Example #1
0
        public override void UpdateActions(GameTime gameTime)
        {
            float secFraction = gameTime.ElapsedGameTime.Milliseconds / (float)1000.0;
            Game1 game        = Game1.main_instance;

            // these are not smart bullets... they just go straight. :3


            // check whether we've left the player's local area entirely
            if (Vector3.DistanceSquared(world.Translation, game.protagonist.world.Translation) > 3000.0F * 3000.0F)
            {
                active = false;
                return;
            }



            // let's do collision detection against ships here, though
            // that way there should be no confusion about whether bullets move or do this check first...
            Vector3 future       = world.Translation + (velocity * secFraction);
            bool    removebullet = false;


            // is the player hit?
            if (from != game.protagonist &&
                Game1.TestLineSphereIntersection(world.Translation,
                                                 future,
                                                 game.protagonist.world.Translation,
                                                 game.spaceship.Meshes[0].BoundingSphere.Radius))
            {
                IOConsole.instance.WriteLine("player is hit.");
                game.protagonist.TakeHit(world.Translation, 0);
                removebullet = true;
            }



            // check all the other ships, if any >_<
            // foreach (ActorModel who in modelManager.models) // same problem as above with foreach()
            if (!removebullet)
            {
                for (int j = 0; j < game.modelManager.models.Count;)
                {
                    BasicSpaceshipActor who = game.modelManager.models[j] as BasicSpaceshipActor;

                    if (from != who &&
                        Game1.TestLineSphereIntersection(world.Translation,
                                                         future,
                                                         who.world.Translation,
                                                         who.model.Meshes[0].BoundingSphere.Radius * 1.1f)) // XXX are we supposed to add BoundingSphere.Center to the translation as an offset? let's assume not.
                    {
                        who.TakeHit(world.Translation, 0);
                        if (!who.active)
                        {
                            game.modelManager.models.RemoveAt(j);              // I guess they asploded?
                        }
                        removebullet = true;
                    }

                    ++j;
                }
            }

            // this is getting twisted now :(
            if (removebullet)
            {
                this.active = false;
            }
        }
Example #2
0
 public Bullet(Model m, BasicSpaceshipActor origin)
     : base(m)
 {
     from = origin;
 }
Example #3
0
 public Bullet(Model m, BasicSpaceshipActor origin)
     : base(m)
 {
     from = origin;
 }