Exemple #1
0
        private Vector2 howLongToMove(Vector2 originalPos, Vector2 destination, Rectangle bounds)
        {
            Vector2 movementToTry = destination - originalPos;
            Vector2 furthestAvailableLocationSoFar = originalPos;

            int     numberOfStepsToBreakMovementInto = (int)(movementToTry.Length() * 2) + 1;
            Vector2 oneStep = movementToTry / numberOfStepsToBreakMovementInto;

            for (int i = 1; i <= numberOfStepsToBreakMovementInto; i++)
            {
                Vector2   positionToTry = originalPos + oneStep * i;
                Rectangle newBoundary   = createRectAtPos(positionToTry, bounds.Width, bounds.Height);

                if (CollisionManager.checkCollision(newBoundary))
                {
                    furthestAvailableLocationSoFar = positionToTry;
                }
                else
                {
                    bool isDiagonalMove = movementToTry.X != 0 && movementToTry.Y != 0;
                    if (isDiagonalMove)
                    {
                        int stepsLeft = numberOfStepsToBreakMovementInto - (i - 1);

                        Vector2 remainingHorizontalMovement       = oneStep.X * Vector2.UnitX * stepsLeft;
                        Vector2 finalPositionIfMovingHorizontally = furthestAvailableLocationSoFar + remainingHorizontalMovement;
                        furthestAvailableLocationSoFar =
                            howLongToMove(furthestAvailableLocationSoFar, finalPositionIfMovingHorizontally, bounds);

                        Vector2 remainingVerticalMovement       = oneStep.Y * Vector2.UnitY * stepsLeft;
                        Vector2 finalPositionIfMovingVertically = furthestAvailableLocationSoFar + remainingVerticalMovement;
                        furthestAvailableLocationSoFar =
                            howLongToMove(furthestAvailableLocationSoFar, finalPositionIfMovingVertically, bounds);
                    }

                    break;
                }
            }

            return(furthestAvailableLocationSoFar);
        }
Exemple #2
0
        public override void update(GameTime gameTime)
        {
            base.update(gameTime);

            jCooldown -= (float)gameTime.ElapsedGameTime.TotalSeconds;
            sCooldown -= (float)gameTime.ElapsedGameTime.TotalSeconds;

            CollisionManager.bulletCollision(bullets);
            CollisionManager.enemyBulletCollision(Enemy.enemyBullets);

            handleMovement();
            applyFrictionAndGravity();
            keepOnScreen();
            moveIfPossible();
            stopIfBlocked();

            if (jCooldown <= 0)
            {
                jCooldown = 0;
            }

            if (Velocity.X >= 100)
            {
                Velocity = new Vector2(100, 0);
            }

            for (int i = 0; i < bullets.Count; i++)
            {
                bullets[i].update(gameTime);

                if (bullets[i].timer <= 0)
                {
                    bullets.RemoveAt(i);
                }
            }

            if (hit)
            {
                switch (currentHit)
                {
                case HitType.SOLDIER:
                    health -= 100;
                    break;

                case HitType.MAGIC:
                    health -= 250;
                    break;

                case HitType.REAPER:
                    health -= 500;
                    break;
                }

                hit = false;
            }

            if (health <= 0)
            {
                MainGame.currentState = MainGame.state.EXIT;
            }

            playerPosStatic       = Position;
            playerRectangleStatic = Hitbox;
        }