Beispiel #1
0
 public Shell(Game game, Vector3 p_velocity, Vector3 p_cannonEnd, Tank p_owner)
     : base(game)
 {
     tankGame = game;
     velocity = p_velocity;
     location = p_cannonEnd;
     cannonEnd = p_cannonEnd;
     time = 0;
     gravity = 980.0665f;
     radius = 15;
     owner = p_owner;
     camera = (GameServices.CameraState)Game.Services.GetService(
                         typeof(GameServices.CameraState));
     audio = (GameServices.AudioLibrary)Game.Services.GetService(
                         typeof(GameServices.AudioLibrary));
 }
Beispiel #2
0
        /// <summary>
        /// Check tank on tank collision
        /// Seeing as the tanks cannot travel vertically, all these calculations are in 2D
        /// </summary>
        /// <param name="tank">other tank</param>
        bool CheckTankCollision(Tank tank)
        {
            // First checks to see if this tank is within 921 units from the other tank (920.2 units is the furthest collision possible)
            if (Vector3.Distance(tank.Location,tankLocation) < 921 && tank != this)
            {
                //relative location and rotation
                float rot = tank.Rotation-totalRotation;

                //Calculate other tanks location relative to this tank
                Vector2 loc = new Vector2((tank.Location.X - tankLocation.X) * (float)Math.Cos(totalRotation) - (tank.Location.Z - tankLocation.Z) * (float)Math.Sin(totalRotation),
                    (tank.Location.X - tankLocation.X) * (float)Math.Sin(totalRotation) + (tank.Location.Z - tankLocation.Z) * (float)Math.Cos(totalRotation));

                //Calculate other tanks corners relative to this tank
                Vector2 topLeft = new Vector2(loc.X + tankSize.X  * (float)Math.Cos(rot) + tankSize.Z *(float)Math.Sin(rot),
                                              loc.Y + tankSize.Z * (float)Math.Cos(rot) - tankSize.X *(float)Math.Sin(rot));
                Vector2 topRight = new Vector2(loc.X - tankSize.X * (float)Math.Cos(rot) + tankSize.Z * (float)Math.Sin(rot),
                                               loc.Y + tankSize.Z * (float)Math.Cos(rot) + tankSize.X *(float)Math.Sin(rot));
                Vector2 botLeft = new Vector2(loc.X + tankSize.X * (float)Math.Cos(rot) - tankSize.Z * (float)Math.Sin(rot),
                                              loc.Y - tankSize.Z * (float)Math.Cos(rot) - tankSize.X *(float)Math.Sin(rot));
                Vector2 botRight = new Vector2(loc.X - tankSize.X * (float)Math.Cos(rot) - tankSize.Z * (float)Math.Sin(rot),
                                                loc.Y - tankSize.Z * (float)Math.Cos(rot) + tankSize.X *(float)Math.Sin(rot));
                Vector2 hitBox = new Vector2(tankSize.X, tankSize.Z);

                //Check to see if other tanks corners are in this tank
                if(InsideRectangle(topLeft,hitBox)||
                    InsideRectangle(topRight,hitBox)||
                    InsideRectangle(botLeft,hitBox) ||
                    InsideRectangle(botRight,hitBox))
                    return true;

                //Checks to see if this tanks corners are in the other tank
                else if(InsideTriangle(topLeft, topRight, botLeft, hitBox)||
                        InsideTriangle(topLeft, topRight, botLeft, new Vector2(-hitBox.X, hitBox.Y))||
                        InsideTriangle(topLeft, topRight, botLeft, new Vector2(hitBox.X, -hitBox.Y))||
                        InsideTriangle(topLeft, topRight, botLeft, new Vector2(-hitBox.X, -hitBox.Y))||
                        InsideTriangle(botRight, topRight, botLeft, hitBox)||
                        InsideTriangle(botRight, topRight, botLeft, new Vector2(-hitBox.X, hitBox.Y))||
                        InsideTriangle(botRight, topRight, botLeft, new Vector2(hitBox.X, -hitBox.Y))||
                        InsideTriangle(botRight, topRight, botLeft, new Vector2(-hitBox.X, -hitBox.Y)))
                    return true;
            }
            return false;
        }
Beispiel #3
0
        /// <summary>
        /// Check shell on tank collision it is assumed the shell is low enough to hit the tank.
        /// This only gets checked if the shells edge is below the height of the Tank, thus all calculations are in 2D
        /// </summary>
        /// <param name="tank">Tank</param>
        bool CheckTankCollision(Tank tank)
        {
            // First checks to see if this shell is within 596 units from the tank (595.4 units is the furthest collision possible)
            if (Vector3.Distance(tank.Location, location) < 596 && tank != owner)
            {
                //relative location and rotation
                float rot = tank.Rotation;

                //Calculate shells location relative to the tank
                Vector3 loc = new Vector3( (location.X - tank.Location.X) * (float)Math.Cos(rot) - (location.Z - tank.Location.Z) * (float)Math.Sin(rot),
                                            location.Y,
                                           (location.X - tank.Location.X) * (float)Math.Sin(rot) + (location.Z - tank.Location.Z) * (float)Math.Cos(rot));

                Vector3 vel = new Vector3(velocity.X * (float)Math.Cos(rot) - velocity.Z * (float)Math.Sin(rot),
                                                velocity.Y,
                                                velocity.X * (float)Math.Sin(rot) + velocity.Z * (float)Math.Cos(rot));

                //Create an enlarged hitbox based on the shell's radius
                Vector3 hitBox = new Vector3(tank.Size.X + radius, tank.Size.Y + radius, tank.Size.Z + radius);

                //Check to see if the shell passes through the tanks hitbox
                if (CheckHitBoxCollision(hitBox, vel, loc))
                {
                    tank.Health -= 1;
                    if (tank.Health <= 0)
                        tankGame.Components.Remove(tank);
                    return true;
                }
            }
            return false;
        }
Beispiel #4
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            //Initialize Input
            input = new GameServices.InputState();
            input.Update();
            Services.AddService(typeof(GameServices.InputState), input);

            //create camera
            camera = new GameServices.CameraState(
                MathHelper.PiOver4,
                (float)graphics.GraphicsDevice.Viewport.Width / (float)graphics.GraphicsDevice.Viewport.Height,
                1.0f,
                100000.0f);
            Services.AddService(typeof(GameServices.CameraState), camera);

            //create audip
            audio = new GameServices.AudioLibrary();
            audio.InitializeAudio();
            Services.AddService(typeof(GameServices.AudioLibrary), audio);

            //create tanks
            playerTank = new Objects.Tank(this, new Vector3(0, 0, 0));
            playerTank.Health = 10;
            playerTank.AI = false;
            Components.Add(playerTank);

            //buildings
            buildings = new List<List<Objects.Building>>();
            List<Objects.Building> listception = new List<Objects.Building>();
            Objects.Building build;
            for (int i = 1; i <= worldsize.Y / 3000; i++)
            {
                for (int j = 1; j <= worldsize.X / 3000; j++)
                {
                    build = new Objects.Building(this, new Vector3(i * 3000 + 435 - worldsize.Y / 2, 0, j * 3000 + 435 - worldsize.X / 2));
                    build.Enabled = false;
                    Components.Add(build);
                }
            }

            Random x = new Random();
            int n = x.Next(5, 50);
            Objects.Tank tank;
            for (int i = 0; i < n; i++)
            {
                do
                tank = new Objects.Tank(this, new Vector3(x.Next(-15, 16) * 3000, 0, x.Next(-15, 16) * 3000));
                while (tank.CollisionDetection());
                Components.Add(tank);
            }

            camera.Update(playerTank.Location, playerTank.TurretRotation);

            GenerateGround(worldsize.X, worldsize.Y);

            base.Initialize();
        }