private void SelectTarget(EnemyShip ship)
        {
            List <Ship> ships = ship.GameWorld.AllShips;

            //int index;// = RandomHelper.Rand() % ships.Count;

            //Locate nearest target
            Ship  targ     = null;
            float distance = float.PositiveInfinity;

            foreach (var item in ships)
            {
                if (item == ship)
                {
                    continue;
                }

                var tmpDist = (item.Position - ship.Position).Length();
                if (tmpDist < distance)
                {
                    distance = tmpDist;
                    targ     = item;
                }
            }

            //if (ships[index] == ship)
            //{
            //    index++;
            //    if (index == ships.Count) index = 0;
            //}

            ship.Target = targ;
        }
Exemple #2
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        public override void Exit(object owner)
        {
            EnemyShip ship = owner as EnemyShip;

            if (ship != null)
            {
                ship.VelocityScalar = 0.0f;
            }
        }
        public override void Enter(object owner)
        {
            EnemyShip ship = owner as EnemyShip;

            if (ship != null)
            {
                ship.VelocityScalar = 5000.0f;
            }
            curTime = 0.0;
        }
        public override void Enter(object owner)
        {
            EnemyShip ship = owner as EnemyShip;

            if (ship != null)
            {
                ship.VelocityScalar = 5000.0f;
                SelectTarget(ship);
            }
        }
        /// <summary>
        /// Initalize the game
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();

            debug = new DebugDraw(GraphicsDevice);

            // Load ship and add to collision manager
            Ship ship = new Ship(GraphicsDevice);

            ship.WorldBounds = new Vector3(WorldBoundX, 0.0f, WorldBoundZ);

            world.SetPlayer(ship);
            world.Player.Tag();

            // Load enemy ships and add to collision manager
            const int numEnemies = 3;

            for (int i = 0; i < numEnemies; i++)
            {
                EnemyShip enemy = new EnemyShip(GraphicsDevice);

                // Generate two floats between -1.0f and 1.0f
                float randX = RandomHelper.RandFloat();
                float randZ = RandomHelper.RandFloat();

                enemy.Position    = new Vector3(randX * WorldBoundX, 350.0f, randZ * WorldBoundZ);
                enemy.WorldBounds = new Vector3(WorldBoundX, 0.0f, WorldBoundZ);
                world.AddEnemy(enemy);
            }

            // Initialise the collidable objects
            InitializeCollidableObjects();

            // Set camera perspective
            float nearPlaneDistance = 100.0f;
            float farPlaneDistance  = 1000000.0f;

            // Create the view and projection matrices
            view = Matrix.CreateLookAt(new Vector3(0.0f, 40000.0f, 50.0f),
                                       new Vector3(0.0f, 0.0f, 0.0f),
                                       Vector3.UnitY);

            float aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height;

            projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, nearPlaneDistance, farPlaneDistance);

            InitializeBindings();
        }
Exemple #6
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        /// <summary>
        /// Initalize the game
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();

            debug = new DebugDraw(GraphicsDevice);

            // Load ship and add to collision manager
            ship = new Ship(GraphicsDevice);

            // Load enemy ships and add to collision manager
            const int numEnemies = 5;

            enemies = new List <EnemyShip>();
            Random rand = new Random();

            for (int i = 0; i < numEnemies; i++)
            {
                EnemyShip enemy = new EnemyShip(GraphicsDevice);

                // Generate two floats between -1.0f and 1.0f
                float randX = (float)(rand.NextDouble() - rand.NextDouble());
                float randZ = (float)(rand.NextDouble() - rand.NextDouble());

                enemy.Position = new Vector3(randX * 50000.0f, 350.0f, randZ * 50000.0f);
                enemies.Add(enemy);
            }

            // Initialise the collidable objects
            InitializeCollidableObjects();

            // Set the camera aspect ratio
            // This must be done after the class to base.Initalize() which will
            // initialize the graphics device.
            camera.AspectRatio = (float)graphics.GraphicsDevice.Viewport.Width /
                                 graphics.GraphicsDevice.Viewport.Height;


            // Perform an inital reset on the camera so that it starts at the resting
            // position. If we don't do this, the camera will start at the origin and
            // race across the world to get behind the chased object.
            // This is performed here because the aspect ratio is needed by Reset.
            UpdateCameraChaseTarget();
            camera.Reset();

            InitializeBindings();
        }
Exemple #7
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        public override void Execute(object owner, GameTime gameTime)
        {
            EnemyShip ship = owner as EnemyShip;

            if (ship == null)
            {
                return;
            }
            if (ship.GameWorld.CurrentTagger == null)
            {
                return;
            }
            Vector3 taggerPosition = ship.GameWorld.CurrentTagger.Position;

            ship.Direction = ship.Position - taggerPosition;
            ship.Direction.Normalize();
        }
        public override void Execute(object owner, GameTime gameTime)
        {
            EnemyShip ship = owner as EnemyShip;

            if (ship == null)
            {
                return;
            }
            if (curTime >= directionChangeTime)
            {
                curTime = 0.0;
                ship.SetRandomDirection();
            }
            else
            {
                curTime += gameTime.ElapsedGameTime.TotalSeconds;
            }
        }
        public override void Execute(object owner, GameTime gameTime)
        {
            EnemyShip ship = owner as EnemyShip;

            if (ship == null)
            {
                return;
            }

            if (ship.Target == null)
            {
                SelectTarget(ship);
            }

            if (ship.Target != null)
            {
                Vector3 targetPosition = ship.Target.Position;
                ship.Direction = targetPosition - ship.Position;
                ship.Direction.Normalize();
            }
        }
Exemple #10
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 public void AddEnemy(EnemyShip e)
 {
     e.GameWorld = this;
     enemies.Add(e);
     allShips.Add(e);
 }