤーの回転
            this.playerRotate = playerRotate;

            // ゴールの回転
            flagRotate = (float)Math.Atan2(goalPosition.Z - playerPosition3.Z, goalPosition.X - playerPosition3.X);
            flagRotate += playerRotate;
        }
 /// <summary>
 /// 更新処理
 /// </summary>
 /// <param name="maze"></param>
 public virtual void Update(GameTime gameTime, Maze maze)
 {
 }