Ejemplo n.º 1
0
        /// <summary>
        /// Check if networkinputcomponent's parameters are true and do actions on remote player
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="playerEntity"></param>
        private void ParseNetworkInput(GameTime gameTime, Entity playerEntity)
        {
            NetworkInputComponent networkInputComponent = ComponentManager.Instance.ConcurrentGetComponentOfEntity <NetworkInputComponent>(playerEntity);
            VelocityComponent     velocityComponent     = ComponentManager.Instance.ConcurrentGetComponentOfEntity <VelocityComponent>(playerEntity);
            TransformComponent    transformComponent    = ComponentManager.Instance.ConcurrentGetComponentOfEntity <TransformComponent>(playerEntity);
            GravityComponent      gravityComponent      = ComponentManager.Instance.ConcurrentGetComponentOfEntity <GravityComponent>(playerEntity);

            if (networkInputComponent.MoveForward)
            {
                PlayerActions.AcceleratePlayerForwards(gameTime, velocityComponent);
            }
            if (networkInputComponent.MoveLeft)
            {
                PlayerActions.AcceleratePlayerLeftwards(gameTime, velocityComponent);
            }
            if (networkInputComponent.MoveRight)
            {
                PlayerActions.AcceleratePlayerRightwards(gameTime, velocityComponent);
            }
            if (networkInputComponent.Jump)
            {
                PlayerActions.PlayerJump(gameTime, velocityComponent);
            }
            if (networkInputComponent.MoveBackward)
            {
                PlayerActions.AcceleratePlayerBackwards(gameTime, velocityComponent);
            }
        }
Ejemplo n.º 2
0
 protected void ExecuteMove(GameTime gameTime, Vector3 currentBlock, Vector3 nextBlock, Vector3 position, VelocityComponent velocity, GravityComponent gravity, AiComponent aiComponent)
 {
     PlayerActions.AcceleratePlayerForwards(gameTime, velocity);
     if (aiComponent.CurrentState == State.Winning)
     {
         if (Random.Next(0, 11) == 1) //20% chance to make random move
         {
             Console.WriteLine("RandomMove ");
             if (Random.Next(0, 2) == 1) //50% chance to go left or right
             {
                 PlayerActions.AcceleratePlayerLeftwards(gameTime, velocity);
                 if (!gravity.HasJumped)
                 {
                     PlayerActions.PlayerJump(gameTime, velocity, null);
                     gravity.HasJumped = true;
                 }
             }
             PlayerActions.AcceleratePlayerRightwards(gameTime, velocity);
             if (!gravity.HasJumped)
             {
                 PlayerActions.PlayerJump(gameTime, velocity, null);
                 gravity.HasJumped = true;
             }
             return;
         }
     }
     Console.WriteLine("Regular move");
     if (currentBlock.X < nextBlock.X) //if the block that AI wants to go to is "lower" X value AKA left of the current we need to jump left
     {
         PlayerActions.AcceleratePlayerLeftwards(gameTime, velocity);
         if (!gravity.HasJumped)
         {
             PlayerActions.PlayerJump(gameTime, velocity, null);
             gravity.HasJumped = true;
         }
     }
     if (currentBlock.X > nextBlock.X) //if the block that AI wants to go to is "higher" X value AKA right of the current we need to jump right
     {
         PlayerActions.AcceleratePlayerRightwards(gameTime, velocity);
         if (!gravity.HasJumped)
         {
             PlayerActions.PlayerJump(gameTime, velocity, null);
             gravity.HasJumped = true;
         }
     }
     if (currentBlock.X == nextBlock.X)
     {
         PlayerActions.AcceleratePlayerForwards(gameTime, velocity);
         if (!gravity.HasJumped)
         {
             PlayerActions.PlayerJump(gameTime, velocity, null);
             gravity.HasJumped = true;
         }
     }
 }
Ejemplo n.º 3
0
        /*
         * Gets player keyboard input and takes appropriate action.
         */
        public void ParsePlayerInput(GameTime gameTime, Entity playerEntity)
        {
            VelocityComponent velocityComponent = componentManager.ConcurrentGetComponentOfEntity <VelocityComponent>(playerEntity);
            KeyboardComponent keyboardComponent = componentManager.ConcurrentGetComponentOfEntity <KeyboardComponent>(playerEntity);
            GamePadComponent  gamePadComponent  = componentManager.ConcurrentGetComponentOfEntity <GamePadComponent>(playerEntity);
            GravityComponent  gravityComponent  = componentManager.ConcurrentGetComponentOfEntity <GravityComponent>(playerEntity);

            /* Keyboard actions */
            if (keyboardComponent != null && velocityComponent != null)
            {
                KeyboardState state = Keyboard.GetState();

                if (state.IsKeyDown(Keys.Up) && !state.IsKeyDown(Keys.Down))
                {
                    PlayerActions.AcceleratePlayerForwards(gameTime, velocityComponent);
                }
                if (state.IsKeyDown(Keys.Down) && !state.IsKeyDown(Keys.Up))
                {
                    PlayerActions.AcceleratePlayerBackwards(gameTime, velocityComponent);
                }

                if (state.IsKeyDown(Keys.Left) && !state.IsKeyDown(Keys.Right))
                {
                    PlayerActions.AcceleratePlayerLeftwards(gameTime, velocityComponent);
                }
                if (state.IsKeyDown(Keys.Right) && !state.IsKeyDown(Keys.Left))
                {
                    PlayerActions.AcceleratePlayerRightwards(gameTime, velocityComponent);
                }
                if (state.IsKeyDown(Keys.Space))
                {
                    if (!gravityComponent.HasJumped)
                    {
                        PlayerActions.PlayerJump(gameTime, velocityComponent, playerEntity);
                        gravityComponent.HasJumped = true;
                    }
                }
            }
            #region
            /* Gamepad actions */
            if (gamePadComponent != null && velocityComponent != null)
            {
                GamePadState state = GamePad.GetState(gamePadComponent.Index);

                if (state.IsButtonDown(Buttons.A) && !state.IsButtonDown(Buttons.B))
                {
                    PlayerActions.AcceleratePlayerForwards(gameTime, velocityComponent);
                }
                if (state.IsButtonDown(Buttons.B) && !state.IsButtonDown(Buttons.A))
                {
                    PlayerActions.AcceleratePlayerBackwards(gameTime, velocityComponent);
                }
                if (state.IsButtonDown(Buttons.LeftThumbstickLeft) && !state.IsButtonDown(Buttons.LeftThumbstickRight))
                {
                    PlayerActions.AcceleratePlayerLeftwards(gameTime, velocityComponent);
                }
                if (state.IsButtonDown(Buttons.LeftThumbstickRight) && !state.IsButtonDown(Buttons.LeftThumbstickLeft))
                {
                    PlayerActions.AcceleratePlayerRightwards(gameTime, velocityComponent);
                }
                if (state.IsButtonDown(Buttons.Y) && !state.IsButtonDown(Buttons.A))
                {
                    if (!gravityComponent.HasJumped)
                    {
                        PlayerActions.PlayerJump(gameTime, velocityComponent, playerEntity);
                        gravityComponent.HasJumped = true;
                    }
                }
            }
            #endregion
        }