public override void Exit() { AIFighter fighter = (AIFighter)Entity; fighter.Path.Waypoints.Clear(); fighter.Path.DrawPath = false; }
public override void Update(GameTime gameTime) { float timeDelta = (float)gameTime.ElapsedGameTime.TotalSeconds; float range = 30.0f; timeShot += timeDelta; float fov = MathHelper.PiOver4; // Can I see the leader? Fighter leader = XNAGame.Instance.Leader; if ((leader.Position - Entity.Position).Length() > range) { // Is the leader inside my FOV AIFighter fighter = (AIFighter)Entity; fighter.SwicthState(new IdleState(fighter)); } else { float angle; Vector3 toEnemy = (leader.Position - Entity.Position); toEnemy.Normalize(); angle = (float)Math.Acos(Vector3.Dot(toEnemy, Entity.Look)); if (angle < fov) { if (timeShot > 0.25f) { Lazer lazer = new Lazer(); lazer.Position = Entity.Position; lazer.Look = Entity.Look; XNAGame.Instance.Children.Add(lazer); timeShot = 0.0f; } } } }
public override void Enter() { AIFighter fighter = (AIFighter)Entity; fighter.SteeringBehaviours.turnOffAll(); fighter.SteeringBehaviours.turnOn(SteeringBehaviours.behaviour_type.offset_pursuit); fighter.SteeringBehaviours.turnOn(SteeringBehaviours.behaviour_type.obstacle_avoidance); fighter.offset = new Vector3(0, 0, 5); fighter.Leader = XNAGame.Instance.Leader; }
public override void Update(GameTime gameTime) { float range = 30.0f; // Can I see the leader? Fighter leader = XNAGame.Instance.Leader; if ((leader.Position - Entity.Position).Length() < range) { // Is the leader inside my FOV AIFighter fighter = (AIFighter)Entity; fighter.SwicthState(new AttackingState(fighter)); } }
public override void Enter() { AIFighter fighter = (AIFighter)Entity; if (initialPos == Vector3.Zero) { initialPos = fighter.Position; } fighter.Path.Waypoints.Add(initialPos); fighter.Path.Waypoints.Add(initialPos + new Vector3(-50, 0, -80)); fighter.Path.Waypoints.Add(initialPos + new Vector3(0, 0, -160)); fighter.Path.Waypoints.Add(initialPos + new Vector3(50, 0, -80)); fighter.Path.Looped = true; fighter.Path.DrawPath = true; fighter.SteeringBehaviours.turnOffAll(); fighter.SteeringBehaviours.turnOn(SteeringBehaviours.behaviour_type.follow_path); fighter.SteeringBehaviours.turnOn(SteeringBehaviours.behaviour_type.obstacle_avoidance); }
public static void setUpStateMachineDemo() { List<Entity> children = XNAGame.Instance().Children; Ground ground = new Ground(); children.Add(ground); XNAGame.Instance().Ground = ground; AIFighter aiFighter = new AIFighter(); aiFighter.pos = new Vector3(-20, 50, 50); aiFighter.maxSpeed = 16.0f; aiFighter.SwicthState(new IdleState(aiFighter)); aiFighter.Path.DrawPath = true; children.Add(aiFighter); Fighter fighter = new Fighter(); fighter.ModelName = "ship2"; fighter.SteeringBehaviours.turnOn(SteeringBehaviours.behaviour_type.arrive); fighter.SteeringBehaviours.turnOn(SteeringBehaviours.behaviour_type.obstacle_avoidance); fighter.SteeringBehaviours.turnOn(SteeringBehaviours.behaviour_type.wall_avoidance); fighter.pos = new Vector3(10, 50, 0); fighter.targetPos = aiFighter.pos + new Vector3(-50, 0, -80); children.Add(fighter); Fighter camFighter = new Fighter(); camFighter.Leader = fighter; camFighter.offset = new Vector3(0, 5, 10); camFighter.pos = fighter.pos + camFighter.offset; camFighter.SteeringBehaviours.turnOn(SteeringBehaviours.behaviour_type.offset_pursuit); camFighter.SteeringBehaviours.turnOn(SteeringBehaviours.behaviour_type.wall_avoidance); camFighter.SteeringBehaviours.turnOn(SteeringBehaviours.behaviour_type.obstacle_avoidance); XNAGame.Instance().CamFighter = camFighter; children.Add(camFighter); XNAGame.Instance().Leader = fighter; Camera camera = XNAGame.Instance().Camera; camera.pos = new Vector3(0.0f, 60.0f, 100.0f); }