Exemple #1
0
        /// <summary>
        /// Asetetaan uusi suunta. Hakee olioita edestä ja sivuilta ja arpoo tyhjistä kohdista uuden suunnan.
        /// Jos eteen tai sivuille ei pääse, uusi suunta on taaksepäin.
        /// </summary>
        private void SetNextDirectionAndDestination()
        {
            PhysicsObject owner = this.Owner as PhysicsObject;

            if (owner == null || owner.Game == null)
            {
                return;
            }

            Game          game       = owner.Game;
            List <Vector> directions = new List <Vector> {
                direction,
                Vector.FromLengthAndAngle(tileSize, direction.Angle - Angle.RightAngle),
                Vector.FromLengthAndAngle(tileSize, direction.Angle + Angle.RightAngle)
            };

            GameObject tile;
            double     radius = tileSize / 5;

            while (directions.Count > 0)
            {
                Vector directionCandidate = RandomGen.SelectOne <Vector>(directions);
                directions.Remove(directionCandidate);

                if (labyrinthWallTag != null)
                {
                    tile = game.GetObjectAt(owner.Position + directionCandidate, labyrinthWallTag, radius);
                }
                else
                {
                    tile = game.GetObjectAt(owner.Position + directionCandidate, radius);
                }

                //PhysicsObjects only!
                if (tile == null || tile as PhysicsObject == null || (owner.CollisionIgnoreGroup != 0 && (tile as PhysicsObject).CollisionIgnoreGroup == owner.CollisionIgnoreGroup))
                {
                    direction = directionCandidate.Normalize() * tileSize;
                    //direction.X = Math.Round(direction.X);
                    //direction.Y = Math.Round(direction.Y);

                    destination = owner.Position + direction;
                    return;
                }
            }

            direction = -direction.Normalize() * tileSize;
            //direction.X = Math.Round(direction.X);
            //direction.Y = Math.Round(direction.Y);

            destination = owner.Position + direction;
        }