/// <summary> /// Add unit /// </summary> /// <param name="unitType">Unit</param> /// <param name="position">Pos</param> public static void AddEnemyUnit( Unit.UnitTypes unitType, Vector2 position, Unit.MovementPattern movementAI) { units.Add(new Unit(unitType, position, movementAI)); }
/// <summary> /// Test unit AI movement /// </summary> public static void TestUnitAI() { Unit testUnit = null; Mission dummyMission = null; TestGame.Start("TestUnitAI", delegate { dummyMission = new Mission(); testUnit = new Unit(UnitTypes.Corvette, Vector2.Zero, MovementPattern.StraightDown); // Call dummyMission.RenderLandscape once to initialize everything dummyMission.RenderLevelBackground(0); // Remove the all enemy units (the start enemies)+ all neutral objects dummyMission.numOfModelsToRender = 2; }, delegate { BaseGame.Device.Clear( ClearOptions.DepthBuffer | ClearOptions.Target, Color.Black, 1.0f, 0); TextureFont.WriteText(2, 30, "Press 1-0 to test all available movement patterns"); TextureFont.WriteText(2, 60, "Press C, S, F, R, A to switch unit type"); TextureFont.WriteText(2, 90, "Space restarts the current unit"); TextureFont.WriteText(2, 150, "Unit: "+testUnit.unitType); TextureFont.WriteText(2, 180, "Movement AI: " + testUnit.movementPattern); TextureFont.WriteText(2, 210, "Position: " + testUnit.position); TextureFont.WriteText(2, 240, "Speed: " + testUnit.speed); TextureFont.WriteText(2, 270, "LifeTime: " + (int)(testUnit.lifeTimeMs / 10) / 100.0f); ResetUnitDelegate ResetUnit = delegate(MovementPattern setPattern) { testUnit.movementPattern = setPattern; testUnit.position = new Vector2( RandomHelper.GetRandomFloat(-20, +20), Mission.SegmentLength/2); testUnit.hitpoints = testUnit.maxHitpoints; testUnit.speed = 0; testUnit.lifeTimeMs = 0; }; if (Input.KeyboardKeyJustPressed(Keys.D1)) ResetUnit(MovementPattern.StraightDown); if (Input.KeyboardKeyJustPressed(Keys.D2)) ResetUnit(MovementPattern.GetFasterAndMoveDown); if (Input.KeyboardKeyJustPressed(Keys.D3)) ResetUnit(MovementPattern.SinWave1); if (Input.KeyboardKeyJustPressed(Keys.D4)) ResetUnit(MovementPattern.SinWave2); if (Input.KeyboardKeyJustPressed(Keys.D5)) ResetUnit(MovementPattern.SinWave3); if (Input.KeyboardKeyJustPressed(Keys.D6)) ResetUnit(MovementPattern.CosWave1); if (Input.KeyboardKeyJustPressed(Keys.D7)) ResetUnit(MovementPattern.CosWave2); if (Input.KeyboardKeyJustPressed(Keys.D8)) ResetUnit(MovementPattern.CosWave3); if (Input.KeyboardKeyJustPressed(Keys.D9)) ResetUnit(MovementPattern.SweepLeft); if (Input.KeyboardKeyJustPressed(Keys.D0)) ResetUnit(MovementPattern.SweepRight); if (Input.KeyboardKeyJustPressed(Keys.Space)) ResetUnit(testUnit.movementPattern); if (Input.KeyboardKeyJustPressed(Keys.C)) testUnit.unitType = UnitTypes.Corvette; if (Input.KeyboardKeyJustPressed(Keys.S)) testUnit.unitType = UnitTypes.SmallTransporter; if (Input.KeyboardKeyJustPressed(Keys.F)) testUnit.unitType = UnitTypes.Firebird; if (Input.KeyboardKeyJustPressed(Keys.R)) testUnit.unitType = UnitTypes.RocketFrigate; if (Input.KeyboardKeyJustPressed(Keys.A)) testUnit.unitType = UnitTypes.Asteroid; // Update and render unit if (testUnit.Render(dummyMission)) // Restart unit if it was removed because it was too far down ResetUnit(testUnit.movementPattern); // Render all models the normal way for (int num = 0; num < dummyMission.numOfModelsToRender; num++) dummyMission.modelsToRender[num].model.Render( dummyMission.modelsToRender[num].matrix); BaseGame.MeshRenderManager.Render(); // Restore number of units as before. // Our test unit will be added next frame again. dummyMission.numOfModelsToRender = 2; // Show all effects (unit smoke, etc.) BaseGame.effectManager.HandleAllEffects(); }); }