Example #1
0
        //compiles the path
        public List<Coord> GetPath(Coord startPos, Coord endPos, ref Map m) {
            //round down coords to lock to tiles
            int startX = (int)(startPos.X);
            int startY = (int)(startPos.Y);
            int endX = (int)(endPos.X);
            int endY = (int)(endPos.Y);
            //create nodemap
            Node[,] nodeMap = new Node[m.ObjectMap.GetLength(0), m.ObjectMap.GetLength(1)];
            for (int x = 0; x < nodeMap.GetLength(0); x++) {
                for (int y = 0; y < nodeMap.GetLength(1); y++) {
                    if (m.ObjectMap[x, y] != null) {
                        nodeMap[x, y] = new Node(new Coord(x, y), m.ObjectMap[x, y].collision, new Coord(endX, endY), null);
                    } else {
                        nodeMap[x, y] = new Node(new Coord(x, y), false, new Coord(endX, endY), null);
                    }
                }
            }

            bool success = Search(nodeMap[startX, startY], new Coord(startX, startY), new Coord(endX, endY), ref nodeMap);
            if (success) {
                List<Coord> path = new List<Coord>();
                Node n = nodeMap[endX, endY];
                while (n.parent != null) {
                    path.Add(new Coord(n.location.X + (random.Next(-3, 3) * .1), n.location.Y + (random.Next(-3, 3) * .1)));
                    n = n.parent;
                }
                path.Reverse();
                return path;
            } else {
                //return empty list if search is not successful
                return new List<Coord>();
            }
        }
Example #2
0
        //returns true if the entity should shoot
        public bool UpdateAI(ref Map m, double elapsedTime, Coord player) {
            //define the triangle within which the character scans
            List<Coord> triangle = new List<Coord>();
            triangle.Add(loc);
            triangle.Add(new Coord((loc.X + Math.Cos(direction + scanArc) * visionRange), (loc.Y + Math.Sin(direction + scanArc) * visionRange)));
            triangle.Add(new Coord((loc.X + Math.Cos(direction - scanArc) * visionRange), (loc.Y + Math.Sin(direction - scanArc) * visionRange)));

            //update timer
            scanTimer += elapsedTime;
            if (moveQueue.Count > 0) {
                //Find the shortest way to turn to the direction it's headed in
                if (heading - direction <= Math.PI && heading - direction > 0) {
                    Rotate(10 * turnSpeed);
                    if (direction > heading) {
                        direction = heading;
                    }
                } else if (direction - heading >= -Math.PI && heading - direction <= 0) {
                    Rotate(10 * -turnSpeed);
                    if (direction < heading) {
                        direction = heading;
                    }
                }
                if (Move(elapsedTime, moveQueue.Peek())) {
                    Coord temp = new Coord(moveQueue.Peek().X - loc.X, moveQueue.Peek().Y - loc.Y);
                    heading = Math.Atan2(temp.Y, temp.X);
                    moveQueue.Dequeue();
                }
            } else {
                //if the player is not yet found, pan to look for him and listen for his shots
                if (!aggro) {
                    if (playerLoc != null) {
                        List<Coord> path = GetPath(loc, playerLoc, ref m);
                        foreach(Coord c in path) {
                            moveQueue.Enqueue(c);
                        }
                        playerLoc = null;
                    }
                    //pan around looking for player
                    if (scanTimer < scanTime / 4) {
                        Rotate(2 * turnSpeed);
                    } else if (scanTimer < scanTime * 3 / 4) {
                        Rotate(-2 * turnSpeed);
                    } else if (scanTimer < scanTime) {
                        Rotate(2 * turnSpeed);
                    } else {
                        scanTimer = 0;
                    }
                    //Pathfinding with sound
                    if (m.sounds.Count > 0) {
                        Coord start = m.sounds[m.sounds.Count - 1];
                        double dist = Math.Sqrt(Math.Pow(start.X - loc.X, 2) + Math.Pow(start.Y - loc.Y, 2));
                        if (dist < scanRange) {
                            //find a path to the sound and put it on move queue
                            moveQueue.Clear();
                            List<Coord> path = GetPath(loc, m.sounds[m.sounds.Count - 1], ref m);
                            foreach (Coord point in path) {
                                moveQueue.Enqueue(point);
                            }
                        }
                    }
                } else {
                    playerLoc = player;
                    direction = Math.Atan2(player.Y - loc.Y, player.X - loc.X);
                }
            }

            if (IsPointInPolygon(triangle, player)) {
                aggro = true;
                if (weapon.CheckFireRate(elapsedTime)) {
                    return true;
                } else {
                    return false;
                }
            } else {
                aggro = false;
                    return false;
            }
        }
Example #3
0
 //Creates a single riot enemy
 public static void CreateRiotEnemy(ref List<Enemy> enemies, ContentManager Content, Camera c, Map m, double x, double y, float dir) {
     enemies.Add(new RiotEnemy(Content, x, y, "NoTexture", PlayerPos.CalcRectangle(c.camPos.X, c.camPos.Y, x, y, m.TileSize, c.xOffset, c.yOffset), dir));
 }
Example #4
0
 //Shoots the player's current gun
 public static void ShootWeapon(Character player, MouseState mState, MouseState oldMState, List<Projectile> projectiles, bool temp, Camera c, ContentManager Content, Queue<SoundEffect> curSounds, Dictionary<string, SoundEffect> soundEffects, ref Map m) {
     if (!player.IsMeleeing && !(SkillSystem.skills[2].Active && player.IsSprinting)) {
         if (player.Weapon.Auto) {
             if (oldMState.LeftButton == ButtonState.Pressed) {
                 if (temp) {
                     SoundEffect TempSound;
                     //enqueue gunshot sound
                     //only shoot if not a null projectile
                     Projectile p = player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                     if (p != null) {
                         //create new projectile
                         projectiles.Add(p);
                         //load and enqueue sound
                         soundEffects.TryGetValue("gunshot", out TempSound);
                         curSounds.Enqueue(player.Weapon.ShootSound);
                         m.sounds.Add(player.Loc);
                         //add the player's sound to the map's sound queue for AI to detect
                         m.sounds.Add(player.Loc);
                         c.screenShake = true;
                     } else {
                         player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                         //enqueue gun click sound if empty
                         soundEffects.TryGetValue("emptyClick", out TempSound);
                         curSounds.Enqueue(TempSound);
                     }
                 }
             }
         } else {
             if (oldMState.LeftButton == ButtonState.Pressed && mState.LeftButton != ButtonState.Pressed) {
                 if (temp) {
                     if (player.Weapon.Name.Equals("Shotgun")) {
                         SoundEffect TempSound;
                         //enqueue gunshot sound
                         //only shoot if not a null projectile
                         Projectile p = player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                         if (p != null) {
                             player.Weapon.Ammo[0] += 2;
                             Projectile p2 = player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                             Projectile p3 = player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                             projectiles.Add(p);
                             projectiles.Add(p2);
                             projectiles.Add(p3);
                             soundEffects.TryGetValue("shotgunSound.wav", out TempSound);
                             curSounds.Enqueue(player.Weapon.ShootSound);
                             m.sounds.Add(player.Loc);
                             c.screenShake = true;
                         } else {
                             player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                             //enqueue gun click sound if empty
                             soundEffects.TryGetValue("emptyClick", out TempSound);
                             curSounds.Enqueue(TempSound);
                         }
                     } else {
                         SoundEffect TempSound;
                         //enqueue gunshot sound
                         //only shoot if not a null projectile
                         Projectile p = player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                         if (p != null) {
                             projectiles.Add(p);
                             soundEffects.TryGetValue("gunshot", out TempSound);
                             curSounds.Enqueue(player.Weapon.ShootSound);
                             m.sounds.Add(player.Loc);
                             c.screenShake = true;
                         } else {
                             player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                             //enqueue gun click sound if empty
                             soundEffects.TryGetValue("emptyClick", out TempSound);
                             curSounds.Enqueue(TempSound);
                         }
                     }
                 }
             }
         }
     }
 }
Example #5
0
 //Creates a single normal enemy
 public static void CreateNormalEnemy(ref List<Enemy> enemies, ContentManager Content, Camera c, Map m, double x, double y, float dir) {
     Enemy e = new Enemy(Content, x, y, "NoTexture", PlayerPos.CalcRectangle(c.camPos.X, c.camPos.Y, x, y, m.TileSize, c.xOffset, c.yOffset), dir);
     e.EntTexture = Content.Load<Texture2D>("Enemy" + rng.Next(1, 4));
     enemies.Add(e);
 }