Example #1
0
    public override void Logic()
    {
        SearchTarget();

        if (target != null)
        {
            if (!target.IsAlive || !TargetInArea(target))
            {
                SetTarget(null);
            }
            else
            {
                float targetDir = TKMath.GetAngle(TurretPosition, target.Position);

                float dif = targetDir - aimDir;

                while (dif > 180)
                {
                    dif -= 360;
                }
                while (dif < -180)
                {
                    dif += 360;
                }

                aimDir += dif * TurnSpeed * Game.delta;
                aimDir  = TKMath.Mod(aimDir, -180, 180);

                if (ammo <= 0)
                {
                    reloadTimer.Logic();

                    if (reloadTimer.IsDone)
                    {
                        ammo = MaxAmmo;
                        reloadTimer.Reset();
                    }
                }
                else
                {
                    shootTimer.Logic();

                    if (shootTimer.IsDone)
                    {
                        if (!Map.RayTraceCollision(TurretPosition, target.Position, Vector2.Zero))
                        {
                            Shoot();
                            shootTimer.Reset();
                        }
                    }
                }
            }
        }
        else
        {
            aimDir += 25f * Game.delta;
        }
    }
Example #2
0
    public override void Logic()
    {
        if (target != null)
        {
            float targetDir = TKMath.GetAngle(TurretPosition, target.Position);

            float dif = targetDir - aimDir;

            while (dif > 180)
            {
                dif -= 360;
            }
            while (dif < -180)
            {
                dif += 360;
            }

            aimDir += dif * TurnSpeed * Game.delta;
            aimDir  = TKMath.Mod(aimDir, -180, 180);

            if (ammo <= 0)
            {
                reloadTimer.Logic();
                if (reloadTimer.IsDone)
                {
                    ammo = 5;
                }
            }
        }
        else
        {
            aimDir += 25f * Game.delta;
        }

        barrelPosition -= barrelPosition * 5f * Game.delta;

        headSprite.Rotation = aimDir;
    }