Ejemplo n.º 1
0
 public MainHero(Texture2D Texture, Vector2 StartPos)
 {
     keyboardState = keyboardStatePast = new KeyboardState();
     width         = 57;
     height        = 57;
     position      = StartPos;
     texture       = Texture;
     speed         = 10f;
     health        = 5000;
     //rectangle = new Rectangle((int)StartPos.X, (int)StartPos.Y, Width, Height);
     rectangle = new RectangleV3(StartPos, width, height);
     guns      = new Weapon[4];
     guns[0]   = new Pistol();
     //guns[0].isEnemy = false;
     guns[1] = new Blaster();
     // guns[1].isEnemy = false;
     guns[2] = new Lightsaber();
     // guns[2].isEnemy = false;
     guns[3] = new Rocket();
     //  guns[3].isEnemy = false;
     //guns[1] = new Blaster();
     //guns[2] = new Lightsaber();
     abilities = new List <Ability>();
     //abilities.Add(new Standart(this));
 }
Ejemplo n.º 2
0
        /*   ~Monster()
         * {
         *     if(gun is Lightsaber)
         *     {
         *
         *     }
         * }*/

        public static void RandomSpawn(World world, GameTime gameTime)
        {
            elapsedSpawnTime += (float)gameTime.ElapsedGameTime.TotalMilliseconds;
            if (elapsedSpawnTime > reloadSpawn)
            {
                elapsedSpawnTime = 0f;

                int    min = 400; int max = 1200;
                Random rand = new Random();
                int    x; int y;

                x = rand.Next(-max, max);
                y = rand.Next(-max, max);
                RectangleV3 rec = new RectangleV3(new Vector2(x, y) + world.Hero.position, 50, 50);
                //Rectangle rec = new Rectangle(x, y, width, height);

                while (IntersectsWithCharAndWalls(rec, world.entities) ||
                       Math.Abs(y) * Math.Abs(y) + Math.Abs(x) * Math.Abs(x) < min * min)
                {
                    x   = rand.Next(-max, max);
                    y   = rand.Next(-max, max);
                    rec = new RectangleV3(new Vector2(x, y) + world.Hero.position, 50, 50);
                }

                Monster mon = new Monster(new Vector2(x, y) + world.Hero.position);
                mon.gun         = crGun(world);
                mon.gun.isEnemy = true;
                world.entities.Add(mon);
            }
        }
Ejemplo n.º 3
0
 public override void BeforeCheck(World world, GameTime gameTime)
 {
     flx  = false;
     fly  = false;
     recX = new RectangleV3(new Vector2((int)(Hero.position.X + Hero.move.X), (int)(Hero.position.Y)), Hero.width, Hero.height);
     recY = new RectangleV3(new Vector2((int)(Hero.position.X), (int)(Hero.position.Y + Hero.move.Y)), Hero.width, Hero.height);
 }
Ejemplo n.º 4
0
        public bool Intersect(RectangleV3 rectangle)
        {
            int     Xmin = (int)-centre.X; int Xmax = r.Width - (int)centre.X;
            int     Ymin = (int)-centre.Y; int Ymax = r.Height - (int)centre.Y;
            Vector2 V = new Vector2(rectangle.r.X - r.X, rectangle.r.Y - r.Y);

            int x = (int)(cos * (rectangle.x1 + V.X) + sin * (rectangle.y1 + V.Y)); int y = (int)(-sin * (rectangle.x1 + V.X) + cos * (rectangle.y1 + V.Y));

            if (Xmin <= x && Xmax >= x && Ymin <= y && Ymax >= y)
            {
                return(true);
            }
            x = (int)(cos * (rectangle.x2 + V.X) + sin * (rectangle.y2 + V.Y));  y = (int)(-sin * (rectangle.x2 + V.X) + cos * (rectangle.y2 + V.Y));
            if (Xmin <= x && Xmax >= x && Ymin <= y && Ymax >= y)
            {
                return(true);
            }
            x = (int)(cos * (rectangle.x3 + V.X) + sin * (rectangle.y3 + V.Y));  y = (int)(-sin * (rectangle.x3 + V.X) + cos * (rectangle.y3 + V.Y));
            if (Xmin <= x && Xmax >= x && Ymin <= y && Ymax >= y)
            {
                return(true);
            }
            x = (int)(cos * (rectangle.x4 + V.X) + sin * (rectangle.y4 + V.Y));  y = (int)(-sin * (rectangle.x4 + V.X) + cos * (rectangle.y4 + V.Y));
            if (Xmin <= x && Xmax >= x && Ymin <= y && Ymax >= y)
            {
                return(true);
            }
            //x = (int)(cos * (rectangle.centre.X + V.X) + sin * (rectangle.centre.Y + V.Y)); y = (int)(-sin * (rectangle.centre.X + V.X) + cos * (rectangle.centre.Y + V.Y));
            //if (Xmin <= x && Xmax >= x && Ymin <= y && Ymax >= y) return true;

            Xmin = (int)-rectangle.centre.X; Xmax = rectangle.r.Width - (int)rectangle.centre.X;
            Ymin = (int)-rectangle.centre.Y; Ymax = rectangle.r.Height - (int)rectangle.centre.Y;
            V    = new Vector2(r.X - rectangle.r.X, r.Y - rectangle.r.Y);

            x = (int)(rectangle.cos * (x1 + V.X) + rectangle.sin * (y1 + V.Y)); y = (int)(-rectangle.sin * (x1 + V.X) + rectangle.cos * (y1 + V.Y));
            if (Xmin <= x && Xmax >= x && Ymin <= y && Ymax >= y)
            {
                return(true);
            }
            x = (int)(rectangle.cos * (x2 + V.X) + rectangle.sin * (y2 + V.Y)); y = (int)(-rectangle.sin * (x2 + V.X) + rectangle.cos * (y2 + V.Y));
            if (Xmin <= x && Xmax >= x && Ymin <= y && Ymax >= y)
            {
                return(true);
            }
            x = (int)(rectangle.cos * (x3 + V.X) + rectangle.sin * (y3 + V.Y)); y = (int)(-rectangle.sin * (x3 + V.X) + rectangle.cos * (y3 + V.Y));
            if (Xmin <= x && Xmax >= x && Ymin <= y && Ymax >= y)
            {
                return(true);
            }
            x = (int)(rectangle.cos * (x4 + V.X) + rectangle.sin * (y4 + V.Y)); y = (int)(-rectangle.sin * (x4 + V.X) + rectangle.cos * (y4 + V.Y));
            if (Xmin <= x && Xmax >= x && Ymin <= y && Ymax >= y)
            {
                return(true);
            }
            // x = (int)(rectangle.cos * (centre.X + V.X) + rectangle.sin * (centre.Y + V.Y)); y = (int)(-rectangle.sin * (centre.X + V.X) + rectangle.cos * (centre.Y + V.Y));
            // if (Xmin <= x && Xmax >= x && Ymin <= y && Ymax >= y) return true;
            return(false);
        }
Ejemplo n.º 5
0
 public Wall(int x, int y)
 {
     //name = "wall";
     texture = iron;
     this.y  = y;
     this.x  = x;
     // rectangle = new Rectangle(x * CellWIDTH, y * CellHEIGHT, CellWIDTH, CellHEIGHT);
     rectangle = new RectangleV3(new Vector2(x * CellWIDTH, y * CellHEIGHT), CellWIDTH, CellHEIGHT);
 }
Ejemplo n.º 6
0
 public Monster(Vector2 StartPos)
 {
     position    = StartPos;
     speed       = 7f;
     health      = 1;
     rectangle   = new RectangleV3(new Vector2((int)position.X, (int)position.Y), width, height);
     gun         = new Lightsaber();
     gun.isEnemy = true;
 }
Ejemplo n.º 7
0
 public float existingTime = 8000; //положенное время существования
 public RocketFire(Vector2 startPosition, Vector2 direction, bool isEnemy)
 {
     this.damage    = 3;
     this.position  = startPosition;
     this.direction = direction;
     this.direction.Normalize();
     this.currentExistingTime = 0;
     rec          = new RectangleV3(startPosition, 0.5f, 0.5f, direction, width, height);
     this.isEnemy = isEnemy;
 }
Ejemplo n.º 8
0
        public void Check(World world)
        {
            bool        flx  = false;
            bool        fly  = false;
            RectangleV3 recX = new RectangleV3(new Vector2((int)(position.X + move.X), (int)(position.Y)), width, height);
            RectangleV3 recY = new RectangleV3(new Vector2((int)(position.X), (int)(position.Y + move.Y)), width, height);

            foreach (Entity e in world.entities)
            {
                if (!e.Equals(this))
                {
                    if (e is Wall)
                    {
                        Wall w = (Wall)e;
                        //if (Intersects(recX, w.rectangle))
                        if (w.rectangle.Intersect(recX))
                        {
                            flx = true;
                        }
                        if (w.rectangle.Intersect(recY))
                        {
                            fly = true;
                        }
                    }
                    else if (e is Character)
                    {
                        Character ch = (Character)e;
                        if (ch.rectangle.Intersect(recX))
                        {
                            flx = true;
                        }
                        if (ch.rectangle.Intersect(recY))
                        {
                            fly = true;
                        }
                    }
                }
            }
            if (!flx)
            {
                //rectangle.Move(new Vector2(move.X, 0));
                position.X += move.X;
            }
            if (!fly)
            {
                //rectangle.Move(new Vector2(0, move.Y));
                position.Y += move.Y;
            }
            rectangle.r.X = (int)position.X;
            rectangle.r.Y = (int)position.Y;
        }
Ejemplo n.º 9
0
        public LightsaberFire(Vector2 startPosition, Vector2 direction, bool isEnemy, Lightsaber lightsaber)
        {
            this.lightsaber = lightsaber;
            this.damage     = 1;
            this.position   = startPosition;
            this.direction  = direction;

            // rec2 = new RectangleV2(direction, width, height, startPosition);
            // rectangle = new Rectangle((int)startPosition.X, (int)startPosition.Y, width, height);
            rec          = new RectangleV3(startPosition, 0.5f, 0.5f, direction, width, height);
            this.isEnemy = isEnemy;


            /*  this.width = width;
             * this.height = height;
             * this.startpos = startpos;
             * Pos = startpos;
             * rectangle = new Rectangle((int)startpos.X, (int)startpos.Y, width, height);
             * Velocity = new Vector2(endpos.X-startpos.X , endpos.Y-startpos.Y);
             * rec2 = new RectangleV2(Velocity, width, height, startpos);
             * damage = 1;*/
        }
Ejemplo n.º 10
0
 static bool IntersectsWithCharAndWalls(RectangleV3 r, List <Entity> list)
 {
     foreach (Entity e in list)
     {
         if (e is Wall)
         {
             Wall wall = (Wall)e;
             if (r.Intersect(wall.rectangle))
             {
                 return(true);
             }
         }
         else if (e is Character)
         {
             Character ch = (Character)e;
             if (r.Intersect(ch.rectangle))
             {
                 return(true);
             }
         }
     }
     return(false);
 }