Exemple #1
0
        private void UpdatePlayer(TimeSpan totalTime, TimeSpan elapsedTime,Player player)
        {
            // Lenkung
            if (player.WheelLeft)
                player.Direction -= (float)elapsedTime.TotalSeconds * 100;
            if (player.WheelRight)
                player.Direction += (float)elapsedTime.TotalSeconds * 100;

            // Beschleunigung & Bremse
            float targetSpeed = 0f;
            if (player.Acceleration)
                targetSpeed = 100f;
            if (player.Break)
                targetSpeed = -50f;

            int cellX = (int)(player.Position.X / Track.CELLSIZE);
            int cellY = (int)(player.Position.Y / Track.CELLSIZE);
            cellX = Math.Min(Track.Tiles.GetLength(0) - 1, Math.Max(0, cellX));
            cellY = Math.Min(Track.Tiles.GetLength(1) - 1, Math.Max(0, cellY));
            TrackTile tile = Track.Tiles[cellX, cellY];

            switch (tile)
            {
                case TrackTile.Dirt: targetSpeed *= 0.2f; break;
                case TrackTile.Gras: targetSpeed *= 0.8f; break;
                case TrackTile.Road: targetSpeed *= 1f; break;
                case TrackTile.Sand: targetSpeed *= 0.4f; break;
            }

            // Beschleunigung
            if (targetSpeed > player.Velocity)
            {
                player.Velocity += 80f * (float)elapsedTime.TotalSeconds;
                player.Velocity = Math.Min(targetSpeed, player.Velocity);
            }
            else if (targetSpeed < player.Velocity)
            {
                player.Velocity -= 100f * (float)elapsedTime.TotalSeconds;
                player.Velocity = Math.Max(targetSpeed, player.Velocity);
            }

            // Positionsveränderung
            float direction = (float)(player.Direction * Math.PI) / 180f;
            Vector velocity = new Vector(
                Math.Sin(direction) * player.Velocity * elapsedTime.TotalSeconds,
                -Math.Cos(direction) * player.Velocity * elapsedTime.TotalSeconds);
            player.Position += velocity;
        }
Exemple #2
0
        public Game(Track track)
        {
            Track = track;
            State = GameState.CountDown;
            CountDown = TimeSpan.FromSeconds(3);

            Vector goal = (Vector)Track.GoalPosition;

            Vector startOffset1 = default(Vector);
            Vector startOffset2 = default(Vector);

            float startRotation = 0f;

            switch (Track.GetTileByIndex((int)goal.X, (int)goal.Y))
            {
                case TrackTile.GoalDown:
                    startOffset1 = new Vector(0.75f, 0.25f);
                    startOffset2 = new Vector(0.25f, 0.25f);
                    startRotation = 180f;
                    break;
                case TrackTile.GoalLeft:
                    startOffset1 = new Vector(0.75f, 0.75f);
                    startOffset2 = new Vector(0.75f, 0.25f);
                    startRotation = -90f;
                    break;
                case TrackTile.GoalRight:
                    startOffset1 = new Vector(0.25f, 0.25f);
                    startOffset2 = new Vector(0.25f, 0.75f);
                    startRotation = 90f;
                    break;
                case TrackTile.GoalUp:
                    startOffset1 = new Vector(0.25f, 0.75f);
                    startOffset2 = new Vector(0.75f, 0.75f);
                    break;
            }

            Player1 = new Player()
            {
                Position = (Point)((goal + startOffset1) * Track.CELLSIZE),
                Direction = startRotation
            };
        }
Exemple #3
0
        /// <summary>
        /// Aktualisiert den gegebenen Spieler.
        /// </summary>
        /// <param name="totalTime">Die total abgelaufene Zeit.</param>
        /// <param name="elapsedTime">Die abgelaufene Zeit seit dem letzten Update.</param>
        /// <param name="player">Der Spieler.</param>
        private void UpdatePlayer(TimeSpan totalTime, TimeSpan elapsedTime, Player player)
        {
            // Lenkung
            if (player.WheelLeft)
                player.Direction -= (float)elapsedTime.TotalSeconds * 100;
            if (player.WheelRight)
                player.Direction += (float)elapsedTime.TotalSeconds * 100;

            // Beschleunigung & Bremse
            var targetSpeed = 0f;
            if (player.Acceleration)
                targetSpeed = 100f;
            if (player.Break)
                targetSpeed = -50f;

            // Anpassung je nach Untergrund
            targetSpeed *= Track.GetSpeedByPosition(player.Position);

            // Beschleunigung
            if (targetSpeed > player.Velocity)
            {
                player.Velocity += 80f * (float)elapsedTime.TotalSeconds;
                player.Velocity = Math.Min(targetSpeed, player.Velocity);
            }
            else if (targetSpeed < player.Velocity)
            {
                player.Velocity -= 100f * (float)elapsedTime.TotalSeconds;
                player.Velocity = Math.Max(targetSpeed, player.Velocity);
            }

            // Positionsveränderung
            var direction = (float)(player.Direction * Math.PI) / 180f;
            var velocity = new Vector(
                Math.Sin(direction) * player.Velocity * elapsedTime.TotalSeconds,
                -Math.Cos(direction) * player.Velocity * elapsedTime.TotalSeconds);
            player.Position += velocity;
        }
Exemple #4
0
        public Game()
        {
            State = GameState.CountDown;
            CountDown = TimeSpan.FromSeconds(3);

            Track = Track.LoadFromTxt("./Tracks/Track1.txt");

            Vector goal = Track.GetGoalPosition();
            Vector startOffset1 = new Vector();
            Vector startOffset2 = new Vector();
            float startRotation = 0f;
            switch (Track.GetTileByIndex((int)goal.X, (int)goal.Y))
            {
                case TrackTile.GoalDown:
                    startOffset1 = new Vector(0.75f, 0.25f);
                    startOffset2 = new Vector(0.25f, 0.25f);
                    startRotation = 180f;
                    break;
                case TrackTile.GoalLeft:
                    startOffset1 = new Vector(0.75f, 0.75f);
                    startOffset2 = new Vector(0.75f, 0.25f);
                    startRotation = -90f;
                    break;
                case TrackTile.GoalRight:
                    startOffset1 = new Vector(0.25f, 0.25f);
                    startOffset2 = new Vector(0.25f, 0.75f);
                    startRotation = 90f;
                    break;
                case TrackTile.GoalUp:
                    startOffset1 = new Vector(0.25f, 0.75f);
                    startOffset2 = new Vector(0.75f, 0.75f);
                    startRotation = 0f;
                    break;
            }

            Player1 = new Player() { Position = (goal + startOffset1) * Track.CELLSIZE, Direction = startRotation };
        }
Exemple #5
0
        public Game()
        {
            Track = Track.LoadFromTxt("./Tracks/Track1.txt");

            Player1 = new Player();
        }
Exemple #6
0
 public Game()
 {
     Player1 = new Player();
 }
Exemple #7
0
        /// <summary>
        /// Aktualisiert den gegebenen Spieler.
        /// </summary>
        /// <param name="totalTime">Die total abgelaufene Zeit.</param>
        /// <param name="elapsedTime">Die abgelaufene Zeit seit dem letzten Update.</param>
        /// <param name="player">Der Spieler.</param>
        private void UpdatePlayer(TimeSpan totalTime, TimeSpan elapsedTime, Player player)
        {
            player.TotalTime += elapsedTime;
            player.LapTime += elapsedTime;

            // Lenkung
            if (player.WheelLeft)
                player.Direction -= (float)elapsedTime.TotalSeconds * 100;
            if (player.WheelRight)
                player.Direction += (float)elapsedTime.TotalSeconds * 100;

            // Beschleunigung & Bremse
            var targetSpeed = 0f;
            if (player.Acceleration)
                targetSpeed = 100f;
            if (player.Break)
                targetSpeed = -50f;

            // Anpassung je nach Untergrund
            targetSpeed *= Track.GetSpeedByPosition(player.Position);

            // Beschleunigung
            if (targetSpeed > player.Velocity)
            {
                player.Velocity += 80f * (float)elapsedTime.TotalSeconds;
                player.Velocity = Math.Min(targetSpeed, player.Velocity);
            }
            else if (targetSpeed < player.Velocity)
            {
                player.Velocity -= 100f * (float)elapsedTime.TotalSeconds;
                player.Velocity = Math.Max(targetSpeed, player.Velocity);
            }

            // Positionsveränderung
            var direction = (float)(player.Direction * Math.PI) / 180f;
            var velocity = new Vector(
                Math.Sin(direction) * player.Velocity * elapsedTime.TotalSeconds,
                -Math.Cos(direction) * player.Velocity * elapsedTime.TotalSeconds);
            player.Position += velocity;

            // Goal State ermitteln
            var playerCell = Track.GetTileByPosition((Point)player.Position);
            if (((int)playerCell & 0xC) > 0)
            {
                // Player stelt in einer Goal-Zelle
                switch (playerCell)
                {
                    case TrackTile.GoalDown:
                        player.PositionRelativeToGoal = (player.Position.Y % Track.CELLSIZE < Track.CELLSIZE / 2) ? PlayerPositionRelativeToGoal.BeforeGoal : PlayerPositionRelativeToGoal.AfterGoal;
                        break;
                    case TrackTile.GoalLeft:
                        player.PositionRelativeToGoal = (player.Position.X % Track.CELLSIZE >= Track.CELLSIZE / 2) ? PlayerPositionRelativeToGoal.BeforeGoal : PlayerPositionRelativeToGoal.AfterGoal;
                        break;
                    case TrackTile.GoalRight:
                        player.PositionRelativeToGoal = (player.Position.X % Track.CELLSIZE < Track.CELLSIZE / 2) ? PlayerPositionRelativeToGoal.BeforeGoal : PlayerPositionRelativeToGoal.AfterGoal;
                        break;
                    case TrackTile.GoalUp:
                        player.PositionRelativeToGoal = (player.Position.Y % Track.CELLSIZE >= Track.CELLSIZE / 2) ? PlayerPositionRelativeToGoal.BeforeGoal : PlayerPositionRelativeToGoal.AfterGoal;
                        break;
                }
            }
            else
            {
                player.PositionRelativeToGoal = PlayerPositionRelativeToGoal.AwayFromGoal;
            }
        }