Exemple #1
0
        public override void Update(GameTime gameTime)
        {
            Vector3 cur_pos;

            // update for bullet's view
            for (int i = 0; i < gameP.Components.Count; i++)
            {
                if (gameP.Components[i] is Bullet)
                {
                    cur_pos = ((Bullet)(gameP.Components[i])).Position;
                    // means outstanding bullet in the room
                    if (wall_collision(cur_pos.X) || wall_collision(cur_pos.Y) || wall_collision(cur_pos.X))
                    {
                        // bullet out of bound
                        gameP.Components.RemoveAt(i);
                        break;
                    }
                    else
                    {
                        if (bullet != null)
                        {
                            bullet.ViewMatrix = viewMatrix;
                            bullet.ProjectionMatrix = projectionMatrix;
                        }
                        else
                        {
                            bullet = (Bullet)(gameP.Components[i]);
                            bullet.ViewMatrix = viewMatrix;
                            bullet.ProjectionMatrix = projectionMatrix;
                        }
                    }
                }
            }

            base.Update(gameTime);
        }
Exemple #2
0
        public void Shoot()
        {
            audioComponent.PlayCue("shoot");
            bullet = new Bullet(gameP);

            bullet.Coefficient_A_Materials = new Vector4(0.8f, 0.8f, 0.8f, 1.0f);
            bullet.Coefficient_D_Materials = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
            bullet.Coefficient_S_Materials = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
            bullet.Position = position;
            bullet.ViewMatrix = viewMatrix;
            bullet.ProjectionMatrix = projectionMatrix;
            bullet.Trajectory = Vector3.Normalize(lookAtVec);
            bullet.WorldMatrix = Matrix.Identity*Matrix.CreateTranslation(bullet.Position);
            bullet.gWVP = bullet.WorldMatrix * viewMatrix * projectionMatrix;

            bullet.BulletEffect = gameP.Content.Load<Effect>("DungeonEffect");
            bullet.BulletEffect.CurrentTechnique = bullet.BulletEffect.Techniques["myTech"];
            gameP.Components.Add(bullet);
        }
Exemple #3
0
        public override void Update(GameTime gameTime)
        {
            Vector3 cur_pos;
            
            // update for bullet's view
            for (int i = 0; i < gameP.Components.Count; i++)
            {
                if (gameP.Components[i] is Bullet)
                {
                    bullet = (Bullet)gameP.Components[i];
                    cur_pos = bullet.Position;
                    //cur_pos = ((Bullet)(gameP.Components[i])).Position;
                    // means outstanding bullet in the room
                    if (wall_collision(cur_pos.X) || wall_collision(cur_pos.Y) || wall_collision(cur_pos.X))
                    {
                        // bullet out of bound
                        gameP.Components.RemoveAt(i);
                        break;
                    }
                    else 
                    {
                        bullet.ViewMatrix = viewMatrix;
                        bullet.ProjectionMatrix = projectionMatrix;
                    }
                }
            }
            
            //Check to see if dinosaur has eaten me.
            bool hit = false;
            BoundingSphere[] bounds = ((Game1)this.Game).enemy.Bounds;
            foreach (BoundingSphere sphere in bounds)
            {
                hit |= this.Bounds.Intersects(sphere);
            }
            if (hit)
            {
                //Get an x and z at a safe distance from enemy.
                Vector3 enemyPosition = (this.Game as Game1).enemy.Position;
                Vector3 newPosition = Vector3.Zero;
                do
                {
                    newPosition.X = 200 * (float)this.rng.NextDouble();
                    newPosition.Z = 200 * (float)this.rng.NextDouble();

                } while (Vector3.DistanceSquared(enemyPosition, newPosition) < 2500);

                float x = 200 * (float)this.rng.NextDouble();
                float z = 200 * (float)this.rng.NextDouble();
                this.Position = new Vector3(x, this.Position.Y, z);
                Console.WriteLine("You Died!");
            }

            base.Update(gameTime);
        }