Exemple #1
0
        public override void Update(GameTime gameTime)
        {
            boostedMobs.Clear();
            float updateSpeed = tempSpeedInc + speed;

            tempSpeedInc = 0;
            if (!knockBacked)
            {
                Vector2 dir  = (player.Location + new Vector2(player.Width / 2, player.Height / 2) - loc - new Vector2(Width / 2, Height / 2));
                float   dist = dir.Length();
                dir.Normalize();
                Vector2 tempLoc = new Vector2(loc.X + dir.X * updateSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds,
                                              loc.Y + dir.Y * updateSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds);
                Mob mob = Game1.IsSpaceOcupied(this, tempLoc);
                if (mob == null)
                {
                    loc += dir * updateSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
                }
                else
                {
                    if (mob.GetType() != typeof(Player))
                    {
                        loc += dir * updateSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;

                        if (!mob.boostedMobs.Contains(this))
                        {
                            mob.AddSpeedForUpdate(speed / 2);
                            this.boostedMobs.Add(mob);
                        }
                    }
                }
                if (dist < Weapon.meleeStats.Range)
                {
                    Weapon.FireMelee(loc, dir);
                }
            }
            else
            {
                Vector2   tempLoc = loc + knockBackDir * (float)gameTime.ElapsedGameTime.TotalSeconds * knockBackSpeed;
                Rectangle arena   = Game1.Arena_Bounds;

                if (tempLoc.X < arena.X)
                {
                    loc.X       = arena.X;
                    knockBacked = false;
                }
                else if (tempLoc.X + Width > arena.Width + arena.X)
                {
                    loc.X       = arena.Width + arena.X - Width;
                    knockBacked = false;
                }
                else
                {
                    loc.X = tempLoc.X;
                }
                if (tempLoc.Y < arena.Y)
                {
                    loc.Y       = arena.Y;
                    knockBacked = false;
                }
                else if (tempLoc.Y + Height > arena.Height + arena.Y)
                {
                    loc.Y       = arena.Height + arena.Y - Height;
                    knockBacked = false;
                }
                else
                {
                    loc.Y = tempLoc.Y;
                }
            }

            base.Update(gameTime);
            if (currAnim == AnimationState.Walking && animTimer >= WALK_ANIM_DURATION_MS)
            {
                if (animFrame >= walkAnimFrames - 1)
                {
                    animFrame = 0;
                }
                else
                {
                    animFrame++;
                }
                srcRect   = new Rectangle(Width * animFrame, 0, Width, Height);
                animTimer = 0;
            }
        }
Exemple #2
0
        public override void Update(GameTime gameTime)
        {
            oldAnim = currAnim;
            boostedMobs.Clear();
            float   updateSpeed = tempSpeedInc + speed;
            Vector2 dir         = (player.Location + new Vector2(player.Width / 2, player.Height / 2) - loc - new Vector2(Width / 2, Height / 2));
            float   dist        = dir.Length();

            tempSpeedInc = 0;
            if (!knockBacked)
            {
                dir.Normalize();
                if (dist > STOP_RANGE)
                {
                    Vector2 tempLoc = new Vector2(loc.X + dir.X * updateSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds,
                                                  loc.Y + dir.Y * updateSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds);
                    Mob mob = Game1.IsSpaceOcupied(this, tempLoc);
                    if (mob == null)
                    {
                        loc += dir * updateSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
                    }
                    else
                    {
                        if (mob.GetType() != typeof(Player))
                        {
                            loc += dir * updateSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;

                            if (!mob.boostedMobs.Contains(this))
                            {
                                mob.AddSpeedForUpdate(speed / 2);
                                this.boostedMobs.Add(mob);
                            }
                        }
                    }
                }
                else if (dist < STOP_RANGE)
                {
                    if (dist > STOP_RANGE)
                    {
                        Vector2 tempLoc = new Vector2(loc.X + dir.X * updateSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds,
                                                      loc.Y + dir.Y * updateSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds);
                        Mob mob = Game1.IsSpaceOcupied(this, tempLoc);
                        if (mob == null)
                        {
                            loc -= dir * updateSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
                        }
                        else
                        {
                            if (mob.GetType() != typeof(Player))
                            {
                                loc -= dir * updateSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;

                                if (!mob.boostedMobs.Contains(this))
                                {
                                    mob.AddSpeedForUpdate(speed / 2);
                                    this.boostedMobs.Add(mob);
                                }
                            }
                        }
                    }
                }
                Vector2 vec   = player.Location - loc;
                float   angle = (float)Math.Atan2(vec.Y, vec.X);
                angle  = MathHelper.ToDegrees(angle);
                angle += 180;
                vec.Normalize();
                if (angle >= 0 && angle < 45 || angle > 315 && angle <= 360)
                {
                    bodyDirecton = Direction.Left;
                }
                else if (angle >= 45 && angle < 135)
                {
                    bodyDirecton = Direction.Up;
                }
                else if (angle >= 135 && angle < 225)
                {
                    bodyDirecton = Direction.Right;
                }
                else if (angle >= 225 && angle < 315)
                {
                    bodyDirecton = Direction.Down;
                }
                if (Weapon.canFire)
                {
                    currAnim = AnimationState.Firing;
                    Weapon.FireProjectile(loc, vec, bodyDirecton);
                    animTimer = 0;
                }
            }
            else
            {
                Vector2   tempLoc = loc + knockBackDir * (float)gameTime.ElapsedGameTime.TotalSeconds * knockBackSpeed;
                Rectangle arena   = Game1.Arena_Bounds;

                if (tempLoc.X < arena.X)
                {
                    loc.X       = arena.X;
                    knockBacked = false;
                }
                else if (tempLoc.X + Width > arena.Width + arena.X)
                {
                    loc.X       = arena.Width + arena.X - Width;
                    knockBacked = false;
                }
                else
                {
                    loc.X = tempLoc.X;
                }
                if (tempLoc.Y < arena.Y)
                {
                    loc.Y       = arena.Y;
                    knockBacked = false;
                }
                else if (tempLoc.Y + Height > arena.Height + arena.Y)
                {
                    loc.Y       = arena.Height + arena.Y - Height;
                    knockBacked = false;
                }
                else
                {
                    loc.Y = tempLoc.Y;
                }
            }

            base.Update(gameTime);
            if (currAnim == AnimationState.Firing && animTimer >= FIRE_ANIM_DURATION_MS)
            {
                if (dist > STOP_RANGE)
                {
                    currAnim = AnimationState.Idle;
                }
                else
                {
                    currAnim = AnimationState.Walking;
                }
            }
            if (oldAnim != currAnim)
            {
                animTimer = 0;
                switch (currAnim)
                {
                case AnimationState.Firing:
                    switch (bodyDirecton)
                    {
                    case Direction.Up:
                        srcRect = new Rectangle(Width * 2, 0, Width, Height);
                        break;

                    case Direction.Down:
                        srcRect = new Rectangle(0, 0, Width, Height);
                        break;

                    case Direction.Left:
                        srcRect = new Rectangle(Width * 3, 0, Width, Height);
                        break;

                    case Direction.Right:
                        srcRect = new Rectangle(Width, 0, Width, Height);
                        break;
                    }
                    break;

                case AnimationState.Walking:
                    srcRect = new Rectangle(0, Height, Width, Height);
                    break;

                case AnimationState.Idle:
                    srcRect = new Rectangle(0, Height, Width, Height);
                    break;
                }
            }
        }