Beispiel #1
0
 public void update(NPCCollection npcs, Player p, Mission m, bool isMainMission = false)
 {
     foreach (NPCSpawner spawner in spawners)
     {
         spawner.update(npcs, p, m, isMainMission);
     }
 }
Beispiel #2
0
        public void update(GameTime gameTime, Camera camera, World world, NPCCollection npcs, Player p, Mission m)
        {
            if (!active)
            {
                return;
            }

            waveTime += gameTime.ElapsedGameTime;
            float dx = (float)Math.Sin(waveTime.Milliseconds);
            float dz = (float)Math.Cos(waveTime.Milliseconds);

            int factor = (int)Math.Ceiling(speed);

            float remainingSpeed = speed;
            float spd            = speed / (float)factor;

            for (int i = 0; i < factor; i++)
            {
                spd = Math.Min(spd, remainingSpeed);
                bool u = updateCycle(gameTime, camera, world, npcs, p, m, factor, spd, dx, dz);
                remainingSpeed -= spd;
                if (!u || remainingSpeed == 0)
                {
                    break;
                }
            }

            return;
        }
Beispiel #3
0
 public void update(GameTime gameTime, Camera camera, World world, NPCCollection npcs, Player p, Mission m)
 {
     for (int i = 0; i < Constants.CAP_BULLETS; i++)
     {
         _content[i].update(gameTime, camera, world, npcs, p, m);
     }
 }
Beispiel #4
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 public GameData(ContentManager Content, GraphicsDevice device, AudioManager audio, World world)
 {
     player     = new Player(world, Content, audio, device);
     mods       = new ModCollection();
     npcs       = new NPCCollection(world, Content, player, device, audio);
     bullets    = new BulletCollection(Content, device);
     missions   = new MissionCollection(world, npcs);
     this.world = world;
     this.audio = audio;
 }
Beispiel #5
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        public AStar(World w, Player p, Point o, NPCCollection col)
        {
            world  = w;
            npcs   = col;
            origin = o;
            list   = new List <Vector3>();
            isBoss = false;
            PathNoteEqualityComparer comparer = new PathNoteEqualityComparer();

            openList   = new SortedList <ulong, PathNode>();
            closedList = new HashSet <PathNode>(comparer);
            setup(origin, p);
        }
Beispiel #6
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        //bullet - npc collision
        private bool collision(NPCCollection npcs, Mission m)
        {
            byte tile = npcs.npcMoveData[xTile][zTile];

            if (tile != 0 && tile != 255)
            {
                if (fromPlayer)
                {
                    npcs[tile - 1].getHit(this, m);
                }
                return(true);
            }
            return(false);
        }
Beispiel #7
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        public MissionCollection(World w, NPCCollection n)
            : base(4)
        {
            world = w;
            npcs  = n;

            level = 1;
            Random ran = new Random();

            for (int i = 0; i < 4; ++i)
            {
                _content.Add(new Type1Mission());
            }

            activeMission = this[0];
            mainMission   = this[3];

            nextModLevel = 6;

            isNew = new bool[4];
        }
Beispiel #8
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        public void update(NPCCollection npcs, Player p, Mission m, bool isMainMission = false)
        {
            if (!active)
            {
                return;
            }
            if (cooldown == 0)
            {
                Vector3 pos = new Vector3(Constants.MAP_SIZE - 2 * x - 1, 0, Constants.MAP_SIZE - 2 * z - 1);
                Vector3 dir = p.Position - pos;

                dir.Normalize();

                if (isMainMission && kind != Constants.NPC_BOSS)
                {
                    npcs.generate(kind, pos, dir, m.level - 10);
                }
                else
                {
                    npcs.generate(kind, pos, dir, m.level);
                }

                if (rate == Constants.SPAWN_ONCE)
                {
                    active = false;
                }
                else
                {
                    cooldown = new Random().Next((int)(maxCooldown * 0.6f), (int)(maxCooldown * 1.0f));
                }
            }
            else
            {
                cooldown = Math.Max(cooldown - 1, 0);
            }
        }
Beispiel #9
0
        private bool updateCycle(GameTime gameTime, Camera camera, World world, NPCCollection npcs, Player p, Mission m, int factor, float spd, float dx, float dz)
        {
            position += spd * direction;
            if (type == Constants.TYP_WAV)
            {
                Vector3 cross = Vector3.Cross(direction, Vector3.Up);
                if (mirror)
                {
                    position -= 0.5f * cross * (float)Math.Sin(waveTime.Milliseconds * 200);
                }
                else
                {
                    position += 0.5f * cross * (float)Math.Sin(waveTime.Milliseconds * 200);
                }
                //position += 0.5f * Vector3.Up * (float)Math.Cos(waveTime.Milliseconds);
                //position.X += dx / factor;
                //position.Z += dz / factor;
            }

            distance += spd;

            bulletOb.Position = position;

            particleEffect.Update((float)gameTime.ElapsedGameTime.TotalSeconds, camera.ViewMatrix, position, direction);

            xTile = (byte)Math.Round(-1 * (position.X) + (Constants.MAP_SIZE - 1));
            zTile = (byte)Math.Round(-1 * (position.Z) + (Constants.MAP_SIZE - 1));

            if (collision(world) || collision(npcs, m) || collision(p, m) || distance > maxDist)
            {
                active = false;
                particleEffect.Clear();
                return(false);
            }
            return(true);
        }
Beispiel #10
0
        public override string getShortLabel(NPCCollection npcs)
        {
            string l = actCount + " / " + tarCount + " " + npcs.Labels[target] + " down";

            return(l);
        }
Beispiel #11
0
        /// <summary>
        /// assigns NPC attributes and ModelObject and activates the NPC
        /// </summary>
        /// <param name="k">NPC kind/species</param>
        /// <param name="m">ModelObject</param>
        /// <param name="p">starting position</param>
        /// <param name="d">starting direction</param>
        /// <param name="l">level</param>
        /// <param name="pl">Player</param>
        /// <param name="npcs">parent NPCCollection (should always be "this")</param>
        public void setup(byte k, ModelObject m, Vector3 p, Vector3 d, int l, Player pl, NPCCollection npcs, byte elem = Constants.ELM_NIL)
        {
            kind      = k;
            model     = m;
            position  = p;
            direction = d;
            level     = l;

            if (kind == Constants.NPC_BOSS)
            {
                level = Math.Min(60, Math.Max(1, level));
            }
            else
            {
                level = Math.Min(50, Math.Max(1, level));
            }

            playerDistance = (pl.Position - this.Position).Length();

            #region kind specific stats
            switch (kind)
            {
            case Constants.NPC_NONE:
                speed         = 0.03f;
                maxHealth     = (int)(50 * Math.Pow(1.05f, level - 1));
                XP            = 2;
                maxCooldn     = 70;
                model.Scaling = new Vector3(0.75f, 0.75f, 0.75f);
                element       = Constants.ELM_NIL;
                strength      = (byte)(10 * Math.Pow(1.045f, level - 1));
                break;

            case Constants.NPC_PLAS:
                speed         = 0.035f;
                maxHealth     = (int)(50 * Math.Pow(1.045f, level - 1));
                XP            = 3;
                maxCooldn     = 80;
                model.Scaling = new Vector3(0.75f, 0.75f, 0.75f);
                element       = Constants.ELM_PLA;
                strength      = (byte)(10 * Math.Pow(1.05f, level - 1));
                break;

            case Constants.NPC_HEAT:
                speed         = 0.04f;
                maxHealth     = (int)(50 * Math.Pow(1.04f, level - 1));
                XP            = 3;
                maxCooldn     = 75;
                model.Scaling = new Vector3(0.5f, 0.5f, 0.5f);
                element       = Constants.ELM_HEA;
                strength      = (byte)(10 * Math.Pow(1.055f, level - 1));
                break;

            case Constants.NPC_ICE:
                speed         = 0.03f;
                maxHealth     = (int)(50 * Math.Pow(1.055f, level - 1));
                XP            = 3;
                maxCooldn     = 90;
                model.Scaling = new Vector3(0.75f, 0.75f, 0.75f);
                element       = Constants.ELM_ICE;
                strength      = (byte)(10 * Math.Pow(1.04f, level - 1));
                break;

            case Constants.NPC_BOSS:
                speed         = 0.02f;
                maxHealth     = (int)(200 * Math.Pow(1.07f, level - 1));
                XP            = 70;
                maxCooldn     = 50;
                model.Scaling = new Vector3(0.75f, 0.75f, 0.75f);
                element       = elem;
                strength      = (byte)Math.Min((10 * Math.Pow(1.06f, level - 1)), 255);
                break;

            default:
                speed     = 0.001f;
                maxHealth = 1;
                XP        = 0;
                maxCooldn = 1000;
                break;
            }
            #endregion

            health         = maxHealth;
            active         = true;
            model.Position = this.position;
            moving         = false;
            newTarget      = false;
            isHit          = false;
            hitTimer       = 0;
            isDead         = false;
            pathFinder     = npcs.PathFinder;
            target         = new Vector3(position.X, position.Y, position.Z);
        }
Beispiel #12
0
        public bool update(GameTime gameTime, NPCCollection npcs, BulletCollection bullets, Camera camera, bool canShoot)
        {
            if (Mouse.GetState().RightButton == ButtonState.Released && rightButton)
            {
                charge.Clear();
            }
            rightButton = (Mouse.GetState().RightButton == ButtonState.Pressed);

            if (lastMapID != world.mapID)
            {
                reset();
                return(true);
            }

            if (health <= 0)
            {
                return(false);
            }

            restore  = (byte)Math.Max(restore - 1, 0);
            hitDelay = (byte)Math.Max(hitDelay - 1, 0);

            if (health < maxHealth && hitDelay == 0 &&
                Mouse.GetState().RightButton == ButtonState.Pressed)
            {
                charging = true;
                charge.Update(gameTime, camera, this.Position);
                if (restore <= 0)
                {
                    int h = Math.Max((int)(maxHealth * .01f), 1);
                    health  = Math.Min(health + h, maxHealth);
                    restore = maxRest;
                }
            }
            else
            {
                charging = false;
            }

            /*if (Mouse.GetState().RightButton == ButtonState.Pressed)
             * {
             *  charging = true;
             *  charge.Update(gameTime, camera, this.Position);
             * }*/

            model.Rotation = new Vector3(0, -camera.Phi, 0);

            Vector3 front = new Vector3(camera.Direction.X, 0, camera.Direction.Z);

            front.Normalize();
            float forward = (Keyboard.GetState().IsKeyDown(Keys.W) ? 1.0f : 0.0f) - (Keyboard.GetState().IsKeyDown(Keys.S) ? 1.0f : 0.0f);

            Vector3 sideVec = Vector3.Cross(front, new Vector3(0, 1, 0));
            float   side    = (Keyboard.GetState().IsKeyDown(Keys.D) ? 1.0f : 0.0f) - (Keyboard.GetState().IsKeyDown(Keys.A) ? 1.0f : 0.0f);

            this.direction = front * forward + sideVec * side;
            if (this.direction != Vector3.Zero)
            {
                this.direction.Normalize();
            }

            moveAndCollide(npcs);

            if (invincibleTimer > 0)
            {
                invincibleTimer--;
            }

            if (world.mapID != 0)
            {
                weapon.update(bullets, position, front, canShoot);
            }
            return(true);
        }
Beispiel #13
0
        //public void moveAndCollide1(NPCCollection npcs)
        //{
        //    this.position += speed * direction;
        //    int x1 = (int)Math.Round(-1 * this.position.X + Constants.MAP_SIZE - 1) / 2;
        //    int x2 = (int)Math.Round(-1 * this.position.X + Constants.MAP_SIZE) / 2;
        //    int z1 = (int)Math.Round(-1 * this.position.Z + Constants.MAP_SIZE - 1) / 2;
        //    int z2 = (int)Math.Round(-1 * this.position.Z + Constants.MAP_SIZE) / 2;
        //    if ((world.MoveData[x1][z1] == 1) || (world.MoveData[x2][z2] == 1) || (world.MoveData[x2][z1] == 1) || (world.MoveData[x1][z2] == 1))
        //        this.position = this.model.Position;
        //    else model.Position = this.position;

        //    byte tile = npcs.npcMoveData[xTile][zTile];

        //    if (tile != 0 && tile != 255 && invincibleTimer == 0)
        //    {
        //        getHit(npcs[tile - 1]);
        //        npcs[tile - 1].getHit(this);
        //    }
        //}

        public void moveAndCollide(NPCCollection npcs)
        {
            //calculate tiles before movement
            int oldx1 = (int)Math.Round(-1 * this.position.X + Constants.MAP_SIZE - 1) / 2;
            int oldx2 = (int)Math.Round(-1 * this.position.X + Constants.MAP_SIZE) / 2;
            int oldz1 = (int)Math.Round(-1 * this.position.Z + Constants.MAP_SIZE - 1) / 2;
            int oldz2 = (int)Math.Round(-1 * this.position.Z + Constants.MAP_SIZE) / 2;

            //apply speed and direction to move character
            this.position += speed * direction;

            //calculate tiles after movement
            int x1 = (int)Math.Round(-1 * this.position.X + Constants.MAP_SIZE - 1) / 2;
            int x2 = (int)Math.Round(-1 * this.position.X + Constants.MAP_SIZE) / 2;
            int z1 = (int)Math.Round(-1 * this.position.Z + Constants.MAP_SIZE - 1) / 2;
            int z2 = (int)Math.Round(-1 * this.position.Z + Constants.MAP_SIZE) / 2;

            //determine Movement bools for tiles; true means not passable
            bool moveDataX1Z1 = world.MoveData[x1][z1] == 1;
            bool moveDataX1Z2 = world.MoveData[x1][z2] == 1;
            bool moveDataX2Z2 = world.MoveData[x2][z2] == 1;
            bool moveDataX2Z1 = world.MoveData[x2][z1] == 1;

            if (moveDataX1Z1 || moveDataX2Z2 || moveDataX2Z1 || moveDataX1Z2)
            {
                #region check for single Collisions

                //Bottom Right
                if (moveDataX1Z1 && !moveDataX2Z2 && !moveDataX2Z1 && !moveDataX1Z2)
                {
                    if (oldz1 - 1 == z1)
                    {
                        this.position  = this.model.Position;
                        this.position += speed * new Vector3(direction.X, direction.Y, 0);
                    }
                    else if (oldx1 - 1 == x1)
                    {
                        this.position  = this.model.Position;
                        this.position += speed * new Vector3(0, direction.Y, direction.Z);
                    }
                }

                //Top Left
                else if (!moveDataX1Z1 && moveDataX2Z2 && !moveDataX2Z1 && !moveDataX1Z2)
                {
                    if (oldz2 + 1 == z2)
                    {
                        this.position  = this.model.Position;
                        this.position += speed * new Vector3(direction.X, direction.Y, 0);
                    }
                    else if (oldx2 + 1 == x2)
                    {
                        this.position  = this.model.Position;
                        this.position += speed * new Vector3(0, direction.Y, direction.Z);
                    }
                }

                //Top Right
                else if (!moveDataX1Z1 && !moveDataX2Z2 && !moveDataX2Z1 && moveDataX1Z2)
                {
                    if (oldz2 + 1 == z2)
                    {
                        this.position  = this.model.Position;
                        this.position += speed * new Vector3(direction.X, direction.Y, 0);
                    }
                    else if (oldx1 - 1 == x1)
                    {
                        this.position  = this.model.Position;
                        this.position += speed * new Vector3(0, direction.Y, direction.Z);
                    }
                }

                //Bottom Left
                else if (!moveDataX1Z1 && !moveDataX2Z2 && moveDataX2Z1 && !moveDataX1Z2)
                {
                    if (oldz1 - 1 == z1)
                    {
                        this.position  = this.model.Position;
                        this.position += speed * new Vector3(direction.X, direction.Y, 0);
                    }
                    else if (oldx2 + 1 == x2)
                    {
                        this.position  = this.model.Position;
                        this.position += speed * new Vector3(0, direction.Y, direction.Z);
                    }
                }
                #endregion

                #region check for collision on one whole side

                //Bottom
                else if (moveDataX1Z1 && !moveDataX2Z2 && moveDataX2Z1 && !moveDataX1Z2)
                {
                    this.position  = this.model.Position;
                    this.position += speed * new Vector3(direction.X, direction.Y, 0);
                }

                //Right
                else if (moveDataX1Z1 && !moveDataX2Z2 && !moveDataX2Z1 && moveDataX1Z2)
                {
                    this.position  = this.model.Position;
                    this.position += speed * new Vector3(0, direction.Y, direction.Z);
                }

                //Top
                else if (!moveDataX1Z1 && moveDataX2Z2 && moveDataX2Z1 && !moveDataX1Z2)
                {
                    this.position  = this.model.Position;
                    this.position += speed * new Vector3(0, direction.Y, direction.Z);
                }

                //Left
                else if (!moveDataX1Z1 && moveDataX2Z2 && !moveDataX2Z1 && moveDataX1Z2)
                {
                    this.position  = this.model.Position;
                    this.position += speed * new Vector3(direction.X, direction.Y, 0);
                }
                #endregion

                // corner, nowhere to slide to
                else
                {
                    this.position = this.model.Position;
                }
            }

            //Set Model Position at last
            this.model.Position = this.position;

            //check for player - npc collision
            byte tile = npcs.npcMoveData[xTile][zTile];

            if (tile != 0 && tile != 255 && invincibleTimer == 0)
            {
                getHit(npcs[tile - 1]);
                npcs[tile - 1].getHit(this);
            }
        }
Beispiel #14
0
 public override string getShortLabel(NPCCollection npcs)
 {
     throw new NotImplementedException();
 }
Beispiel #15
0
 public abstract string getShortLabel(NPCCollection npcs);