Example #1
0
        public override void DoPhysics()
        {
            // get direction to the current target
            Vector2 direction = OwnMath.GetDirectionToPoint(Position.ToPoint(), targetPos.ToPoint());

            // get the angle between the zombie and the player
            float angle    = OwnMath.CalculateAngleBetweenPoints(Position.ToPoint(), targetPos.ToPoint());
            float distance = direction.Length(); // distance equals the length of the vector

            direction.Normalize();               // normalize the direction to units

            // move the zombie and set the animation if the zombie didnt reach the player
            // basically follow the player
            if (distance > ATTACK_DISTANCE)
            {
                currentAnimationKey  = MOVE_ANIMATION_KEY;
                _physics.position.X += direction.X * _physics.speed;
                _physics.position.Y += direction.Y * _physics.speed;
            }
            else // if reached invoke the attack according to the fire rate
            {
                currentAnimationKey = ATTACK_ANIMATION_KEY; // set the animation to attack
                attackTimer        += gameTime.ElapsedGameTime.Milliseconds; // increase time
                if (attackTimer >= ATTACK_ANIMATION_TIMER)
                {
                    // Attack
                    zombieAttack.Invoke();
                    attackTimer = 0; // reset timer after reaching max
                }
            }

            _physics.rotation = angle;
        }
Example #2
0
        public Bullet(Texture2D Texture, Player player)
        {
            Random r = new Random();

            this.Texture = Texture;
            this.player  = player;

            damage = player.Damage;
            Console.WriteLine(damage);

            // spawn from the origin of the player
            Position = player.Position;
            // calculcate which direction the bullet will go
            direction = OwnMath.GetDirectionToPoint(player.Position.ToPoint(), player.Input.Cursor.Position.ToPoint());
            // get the rotation to the mouse pointer (equal be the player._physics.rotation)
            rotation = OwnMath.CalculateAngleBetweenPoints(player.Position.ToPoint(), player.Input.Cursor.Position.ToPoint());
            // default speed
            speed = 5f;
        }
Example #3
0
        public void Update(GameTime gameTime)
        {
            SpawnZombie(gameTime);

            // if any blood is animated then we make it disapear
            bloodAnimations.RemoveAll((b) => { return(b.Active == false); });

            // animate the bullets the player fired
            foreach (var bullet in bulletsFired)
            {
                bullet.Update(gameTime);
            }

            // animate all blood that is activated
            foreach (var blood in bloodAnimations)
            {
                blood.Update(gameTime);
            }

            // checks and remove the zombie with 0 health (or dead) from the list
            for (int i = 0; i < zombies.Count; i++)
            {
                if (!zombies[i].IsAlive)
                {
                    // increase kill points
                    zombiesKilledCounter++;
                    // remove zombie from zombie list
                    zombies.RemoveAt(i);
                    // when removing from a list, the zombie count decreases
                    i--;
                }
            }
            // update the zombie (important to do it after, so we wont animate the dead zombies)
            foreach (var zombie in zombies)
            {
                zombie.Update(gameTime, currentPlayer.Position);
            }
            // Checks the collision between the bullets and the zombies
            for (int i = 0; i < bulletsFired.Count; i++)
            {
                // the current bullet
                var bullet = bulletsFired[i];
                for (int j = 0; j < zombies.Count; j++)
                {
                    // current zombie
                    var zombie = zombies[j];
                    // the distance between the zombie and the bullet
                    var dist = OwnMath.GetDirectionToPoint(bullet.Position.ToPoint(), zombie.Position.ToPoint());
                    // if the distance is less than 20 (about zombie width)
                    // and the bullet is not removed already for other reason
                    if (dist.Length() < 20 && bulletsFired.Count > i)
                    {
                        // bullet hits, add points to the fighter ability charge
                        currentPlayer.abilityCharge += (int)bullet.damage;
                        bulletsFired.RemoveAt(i);
                        zombie.TakeDamage(bullet.damage);
                        bloodAnimations.Add(new Blood(Content, zombie.Position));
                    }
                }

                for (int j = 0; j < CurrentRoom.collideables.Count; j++)
                {
                    var col = CurrentRoom.collideables[j];

                    if (bullet.Rectangle.Intersects(col.Rectangle))
                    {
                        bulletsFired.Remove(bullet);
                        if (col.TakeDamage())
                        {
                            CurrentRoom.collideables.Remove(col);
                            if (col.Type == Component.ObjectType.SPAWN_POINT)
                            {
                                CurrentRoom.spawnPlaces.Remove(col.Position);
                            }
                        }
                    }
                }

                // if the bullet reached the screen bounds, remove it from the list
                if (bullet.Position.X > width - 50 || bullet.Position.Y > height - 50 || bullet.Position.X < 50 || bullet.Position.Y < 50)
                {
                    // if the bullet is not removed already for other reason
                    if (bulletsFired.Count > i)
                    {
                        bulletsFired.RemoveAt(i);
                    }
                }
            }

            if (CurrentRoom.DoorOpened)
            {
                Rectangle r1 = new Rectangle((int)currentPlayer.Position.X, (int)currentPlayer.Position.Y, currentPlayer.GetAnimation().Width / 2, currentPlayer.GetAnimation().Height / 2);
                if (r1.Intersects(CurrentRoom.Exit.Rectangle))
                {
                    Data.SetScore(Data.GetScore() + zombiesKilledCounter);
                    CurrentRoom.LoadMap();
                    ResetGame();
                }
            }
        }