Ejemplo n.º 1
0
        public override void Update(List <Component> components)
        {
            foreach (FrogEnemyComponent frog in components)
            {
                frog.LogicStateMachine.Update();
                frog.AttackDelay.Update();

                var actor = frog.Owner.GetComponent <StackableActorComponent>();

                // Damaging the player.
                if (
                    !actor.Crouching &&
                    actor.LogicStateMachine.CurrentState == ActorStates.InAir &&
                    actor.StackedNext == null
                    )
                {
                    var players = SceneMgr.CurrentScene.GetEntityListByComponent <PlayerComponent>();
                    var physics = frog.Owner.GetComponent <PhysicsComponent>();

                    foreach (var playerEntity in players)
                    {
                        var player      = playerEntity.GetComponent <PlayerComponent>();
                        var playerActor = playerEntity.GetComponent <StackableActorComponent>();

                        if (playerActor.Crouching && actor.LogicStateMachine.CurrentState != ActorStates.Stacked)
                        {
                            continue;
                        }

                        var position       = frog.Owner.GetComponent <PositionComponent>();
                        var playerPosition = playerEntity.GetComponent <PositionComponent>();
                        var playerPhysics  = playerEntity.GetComponent <PhysicsComponent>();


                        // Setting up colliders.
                        physics.Collider.Position               = position.Position;
                        physics.Collider.PreviousPosition       = position.PreviousPosition;
                        playerPhysics.Collider.Position         = playerPosition.Position;
                        playerPhysics.Collider.PreviousPosition = playerPosition.PreviousPosition;
                        // Seting up colliders.

                        if (CollisionDetector.CheckCollision(physics.Collider, playerPhysics.Collider))
                        {
                            StackableActorSystem.Damage(playerEntity.GetComponent <StackableActorComponent>());
                        }
                    }
                }
                // Damaging the player.
            }
        }
Ejemplo n.º 2
0
        public override void Update(List <Component> components)
        {
            foreach (CatEnemyComponent gato in components)
            {
                var physics = gato.Owner.GetComponent <PhysicsComponent>();
                var actor   = gato.Owner.GetComponent <StackableActorComponent>();

                actor.LeftAction  = (gato.Direction == -1);
                actor.RightAction = (gato.Direction == 1);

                if (actor.LogicStateMachine.CurrentState == ActorStates.OnGround)
                {
                    var position = gato.Owner.GetComponent <PositionComponent>();

                    // Checking if there is a wall next to us.
                    physics.Collider.Position = position.Position
                                                + Vector2.UnitX * gato.Direction * (physics.Collider.Size.X / 2 + 1);

                    if (physics.CollisionH == gato.Direction)
                    {
                        gato.Direction   *= -1;
                        actor.Orientation = gato.Direction;
                    }
                    // Checking if there is a wall next to us.
                    else
                    {
                        // Checking if there is a pit below us.
                        var collider = new RectangleCollider();
                        collider.Size     = Vector2.One;
                        collider.Position = position.Position
                                            + (physics.Collider.Size / 2 + Vector2.One) * new Vector2(gato.Direction, 1);

                        if (PhysicsSystem.CheckCollision(gato.Owner, collider) == null)
                        {
                            gato.Direction   *= -1;
                            actor.Orientation = gato.Direction;
                        }
                        // Checking if there is a pit below us.
                    }
                }


                // Damaging the player.
                if (
                    (
                        actor.StackOwner == null ||
                        (
                            actor.StackOwner != null &&
                            !actor.StackOwner.HasComponent <PlayerComponent>()
                        )
                    ) &&
                    actor.LogicStateMachine.CurrentState != ActorStates.Dead
                    )
                {
                    var players = SceneMgr.CurrentScene.GetEntityListByComponent <PlayerComponent>();
                    foreach (var playerEntity in players)
                    {
                        var player      = playerEntity.GetComponent <PlayerComponent>();
                        var playerActor = playerEntity.GetComponent <StackableActorComponent>();

                        if (playerActor.Crouching && actor.LogicStateMachine.CurrentState != ActorStates.Stacked)
                        {
                            continue;
                        }

                        var position       = gato.Owner.GetComponent <PositionComponent>();
                        var playerPosition = playerEntity.GetComponent <PositionComponent>();
                        var playerPhysics  = playerEntity.GetComponent <PhysicsComponent>();


                        // Setting up colliders.
                        physics.Collider.Position               = position.Position;
                        physics.Collider.PreviousPosition       = position.PreviousPosition;
                        playerPhysics.Collider.Position         = playerPosition.Position;
                        playerPhysics.Collider.PreviousPosition = playerPosition.PreviousPosition;
                        // Seting up colliders.

                        if (CollisionDetector.CheckCollision(physics.Collider, playerPhysics.Collider))
                        {
                            StackableActorSystem.Damage(playerEntity.GetComponent <StackableActorComponent>());
                        }
                    }
                }
                // Damaging the player.
            }
        }