Example #1
0
        // Detectem colisions i actualitzem posicions, timers i flags del character
        public void Update(GameTime gameTime, List <Character> characterSprites)
        {
            if (isHit)
            {
                _PainTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
            }

            if (_PainTimer > 0.3f)
            {
                _PainTimer = 0f;
                isHit      = false;
            }

            //Reprodueix l'animació
            SetAnimations();
            float Framespeed = 0.2f * 4 / (4 + VectorOps.ModuloVector(VelocityInform));

            this._animationManager.Update(gameTime, Framespeed);

            //"Equació" per definir a quina capa es mostrarà el "sprite" perquè un personatge no li estigui trapitjant la cara al altre
            float LayerValue = this.Position.Y / 10000;

            if (LayerValue > 0.4)
            {
                Layer = 0.4f;
            }
            else
            {
                Layer = LayerValue + 0.01f;
            }
        }
Example #2
0
 //Actualitza la velocitat segons l'acceleració actual
 public void UpdateVelocity()
 {
     Velocity += Acceleration;
     if (VectorOps.ModuloVector(Velocity) > Velocity_Threshold)
     {
         Velocity = VectorOps.UnitVector(Velocity) * Velocity_Threshold;
     }
 }
 public bool IsNear(Vector2 position, float threshold)
 {
     if (VectorOps.ModuloVector(new Vector2(this.Position.X - position.X, this.Position.Y - position.Y)) < threshold)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
Example #4
0
 public bool IsNear(Vector2 position)
 {
     if (VectorOps.ModuloVector(new Vector2(this.Position.X - position.X, this.Position.Y - position.Y)) < radiumSlime)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
 public bool IsNear(Vector2 Position)
 {
     if ((VectorOps.ModuloVector(this.Position - Position)) > (Math.Max(this._texture.Width, this._texture.Height) * this.HitBoxScale * this.Scale))
     {
         return(false);
     }
     else
     {
         return(true);
     }
 }
Example #6
0
        //Aplica els efectes del fregament en el moviment
        public void UpdateFriction()
        {
            float VelocityModulo = VectorOps.ModuloVector(Velocity);

            VelocityModulo -= Friction;
            if (VelocityModulo > 0)
            {
                Velocity = VectorOps.UnitVector(Velocity) * VelocityModulo;
            }
            else
            {
                Velocity = Vector2.Zero;
            }
        }
 // constrctor per inicialitzar el projectil
 public Projectile(Vector2 origin, Vector2 target, float velocity, int shooterID, Texture2D texture, float scale, float damage, char projectileType)
     : base(texture)
 {
     this.ShooterID      = shooterID;
     this.origin         = origin;
     this.Target         = target;
     this.LinearVelocity = VectorOps.ModuloVector(new Vector2((origin.X - target.X), (origin.Y - target.Y))) / 20;
     this._texture       = texture;
     this.ProjectileType = projectileType;
     this.trajectory     = this.Target - this.origin;
     this.Position       = this.origin;
     this.Direction      = VectorOps.UnitVector(target - origin);
     this.Scale          = scale;
     this.Damage         = damage;
     this.Layer          = 0.01f;
     //IsSaltShoot = true;
 }
        // Mecànica de la sal directe
        private void DirectSaltUpdate(List <Character> characterList, List <ScenarioObjects> objectsList, Projectile projectile)
        {
            //Elimina la sal en un límit de distancia
            if (VectorOps.ModuloVector(projectile.Origin - projectile.Position) > 2000)
            {
                projectile.KillProjectile();
            }

            //Definim la colisió entre la sal
            foreach (var projectileItem in projectileList)
            {
                if ((projectile.DetectCollision(projectileItem)) && (projectileItem != projectile))
                {
                    projectile.KillProjectile();
                }
            }

            //Definir la colisió de la sal
            foreach (var character in characterList)
            {
                if (projectile.DetectCollision(character))
                {
                    if (projectile.ShooterID != character.IDcharacter)
                    {
                        // notificar el dany al personatge!!!
                        character.NotifyHit(projectile.Direction, projectile.ShooterID, projectile.Damage, projectile.LinearVelocity);
                        projectile.KillProjectile();
                    }
                }
            }

            foreach (var Object in objectsList)
            {
                if (projectile.DetectCollision(Object))
                {
                    projectile.KillProjectile();
                }
            }
        }
        // Mecànica de la sal no neutoniana
        private void SlimedSaltUpdate(List <Character> characterList, List <ScenarioObjects> objectsList, Projectile projectile)
        {
            //Elimina la sal en un límit de distancia
            if (VectorOps.ModuloVector(projectile.Origin - projectile.Position) > 2000)
            {
                projectile.KillProjectile();
            }

            //Definim la colisió entre la sal
            foreach (var projectileItem in projectileList)
            {
                if ((projectile.DetectCollision(projectileItem)) && (projectileItem != projectile))
                {
                    if (projectileItem.ProjectileType == 'S')
                    {
                        if (projectile.DetectBottomCollision(projectileItem))
                        {
                            projectile.Direction.Y = Math.Abs(projectile.Direction.Y);
                            projectile.HitCount++;
                        }

                        if (projectile.DetectTopCollision(projectileItem))
                        {
                            projectile.Direction.Y = -Math.Abs(projectile.Direction.Y);
                            projectile.HitCount++;
                        }

                        if (projectile.DetectRightCollision(projectileItem))
                        {
                            projectile.Direction.X = Math.Abs(projectile.Direction.X);
                            projectile.HitCount++;
                        }
                        if (projectile.DetectLeftCollision(projectileItem))
                        {
                            projectile.Direction.X = -Math.Abs(projectile.Direction.X);
                            projectile.HitCount++;
                        }
                    }
                    else
                    {
                        projectile.KillProjectile();
                    }
                }
            }

            //Definir la colisió de la sal
            foreach (var character in characterList)
            {
                if (projectile.DetectCollision(character))
                {
                    if ((projectile.ShooterID != character.IDcharacter) || (projectile.HitCount != 0))
                    {
                        // notificar el dany al personatge!!!
                        character.NotifyHit(projectile.Direction, projectile.ShooterID, projectile.Damage, projectile.LinearVelocity);
                        projectile.KillProjectile();
                    }
                }
            }

            foreach (var Object in objectsList)
            {
                if (projectile.DetectBottomCollision(Object))
                {
                    projectile.Direction.Y = Math.Abs(projectile.Direction.Y);
                    projectile.HitCount++;
                }

                if (projectile.DetectTopCollision(Object))
                {
                    projectile.Direction.Y = -Math.Abs(projectile.Direction.Y);
                    projectile.HitCount++;
                }

                if (projectile.DetectRightCollision(Object))
                {
                    projectile.Direction.X = Math.Abs(projectile.Direction.X);
                    projectile.HitCount++;
                }
                if (projectile.DetectLeftCollision(Object))
                {
                    projectile.Direction.X = -Math.Abs(projectile.Direction.X);
                    projectile.HitCount++;
                }
            }

            if (projectile.HitCount > 10)
            {
                projectile.KillProjectile();
            }
        }
        // Mecànica de la sal no neutoniana
        private void SlimedSaltUpdate(List <Character> characterList, List <ScenarioObjects> objectsList, Projectile projectile, bool testMode, Character Controllable)
        {
            //Elimina la sal en un límit de distancia
            if (VectorOps.ModuloVector(projectile.Origin - projectile.Position) > 2000)
            {
                projectile.KillProjectile();
                foreach (Character chara in characterList)
                {
                    if (chara.IDcharacter == projectile.ShooterID)
                    {
                        chara.BulletNumber--;
                    }
                }
            }


            //Definim la colisió entre la sal
            foreach (var projectileItem in projectileList)
            {
                if ((projectile.DetectCollision(projectileItem)) && (projectileItem != projectile))
                {
                    if (projectileItem.ProjectileType == 'S')
                    {
                        Vector2 Velocity = new Vector2(projectile.LinearVelocity * projectile.Direction.X, projectile.LinearVelocity * projectile.Direction.X);
                        if (projectile.DetectBottomCollision(projectileItem))
                        {
                            //projectile.Direction.Y = Math.Abs(projectile.Direction.Y);
                            Velocity.Y = Math.Abs(projectileItem.Velocity.Y);
                            projectile.HitCount++;
                        }

                        if (projectile.DetectTopCollision(projectileItem))
                        {
                            //projectile.Direction.Y = -Math.Abs(projectile.Direction.Y);
                            Velocity.Y = -Math.Abs(projectileItem.Velocity.Y);
                            projectile.HitCount++;
                        }

                        if (projectile.DetectRightCollision(projectileItem))
                        {
                            //projectile.Direction.X = Math.Abs(projectile.Direction.X);
                            Velocity.X = Math.Abs(projectileItem.Velocity.X);
                            projectile.HitCount++;
                        }
                        if (projectile.DetectLeftCollision(projectileItem))
                        {
                            //projectile.Direction.X = -Math.Abs(projectile.Direction.X);
                            Velocity.X = -Math.Abs(projectileItem.Velocity.X);
                            projectile.HitCount++;
                        }

                        projectile.LinearVelocity = VectorOps.ModuloVector(Velocity);
                        projectile.Direction      = new Vector2(Velocity.X / projectile.LinearVelocity, Velocity.Y / projectile.LinearVelocity);
                    }
                    else
                    {
                        projectile.KillProjectile();
                        foreach (Character chara in characterList)
                        {
                            if (chara.IDcharacter == projectile.ShooterID)
                            {
                                chara.BulletNumber--;
                            }
                        }
                    }
                }
            }

            //Definir la colisió de la sal
            foreach (var character in characterList)
            {
                if (projectile.DetectCollision(character))
                {
                    if ((projectile.ShooterID != character.IDcharacter) || (projectile.HitCount != 0))
                    {
                        //info del qui dispara
                        float shooterAttack = 1f;
                        char  shooterType   = 'B';
                        foreach (var chara in characterList)
                        {
                            if (chara.IDcharacter == projectile.ShooterID)
                            {
                                shooterAttack = chara.Attack;
                                shooterType   = chara.charType;
                            }
                        }
                        // notificar el dany al personatge!!!
                        if ((!character.SlugHability) || (!((character.charType == 'S') || (character.charCopied == 'S'))))
                        {
                            character.NotifyHit(projectile.Direction, projectile.ShooterID, projectile.Damage, projectile.LinearVelocity, shooterAttack, shooterType);
                        }
                        bool Rejected = false;

                        if ((character.charType == 'S') || (character.charCopied == 'S'))
                        {
                            Random bulletRejected = new Random();
                            if (character.SlugHability)
                            {
                                Rejected = true;
                            }
                            if (bulletRejected.Next(0, 9) == 0)
                            {
                                Rejected = true;
                            }
                        }
                        //Destrueix l'objecte
                        projectile.KillProjectile();
                        foreach (Character chara in characterList)
                        {
                            if (chara.IDcharacter == projectile.ShooterID)
                            {
                                chara.BulletNumber--;
                            }
                        }

                        if ((Rejected) && ((testMode) || (character.IDcharacter == Controllable.IDcharacter)))
                        {
                            newProjectile.Add(new Projectile(projectile.Position, projectile.Position - (projectile.Direction * VectorOps.ModuloVector(projectile.Origin - projectile.Target)), masterProjVelocity, character.IDcharacter, projectile._texture, masterProjScale, projectile.Damage, projectile.ProjectileType, character.NextProjectileID)
                            {
                                delayGeneration = 200,
                            });
                            character.NextProjectileID++;
                        }
                    }
                }
            }

            foreach (var Object in objectsList)
            {
                if (projectile.DetectBottomCollision(Object))
                {
                    projectile.Direction.Y = Math.Abs(projectile.Direction.Y);
                    projectile.HitCount++;
                }

                if (projectile.DetectTopCollision(Object))
                {
                    projectile.Direction.Y = -Math.Abs(projectile.Direction.Y);
                    projectile.HitCount++;
                }

                if (projectile.DetectRightCollision(Object))
                {
                    projectile.Direction.X = Math.Abs(projectile.Direction.X);
                    projectile.HitCount++;
                }
                if (projectile.DetectLeftCollision(Object))
                {
                    projectile.Direction.X = -Math.Abs(projectile.Direction.X);
                    projectile.HitCount++;
                }
            }

            if (projectile.HitCount > 10)
            {
                projectile.KillProjectile();
                foreach (Character chara in characterList)
                {
                    if (chara.IDcharacter == projectile.ShooterID)
                    {
                        chara.BulletNumber--;
                    }
                }
            }
        }