Beispiel #1
0
        /// <summary>
        /// Move a tank based on given tank and movement, if tank will collide with a wall, tank will not move
        /// If tank goes out of the world, tank will be wrapped back into the world
        /// </summary>
        /// <param name="movement">movement command string, either "none", "left", "right", "up", or "down"</param>
        private void HandleTankMovement(string movement, Tank tank)
        {
            if (movement != "none")
            {
                //Get the direction vector base on
                Vector2D dir = GetDirection(movement, tank);
                //Set tank's orientation base on the wasd
                tank.Orientation = dir;
                //Compute next frame location
                Vector2D nextframelocation = tank.Location + dir * _tankspeed;
                //If tank will not collide with wall and in world, the update the tank location based on current engine strength (tank speed) and given direction
                if (!CollisionDetect.ObjectWallsCollision(tank, nextframelocation, theWorld) && InWorld(nextframelocation))
                {
                    tank.Location = nextframelocation;
                }

                //Wrap around to the other side
                if (!InWorld(nextframelocation))
                {
                    //Horizontal direction
                    if (Math.Abs(nextframelocation.GetX()) > (theWorld.Size / 2))
                    {
                        tank.Location = new Vector2D(-nextframelocation.GetX(), nextframelocation.GetY());
                    }

                    //Vertical direction
                    if (Math.Abs(nextframelocation.GetY()) > (theWorld.Size / 2))
                    {
                        tank.Location = new Vector2D(nextframelocation.GetX(), -nextframelocation.GetY());
                    }
                }
            }
        }
Beispiel #2
0
 /// <summary>
 /// Check if powerup collides with any tank, if powerup collides with tank, then tank gain special attack beam
 /// </summary>
 /// <param name="powerup">powerup</param>
 private void UpdatePowerup(Powerup powerup)
 {
     if (CollisionDetect.PowerupTanksCollision(powerup, out Tank hitTank, theWorld))
     {
         //Set powerup to died
         powerup.Died = true;
         _diedpowerups.Add(powerup.ID);
         //add an alt to the tank
         hitTank.Alts++;
     }
 }
Beispiel #3
0
        /// <summary>
        /// Generate a random location for powerup that doesn't collides with any walls
        /// </summary>
        /// <returns>Vector2D location</returns>
        private Vector2D GeneratePowerupLocation()
        {
            Random rng = new Random();

            while (true)
            {
                Vector2D loc = new Vector2D(rng.Next(-theWorld.Size / 2, theWorld.Size / 2), rng.Next(-theWorld.Size / 2, theWorld.Size / 2));
                //Make sure it doesn't collide with other walls
                if (!CollisionDetect.ObjectWallsCollision(new Powerup(), loc, theWorld))
                {
                    return(loc);
                }
            }
        }
Beispiel #4
0
        /// <summary>
        ///  //Check if beam intersects with any of the tank in the world besides beam owner,
        ///  if intersects any, then destroy the tanks and gain owner points equvalent to tank destroyed
        /// </summary>
        /// <param name="beam">Beam</param>
        private void UpdateBeam(Beam beam)
        {
            Tank owner = theWorld.Tanks[beam.Owner];

            foreach (Tank othertanks in theWorld.Tanks.Values)
            {
                if (othertanks.ID != beam.Owner)
                {
                    bool hit = CollisionDetect.Intersects(owner.Location, beam.Direction, othertanks.Location, _tanksize / 2);
                    if (hit)
                    {
                        //Destroy tank
                        othertanks.HitPoints       = 0;
                        othertanks.Died            = true;
                        othertanks.FramesInRespawn = 0;
                        //Gain owner a point
                        owner.Score++;
                    }
                }
            }
        }
Beispiel #5
0
        /// <summary>
        /// Handle all logic relating to projectile and update the current projectile:
        /// If projectile collides with a tank other than its owner, projectile will inflict damage on tank being hit and be marked as "died"
        /// If projectile destroy another tank, projectile's owner will gain one point score, and setting dead tank in respawn state
        /// If projectile collides with a wall or go out of the world, projectile will be marked as "died"
        /// </summary>
        /// <param name="proj"></param>
        private void UpdateProjectile(Projectile proj)
        {
            //Check if projectile collides with any walls
            bool projwallCollision = CollisionDetect.ObjectWallsCollision(proj, proj.Location, theWorld);
            //Check if projectile collides with any tanks other than the owner
            bool projothertankCollision = CollisionDetect.ProjOtherTanksCollision(proj, out Tank hitTank, theWorld);
            //To check if projectile still in the world
            bool projinWorld = InWorld(proj.Location);

            //If proj didn't collide with any of tanks and walls and still in the world, projectile keep flying
            if (!projwallCollision && !projothertankCollision && projinWorld)
            {
                //Update projectile location based on given proj speed
                proj.Location += proj.Direction * _projspeed;
            }
            else if (projothertankCollision)
            {
                if (hitTank.HitPoints > 0)
                {
                    //Do some damage to hitTank
                    hitTank.HitPoints--;
                    if (hitTank.HitPoints == 0)
                    {
                        //Mark it died
                        hitTank.Died = true;
                        //Enter respawn state
                        hitTank.FramesInRespawn = 0;
                        //Gain one score for proj's owner
                        theWorld.Tanks[proj.Owner].Score++;
                    }
                }
            }

            if (projwallCollision || projothertankCollision || !projinWorld)
            {
                proj.Died = true;
                //Remove it after sending
                _diedprojectiles.Add(proj.ID);
            }
        }