public EnemySonar(Vector2 position, GameConstants.POINTDIR direction, Enemy sourceEnemy)
            : base(position)
        {
            active = true;
            this.direction = direction;
            isCollidable = false;

            this.sourceEnemy = sourceEnemy;

            base.Model = GameplayScreen._models["projectile"];

            // hitbox for collision
            //UpdateBoundingBox(base.Model, Matrix.CreateTranslation(base.Position), false, false);
            SetVerticalOffset(-20);
            SetDirection();
            base.HitboxHeight = 40;
            base.HitboxWidth = 300;
            //base.HitboxWidthOffset = 48;
            base.HitboxHeightOffset = 20;
        }
        public LaserProjectile(int column, int row, GameConstants.POINTDIR direction)
            : base(column, row)
        {
            base.Model = GameplayScreen._models["projectile"];
            Scale(1.9f, 3f, 3f);
            //Rotate(0f, 0f, 90f);
            //SetVerticalOffset();
            //SetHorizontalOffset(30);
            active = true;
            this.direction = direction;
            isCollidable = false ;

            SetDirection();

            // hitbox for collision
            UpdateBoundingBox(base.Model, Matrix.CreateTranslation(base.Position), false, false);

            soundEffects = new SoundEffectPlayer(this); //set up sound
            soundEffects.LoadSound("LaserWhirLoop", GameplayScreen._sounds["LaserWhirLoop"]);
            soundEffects.PlayAndLoopSound("LaserWhirLoop");
        }
Exemple #3
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        public override void LoadContent(ContentManager contentManager)
        {
            animmodel.LoadContent(contentManager);
            // Provides a hitbox for the block - Steven
            UpdateBoundingBox(animmodel.Model, Matrix.CreateTranslation(base.Position), false, false);
            base.HitboxWidth = 40;
            base.HitboxHeight = 16;
            base.HitboxHeightOffset = 20;
            soundEffects = new SoundEffectPlayer(this);
            SoundEffect sound = contentManager.Load<SoundEffect>("Sounds/DoombaLoop");
            soundEffects.LoadSound("Roomba", contentManager.Load<SoundEffect>("Sounds/DoombaLoop"));
            soundEffects.PlayAndLoopSound("Roomba");
            soundEffects.SoundInstances["Roomba"].Volume = 1f;
            base.LoadContent(contentManager);

            //attack range
            enemyRangeL = new Rectangle((int)(Position.X - (HitboxWidth * 10)), (int)(Position.Y + (HitboxHeight * 1.5)), (HitboxWidth * 10), (HitboxHeight));
            enemyRangeR = new Rectangle((int)(Position.X + (HitboxWidth)), (int)(Position.Y + (HitboxHeight * 1.5)), (HitboxWidth * 10), (HitboxHeight));

            // generate random direction and initialize
            Random rand = new Random();
            if (rand.Next(0, 1) == 0)
                direction = GameConstants.POINTDIR.pointLeft;
            else
                direction = GameConstants.POINTDIR.pointRight;
        }
Exemple #4
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        private void CheckEnemyBoxCollision(RenderContext renderContext)
        {
            elaspedTime += renderContext.GameTime.ElapsedGameTime.Milliseconds;
            if (renderContext.Player.Hitbox.Intersects(Hitbox))
            {
                renderContext.Player.TakeDamage(GameConstants.PLAYER_DAMAGE, renderContext.GameTime);
                movestate = !movestate;

                if (direction == GameConstants.POINTDIR.pointLeft && elaspedTime > TIME_DELAY)
                {

                    direction = GameConstants.POINTDIR.pointRight;
                    elaspedTime = 0;

                    return;
                }
                else if (direction == GameConstants.POINTDIR.pointRight && elaspedTime > TIME_DELAY)
                {

                    direction = GameConstants.POINTDIR.pointLeft;
                    elaspedTime = 0;

                    return;
                }

                return;
            }
            List<GameObject3D> checkBlocks = new List<GameObject3D>();
            checkBlocks.AddRange(renderContext.Level.gameObjects[typeof(PickableBox)]);
            checkBlocks.AddRange(renderContext.Level.gameObjects[typeof(Door)]);
            checkBlocks.AddRange(wallsToCheck);
            //Check collision of enemy against all objects in level except toggle switch and
            foreach (CellObject levelObject in checkBlocks)
            {

                if ((levelObject.isCollidable && Hitbox.Intersects(levelObject.Hitbox)
                    && levelObject.GetType() != typeof(ToggleSwitch)) ||
                    (Hitbox.Intersects(levelObject.Hitbox) && levelObject.GetType() == typeof(Character)))
                {
                    if (levelObject.GetType() == typeof(Character))
                    {

                    }
                    float wy = (levelObject.Hitbox.Width + Hitbox.Width)
                            * (levelObject.Hitbox.Center.Y - Hitbox.Center.Y);
                    float hx = ((Hitbox.Height) + levelObject.Hitbox.Height)
                             * (levelObject.Hitbox.Center.X - Hitbox.Center.X);

                    if (wy > hx)
                    {
                        //boxHitState = "Box Left";// left
                        movestate = false;
                        direction = GameConstants.POINTDIR.pointRight;

                    }
                    if (wy > -hx)
                    {
                        //boxHitState = "Box Right";// right
                        movestate = true;
                        direction = GameConstants.POINTDIR.pointLeft;
                    }

                }
            }
        }