Ejemplo n.º 1
0
        // Constructor for particles
        public Animation(
                 Actor.AnimationType type,
                 Texture2D spriteSheet,
                 int frameCount,
                 bool isLooping = false,
                 float frameTime = 0.1f)
        {
            this.owner = null;
            this.animationType = type;
            this.texture = spriteSheet;
            this.frameDuration = frameTime;
            this.isLooping = isLooping;
            this.frameTime = 0.0f;
            this.frameCount = frameCount;
            this.isPlaying = false;
            this.frameIndex = 0;
            this.frameWidth = spriteSheet.Width / frameCount;
            this.frameHeight = spriteSheet.Height;

            this.currentFrame.Width = this.frameWidth;
            this.currentFrame.Height = this.frameHeight;
            this.currentFrame.Y = 0;
        }
Ejemplo n.º 2
0
 /// <summary>
 /// Returns a normalized vector pointing to the other actor
 /// from ourselves.
 /// </summary>
 public Vector2 DirectionTo(Actor other)
 {
     return Vector2.Normalize(other.position - this.Position);
 }
Ejemplo n.º 3
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 public virtual void collideWith(Actor other)
 {
 }
Ejemplo n.º 4
0
 /// <summary>
 /// Returns a float representing the distance between
 /// this actor and the other actor.
 /// </summary>
 public static float DistanceBetween(Actor a, Actor b)
 {
     return Vector2.Distance(a.Position, b.Position);
 }
Ejemplo n.º 5
0
 /// <summary>
 /// Checking whether an actor is within bounds for culling purposes.
 /// </summary>
 public bool isInBounds(Actor a)
 {
     if (view.Contains(a.getBufferedRectangleBounds(0)))
         return true;
     return false;
 }
Ejemplo n.º 6
0
        /// <summary>
        /// Returns the maximum of 0.0f or the distance from an
        /// actor's position to the outer border of the camera
        /// view.
        /// </summary>
        public float getDistanceOutsideBorders(Actor actor)
        {
            Vector2 pos = actor.Position;

            // top or bottom
            if (pos.X >= bounds.leftBound &&
                pos.X <= bounds.rightBound)
            {
                // outside top border
                if (pos.Y < bounds.upperBound)
                    return bounds.upperBound - pos.Y;
                // outside bottom border
                else if (pos.Y > bounds.lowerBound)
                    return pos.Y - bounds.lowerBound;
                // in bounds
                else
                    return 0.0f;
            }
            // left or right
            else if (pos.Y >= bounds.upperBound &&
                pos.Y <= bounds.lowerBound)
            {
                // outside right border
                if (pos.X > bounds.rightBound)
                    return pos.X - bounds.rightBound;
                // outside left border
                else if (pos.X < bounds.leftBound)
                    return bounds.leftBound - pos.X;
                // in bounds
                else
                    return 0.0f;
            }
            // I don't know how it'd get here
            else return 0.0f;
        }
Ejemplo n.º 7
0
 /// <summary>
 /// Returns the actor's distance from the center of the
 /// view.
 /// </summary>
 public float getDistanceFromViewCenter(Actor actor)
 {
     return Vector2.Subtract(actor.Position, viewCenter).Length();
 }
Ejemplo n.º 8
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 public static void separate(Actor a, Actor b)
 {
     if (a.changeInPosition.Length() >
         b.changeInPosition.Length())
         a.Position -= a.changeInPosition;
     else
         b.Position -= b.changeInPosition;
 }
Ejemplo n.º 9
0
        //private static Vector2 smallForce = new Vector2(50,50);
        //http://en.wikipedia.org/wiki/Inelastic_collision
        public static Vector2[] collide(Actor a, Actor b)
        {
            Vector2 ua = a.Velocity;
            Vector2 ub = b.Velocity;
            float ma = a.Mass;
            float mb = b.Mass;

            //(cr * mb * (ub - ua) + ma * ua + mb * ua) / (ma + mb);
            Vector2 va = (cr * mb * (ub - ua) + ma * ua + mb * ua) / (ma + mb);
            Vector2 vb = (cr * ma * (ua - ub) + ma * ua + mb * ua) / (ma + mb);

            a.Velocity = va;
            b.Velocity = vb;

            Vector2[] res = { va, vb };
            return res;
        }
Ejemplo n.º 10
0
        public static void applyMovement(Actor a, float delta, Boolean applyFric )
        {
            Vector2 acc = a.Acceleration;
            Vector2 vel = a.Velocity;
            Vector2 pos = a.Position;

            //this is not used currently
            /*
            Vector2 accFric = -1 * vel;
            Vector2 accFricNormalize = accFric;
            if (!accFricNormalize.Equals(Vector2.Zero))
                accFricNormalize.Normalize();
            else
            {
                accFricNormalize.X = (float) Math.Cos(a.Rotation);
                accFricNormalize.Y = (float)Math.Sin(a.Rotation);
                accFricNormalize.Normalize();
                accFricNormalize = -1 * accFricNormalize;
            }
            */

            a.Velocity = acc * delta + a.MiscAcceleration * delta + vel;

            // cap the max speed for each state
            if (a.CurrState != Actor.state.Dashing
                && Math.Sqrt(magnitudeSquared(a.Velocity)) > a.MaxVel && !a.IsBeingKnockedBack)
                a.Velocity = vel = a.MaxVel * Vector2.Normalize(a.Velocity);
            else if(a.CurrState == Actor.state.Dashing
                && Math.Sqrt(magnitudeSquared(a.Velocity)) > a.MaxVelDash && !a.IsBeingKnockedBack)
                a.Velocity = a.MaxVelDash * Vector2.Normalize(a.Velocity);

            // cap total max speed
            if (Math.Sqrt(magnitudeSquared(a.Velocity)) > Actor.MAX_POSSIBLE_SPEED)
                a.velocity = Actor.MAX_POSSIBLE_SPEED * Vector2.Normalize(a.Velocity);

            //relative friction
            if (applyFric)
                a.Velocity = vel = uk * a.Velocity;

            //a.Position = pos = vel * delta + pos;
            Vector2 dV = vel * delta;

            a.move(dV.X, dV.Y);

            //Rotations
            //if ( !finalVelNormalize.Equals(Vector2.Zero))
            if (!acc.Equals(Vector2.Zero)) // turn direction to mirror controller
            {
                a.Rotation = VectorToAngle(a.Acceleration);
            }

            //update the bounds
            float s = (float)Math.Sin(a.Rotation);
            float c = (float)Math.Cos(a.Rotation);
            //rotate about the origin then add to position
            a.bounds.center.X = /*c * (a.Offset.X) - s * (a.Offset.Y) +*/ a.Position.X;
            a.bounds.center.Y = /* s * (a.Offset.X) + c * (a.Offset.Y) +*/ a.Position.Y;

            if (a is Shark)
            {
                Shark sh = (Shark)a;

                sh.mouthPoint = sh.Bounds.center;
                sh.mouthPoint.X += 100;

                RotatePoint(sh.Bounds.center.X, sh.Bounds.center.Y, sh.Rotation, ref sh.mouthPoint);

                sh.mouthCircle.center = sh.mouthPoint;
            }

            if (a is Penguin)
            {
                Penguin p = (Penguin)a;

                p.spearPoint = p.Bounds.center;
                p.spearPoint.X += p.spearLength;

                RotatePoint(p.Bounds.center.X, p.Bounds.center.Y, p.Rotation, ref p.spearPoint);

                p.spearCircle.center = p.spearPoint;

                p.spearDeflectorAura.center = p.Position;
            }

            a.acceleration     *= accDecay;
            a.MiscAcceleration *= accDecay;

            //zero if too small
            if ( Math.Abs(a.Velocity.X) < eps)
                a.velocity.X = 0;
            if ( Math.Abs(a.Velocity.Y) < eps)
                a.velocity.Y = 0;
            if ( Math.Abs(a.Acceleration.X) < eps)
                a.acceleration.X = 0;
            if ( Math.Abs(a.Acceleration.Y) < eps)
                a.acceleration.Y = 0;
        }
Ejemplo n.º 11
0
        private void keepInBounds(Actor a)
        {
            Rectangle aBounds = a.getBufferedRectangleBounds(0);

            if (!gameplayBoundaries.Contains(aBounds))
            {
                // 1.) determine the wall(s) with which we are colliding
                // 3.) ensure position within bounds
                // 2.) zero velocity and acceleration along those axes
                if (aBounds.Left < gameplayBoundaries.Left)
                {
                    a.move((float)Math.Abs(gameplayBoundaries.Left - aBounds.Left) + EPSILON, 0.0f);

                    if (a.velocity.X < 0.0f)
                        a.velocity.X = 0.0f;

                    //if (a.acceleration.X < 0.0f)
                    //    a.acceleration.X = 0.0f;
                    a.acceleration.X = -(a.acceleration.X);
                }

                if (aBounds.Right > gameplayBoundaries.Right)
                {
                    a.move(-((float)Math.Abs(gameplayBoundaries.Right - aBounds.Right) + EPSILON), 0.0f);

                    if (a.velocity.X > 0.0f)
                        a.velocity.X = 0.0f;

                    //if (a.acceleration.X > 0.0f)
                    //    a.acceleration.X = 0.0f;
                    a.acceleration.X = -(a.acceleration.X);
                }

                if (aBounds.Top < gameplayBoundaries.Top)
                {
                    a.move(0.0f, (float)Math.Abs(gameplayBoundaries.Top - aBounds.Top) + EPSILON);

                    if (a.velocity.Y < 0.0f)
                        a.velocity.Y = 0.0f;

                    //if (a.acceleration.Y < 0.0f)
                    //    a.acceleration.Y = 0.0f;
                    a.acceleration.Y = -(a.acceleration.Y);
                }

                if (aBounds.Bottom > gameplayBoundaries.Bottom)
                {
                    a.move(0.0f, -((float)Math.Abs(gameplayBoundaries.Bottom - aBounds.Bottom) + EPSILON));

                    if (a.velocity.Y > 0.0f)
                        a.velocity.Y = 0.0f;

                    //if (a.acceleration.Y > 0.0f)
                    //    a.acceleration.Y = 0.0f;
                    a.acceleration.Y = -(a.acceleration.Y);
                }
            }
        }
Ejemplo n.º 12
0
        private bool isOffScreen(Actor a)
        {
            Rectangle aBounds = a.getBufferedRectangleBounds(0);

            return !camera.View.Contains(aBounds) &&
                   !camera.View.Intersects(aBounds);
        }
Ejemplo n.º 13
0
        private bool isNearAPlayer(Actor a)
        {
            Vector2 aPos = a.Position;

            float minDist = 5000.0f;

            float currDist = 0.0f;

            foreach (Penguin p in players)
            {
                currDist = Vector2.Distance(p.Position, aPos);

                if (currDist < minDist)
                    minDist = currDist;
            }

            if (minDist <= SHARK_SPAWN_CLOSENESS_THRESHOLD)
                return true;

            return false;
        }
Ejemplo n.º 14
0
        private void wrapAround(Actor a)
        {
            Rectangle aBounds = a.getBufferedRectangleBounds(0);

            if (!gameplayBoundaries.Contains(aBounds))
            {
                // 1.) determine the wall(s) with which we are colliding
                // 2.) if we are completely outside on that wall, then
                //     reflect to the other side of the stage.
                // off the right side
                if (aBounds.Left >= gameplayBoundaries.Right)
                {
                    a.move(-(float)(gameplayBoundaries.Width + (aBounds.Left - gameplayBoundaries.Right)),
                                           0.0f);
                }
                // off the left side
                if (aBounds.Right <= gameplayBoundaries.Left)
                {
                    a.move((float)(gameplayBoundaries.Width + (gameplayBoundaries.Left - aBounds.Right)),
                       0.0f);
                }
                // off the bottom side
                if (aBounds.Top >= gameplayBoundaries.Bottom)
                {
                    a.move(0.0f,
                        -(float)((aBounds.Top - gameplayBoundaries.Bottom) + gameplayBoundaries.Height));

                }
                // off the top side
                if (aBounds.Bottom <= gameplayBoundaries.Top)
                {
                    a.move(0.0f,
                        (float)((gameplayBoundaries.Top - aBounds.Bottom) + gameplayBoundaries.Height));
                }
            }
        }
Ejemplo n.º 15
0
Archivo: Fish.cs Proyecto: atarng/JAMMM
 public override void handleAnimationComplete(Actor.AnimationType t)
 {
     if (t == Actor.AnimationType.Death)
         base.die();
 }