Ejemplo n.º 1
0
        public void Update(KeyboardState kstate, GameTime gameTime, Camera camera, List <InventoryItem> actionInventory)
        {
            timeSinceLastExpClean += gameTime.ElapsedGameTime.Milliseconds;

            // clean shots
            foreach (var shot in Shots)
            {
                shot.Update(gameTime);
            }
            if (timeSinceLastExpClean > millisecondsExplosionLasts)
            {
                // remove exploded shots
                for (int i = 0; i < Shots.Count; i++)
                {
                    if (Shots[i].exploded || Shots[i].outOfRange)
                    {
                        Shots.RemoveAt(i);
                    }
                }
                timeSinceLastExpClean = 0;
            }

            // lighting items
            if (emittingLight != null)
            {
                // toggle light
                if (kstate.IsKeyDown(Keys.T))
                {
                    msToggleButtonHit += gameTime.ElapsedGameTime.Milliseconds;
                    if (msToggleButtonHit > 500) // toggle time 500ms
                    {
                        emittingLight.lit = !emittingLight.lit;
                        msToggleButtonHit = 0;
                    }
                }

                emittingLight.Update(kstate, gameTime, GetBoundingBox().Center.ToVector2());
            }

            aiming = false;

            // aiming
            if (Mouse.GetState().LeftButton == ButtonState.Pressed)
            {
                timeSinceLastShot += gameTime.ElapsedGameTime.Milliseconds;
                float percentReloaded = timeSinceLastShot / millisecondsNewShot;

                aiming       = true;
                startAimLine = GetBoundingBox().Center.ToVector2();

                Vector2 mousePos   = new Vector2(Mouse.GetState().X, Mouse.GetState().Y);
                Vector2 clickPos   = mousePos - new Vector2(GameOptions.PrefferedBackBufferWidth / 2, GameOptions.PrefferedBackBufferHeight / 2) + camera.Position;
                Vector2 reloadSpot = new Vector2(((1 - percentReloaded) * startAimLine.X + (percentReloaded * clickPos.X)), ((1 - percentReloaded) * startAimLine.Y + (percentReloaded * clickPos.Y)));

                var lineDistanceFull   = PhysicsUtility.VectorMagnitude(clickPos.X, startAimLine.X, clickPos.Y, startAimLine.Y);
                var lineDistanceReload = PhysicsUtility.VectorMagnitude(reloadSpot.X, startAimLine.X, reloadSpot.Y, startAimLine.Y);

                // max range
                float   disRatio = shotRange / lineDistanceFull;
                Vector2 maxPos   = new Vector2(((1 - disRatio) * startAimLine.X + (disRatio * clickPos.X)), ((1 - disRatio) * startAimLine.Y + (disRatio * clickPos.Y)));

                // shot offset from mount
                float shotOffsetRatio = 30 / lineDistanceFull;
                shotOffsetPos = new Vector2(((1 - shotOffsetRatio) * startAimLine.X + (shotOffsetRatio * clickPos.X)), ((1 - shotOffsetRatio) * startAimLine.Y + (shotOffsetRatio * clickPos.Y)));

                // restrict aiming by shotRange
                if (lineDistanceFull > shotRange)
                {
                    endAimLineFull = maxPos;
                }
                else
                {
                    endAimLineFull = clickPos;
                }

                if (lineDistanceReload > lineDistanceFull || lineDistanceReload > shotRange)
                {
                    endAimLineReload = endAimLineFull;
                }
                else
                {
                    endAimLineReload = reloadSpot;
                }

                // rotate the mount
                float angleFull = (float)Math.Atan2(edgeFull.Y, edgeFull.X);
                rotation = angleFull + ((float)Math.PI / 2);
            }
            else
            {
                aiming = false;
            }

            // shooting
            if (aiming && kstate.IsKeyDown(Keys.Space) && timeSinceLastShot > millisecondsNewShot)
            {
                animateShot = true;
                // loading ammo
                if (ammoLoaded == null || actionInventory[ammoLoadedIndex] == null || actionInventory[ammoLoadedIndex].bbKey != ammoLoaded.bbKey) // ran out of ammo, or switched ammo type. Reload
                {
                    for (int i = 0; i < actionInventory.Count; i++)
                    {
                        var item = actionInventory[i];
                        if (item != null && item is IShipAmmoItem && ammoItemType == item.GetType()) // TODO: selects the first item in ship action inv to shoot
                        {
                            if (item.amountStacked > 0)
                            {
                                ammoLoaded      = item;
                                ammoLoadedIndex = i;
                                IShipAmmoItem sai = (IShipAmmoItem)item;
                                firedAmmoKey = sai.GetFiredAmmoKey();
                            }
                            break;
                        }
                    }
                }
                else
                {
                    Ammo  shot      = (Ammo)ItemUtility.CreateItem(firedAmmoKey, teamType, regionKey, shotOffsetPos, _content, _graphics);
                    float angleFull = (float)Math.Atan2(edgeFull.Y, edgeFull.X);
                    shot.rotation = angleFull + ((float)Math.PI / 2);
                    shot.SetFireAtDirection(endAimLineFull, RandomEvents.rand.Next(10, 25), 0);
                    shot.moving = true;
                    Shots.Add(shot);
                    timeSinceLastShot         = 0;
                    ammoLoaded.amountStacked -= 1;
                    if (ammoLoaded.amountStacked <= 0)
                    {
                        ammoLoaded = null;
                    }
                }
            }

            if (animateShot)
            {
                msAnimateShot += gameTime.ElapsedGameTime.Milliseconds;
                if (msAnimateShot > 70)
                {
                    currColumnFrame++;
                    msAnimateShot = 0;
                }
                if (currColumnFrame >= nColumns)
                {
                    currColumnFrame = 0;
                    animateShot     = false;
                }
            }
        }
Ejemplo n.º 2
0
        public void Update(KeyboardState kstate, GameTime gameTime, Camera camera)
        {
            timeSinceLastExpClean += gameTime.ElapsedGameTime.Milliseconds;

            // clean shots
            foreach (var shot in Shots)
            {
                shot.Update(gameTime);
            }
            if (timeSinceLastExpClean > millisecondsExplosionLasts)
            {
                // remove exploded shots
                for (int i = 0; i < Shots.Count; i++)
                {
                    if (Shots[i].exploded || Shots[i].outOfRange)
                    {
                        Shots.RemoveAt(i);
                    }
                }
                timeSinceLastExpClean = 0;
            }

            // lighting items
            if (emittingLight != null)
            {
                // toggle light
                if (kstate.IsKeyDown(Keys.T))
                {
                    msToggleButtonHit += gameTime.ElapsedGameTime.Milliseconds;
                    if (msToggleButtonHit > 500) // toggle time 500ms
                    {
                        emittingLight.lit = !emittingLight.lit;
                        msToggleButtonHit = 0;
                    }
                }

                emittingLight.Update(kstate, gameTime, GetBoundingBox().Center.ToVector2());
            }

            usingItem = false;
            if (Mouse.GetState().LeftButton == ButtonState.Pressed)
            {
                currColumnFrame = 0;
                // aiming
                if (this is IRanged)
                {
                    currColumnFrame    = 1;
                    timeSinceLastShot += gameTime.ElapsedGameTime.Milliseconds;

                    Vector2?shotDirection = null;
                    int     shotOffsetX   = 0;
                    int     shotOffsetY   = 0;
                    bool    shootHorz     = false;

                    if (currRowFrame == 1 || currRowFrame == 2)
                    {
                        shootHorz = true;
                    }

                    // diagnoal aim
                    Vector2 mousePos = new Vector2(Mouse.GetState().X, Mouse.GetState().Y);
                    Vector2 clickPos = mousePos - new Vector2(GameOptions.PrefferedBackBufferWidth / 2, GameOptions.PrefferedBackBufferHeight / 2) + camera.Position;
                    int     shootMiddleHoverRangeHalf = 40;
                    bool    shootLeft  = false; // these are not player directional, but used for setting the ammo shot dir with respect to the rotation of gun
                    bool    shootRight = false;
                    bool    shootUp    = false;
                    bool    shootDown  = false;
                    if (shootHorz)
                    {
                        if (clickPos.Y < GetBoundingBox().Center.ToVector2().Y - shootMiddleHoverRangeHalf)
                        {
                            if (currRowFrame == 1) // right
                            {
                                rotation = -0.5f;
                            }
                            else
                            {
                                rotation = 0.5f;
                            }
                            shootUp = true;
                        }
                        else if (clickPos.Y > GetBoundingBox().Center.ToVector2().Y + shootMiddleHoverRangeHalf)
                        {
                            if (currRowFrame == 1)
                            {
                                rotation = 0.5f;
                            }
                            else
                            {
                                rotation = -0.5f;
                            }
                            shootDown = true;
                        }
                        else
                        {
                            rotation = 0;
                        }
                    }
                    else
                    {
                        if (clickPos.X < GetBoundingBox().Center.ToVector2().X - shootMiddleHoverRangeHalf)
                        {
                            if (currRowFrame == 0) // down
                            {
                                rotation = 0.5f;
                            }
                            else
                            {
                                rotation = -0.7f;
                            }
                            shootLeft = true;
                        }
                        else if (clickPos.X > GetBoundingBox().Center.ToVector2().X + shootMiddleHoverRangeHalf)
                        {
                            if (currRowFrame == 0)
                            {
                                rotation = -0.7f;
                            }
                            else
                            {
                                rotation = 0.7f;
                            }
                            shootRight = true;
                        }
                        else
                        {
                            rotation = 0;
                        }
                    }

                    // shooting
                    if (kstate.IsKeyDown(Keys.Space) && timeSinceLastShot > millisecondsNewShot)
                    {
                        if (ammoLoaded != null)
                        {
                            Vector2 shotStart = new Vector2(GetBoundingBox().Center.ToVector2().X + shotOffsetX, GetBoundingBox().Center.ToVector2().Y + shotOffsetY);
                            Ammo    shot      = (Ammo)ItemUtility.CreateItem(ammoTypeKey, TeamType.Player, regionKey, shotStart, _content, _graphics);

                            if (shootHorz)
                            {
                                // aiming straight
                                if (!shootUp && !shootDown)
                                {
                                    if (currRowFrame == 1) // right
                                    {
                                        shot.rotation = (shot is IDirectionalAmmo) ? 1.5f : 0;
                                        shotDirection = new Vector2((int)shot.GetBoundingBox().Center.ToVector2().X + shotRange, (int)shot.GetBoundingBox().Center.ToVector2().Y);
                                    }
                                    else
                                    {
                                        shot.rotation = (shot is IDirectionalAmmo) ? -1.5f : 0;
                                        shotDirection = new Vector2((int)shot.GetBoundingBox().Center.ToVector2().X - shotRange, (int)shot.GetBoundingBox().Center.ToVector2().Y);
                                    }
                                }
                                else
                                {
                                    // angled
                                    if (shootUp)
                                    {
                                        if (currRowFrame == 1)
                                        {
                                            shot.rotation = (shot is IDirectionalAmmo) ? 0.75f : 0;
                                            shotDirection = new Vector2((int)(shot.GetBoundingBox().Center.ToVector2().X + (shotRange * PhysicsUtility.sin45deg)), (int)(shot.GetBoundingBox().Center.ToVector2().Y - (shotRange * PhysicsUtility.sin45deg)));
                                        }

                                        else
                                        {
                                            shot.rotation = (shot is IDirectionalAmmo) ? -0.75f : 0;
                                            shotDirection = new Vector2((int)(shot.GetBoundingBox().Center.ToVector2().X - (shotRange * PhysicsUtility.sin45deg)), (int)(shot.GetBoundingBox().Center.ToVector2().Y - (shotRange * PhysicsUtility.sin45deg)));
                                        }
                                    }
                                    else
                                    {
                                        if (currRowFrame == 1)
                                        {
                                            shot.rotation = (shot is IDirectionalAmmo) ? 2.25f : 0;
                                            shotDirection = new Vector2((int)(shot.GetBoundingBox().Center.ToVector2().X + (shotRange * PhysicsUtility.sin45deg)), (int)(shot.GetBoundingBox().Center.ToVector2().Y + (shotRange * PhysicsUtility.sin45deg)));
                                        }
                                        else
                                        {
                                            shot.rotation = (shot is IDirectionalAmmo) ? -2.25f : 0;
                                            shotDirection = new Vector2((int)(shot.GetBoundingBox().Center.ToVector2().X - (shotRange * PhysicsUtility.sin45deg)), (int)(shot.GetBoundingBox().Center.ToVector2().Y + (shotRange * PhysicsUtility.sin45deg)));
                                        }
                                    }
                                }
                            }
                            else
                            {
                                // aiming straight
                                if (!shootLeft && !shootRight)
                                {
                                    if (currRowFrame == 0) // down
                                    {
                                        shot.rotation = (shot is IDirectionalAmmo) ? 3.1f : 0;
                                        shotDirection = new Vector2((int)shot.GetBoundingBox().Center.ToVector2().X, (int)shot.GetBoundingBox().Center.ToVector2().Y + shotRange);
                                    }
                                    else
                                    {
                                        shotDirection = new Vector2((int)shot.GetBoundingBox().Center.ToVector2().X, (int)shot.GetBoundingBox().Center.ToVector2().Y - shotRange);
                                    }
                                }
                                else
                                {
                                    // angled
                                    if (shootLeft)
                                    {
                                        if (currRowFrame == 0)
                                        {
                                            shot.rotation = (shot is IDirectionalAmmo) ? 3.8f : 0;
                                            shotDirection = new Vector2((int)(shot.GetBoundingBox().Center.ToVector2().X - (shotRange * PhysicsUtility.sin45deg)), (int)(shot.GetBoundingBox().Center.ToVector2().Y + (shotRange * PhysicsUtility.sin45deg)));
                                        }
                                        else
                                        {
                                            shot.rotation = (shot is IDirectionalAmmo) ? -0.75f : 0;
                                            shotDirection = new Vector2((int)(shot.GetBoundingBox().Center.ToVector2().X - (shotRange * PhysicsUtility.sin45deg)), (int)(shot.GetBoundingBox().Center.ToVector2().Y - (shotRange * PhysicsUtility.sin45deg)));
                                        }
                                    }
                                    else
                                    {
                                        if (currRowFrame == 0)
                                        {
                                            shot.rotation = (shot is IDirectionalAmmo) ? 2.25f : 0;
                                            shotDirection = new Vector2((int)(shot.GetBoundingBox().Center.ToVector2().X + (shotRange * PhysicsUtility.sin45deg)), (int)(shot.GetBoundingBox().Center.ToVector2().Y + (shotRange * PhysicsUtility.sin45deg)));
                                        }
                                        else
                                        {
                                            shot.rotation = (shot is IDirectionalAmmo) ? 0.75f : 0;
                                            shotDirection = new Vector2((int)(shot.GetBoundingBox().Center.ToVector2().X + (shotRange * PhysicsUtility.sin45deg)), (int)(shot.GetBoundingBox().Center.ToVector2().Y - (shotRange * PhysicsUtility.sin45deg)));
                                        }
                                    }
                                }
                            }

                            shot.SetFireAtDirection(shotDirection.Value, RandomEvents.rand.Next(10, 25), 0);
                            shot.moving = true;
                            Shots.Add(shot);
                            ammoLoaded.amountStacked -= 1;
                            if (ammoLoaded.amountStacked == 0)
                            {
                                ammoLoaded = null;
                            }
                            timeSinceLastShot = 0;
                        }
                    }
                }

                // lighting on any handheld elements
                if (emittingLight != null)
                {
                    emittingLight.scaleSize = emittingLight.baseSize * 1.4f;
                }
            }
            else if (inCombat)
            {
                if (emittingLight != null)
                {
                    emittingLight.scaleSize = emittingLight.baseSize;
                }

                usingItem = true;

                if (nextFrame)
                {
                    currColumnFrame++;
                    if (currColumnFrame == nColumns)
                    {
                        currColumnFrame = 0;
                    }
                }

                if (this is IRanged)
                {
                    currColumnFrame = 1;
                }
            }

            nextFrame = false;
            SpatialBounding.SetQuad(GetBase());
        }