Exemple #1
0
        public void TargetNearest(List <Pickup> pickups)
        {
            Vector2 nearestTarget = pickups[0].CollisionRectangle.Center.ToVector2();
            Pickup  nearestPickup = pickups[0];

            foreach (Pickup pickup in pickups)
            {
                float   nearestDistance = Vector2.Distance(location, nearestTarget);
                Vector2 newTarget       = pickup.CollisionRectangle.Center.ToVector2();
                float   distance        = Vector2.Distance(location, newTarget);

                if (distance < nearestDistance)
                {
                    nearestTarget = newTarget;
                    nearestPickup = pickup;
                }
            }

            SetTarget(nearestTarget);
            target = nearestPickup;
        }
Exemple #2
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // STUDENTS: get current mouse state and update teddy
            MouseState mouse = Mouse.GetState();

            teddy.Update(gameTime, mouse);

            // check for right click started
            if (mouse.RightButton == ButtonState.Pressed &&
                rightButtonReleased)
            {
                rightClickStarted   = true;
                rightButtonReleased = false;
            }
            else if (mouse.RightButton == ButtonState.Released)
            {
                rightButtonReleased = true;

                // if right click finished, add new pickup to list
                if (rightClickStarted)
                {
                    rightClickStarted = false;

                    // STUDENTS: add a new pickup to the end of the list of pickups
                    Vector2 pickupLocation = new Vector2(mouse.X - pickupSprite.Width / 2, mouse.Y - pickupSprite.Height / 2);
                    Pickup  newPickup      = new Pickup(pickupSprite, pickupLocation);
                    pickups.Add(newPickup);

                    // STUDENTS: if this is the first pickup in the list, set teddy target
                    //one pickup in pickups means this is the first pickup
                    if (pickups.Count == 1)
                    {
                        Rectangle pickupRect = pickups[0].CollisionRectangle;
                        teddy.SetTarget(pickupLocation);
                    }
                }
            }

            // check for collision between collecting teddy and targeted pickup
            if (teddy.Collecting &&
                teddy.CollisionRectangle.Intersects(pickups[0].CollisionRectangle))
            {
                // STUDENTS: remove targeted pickup from list (it's always at location 0)
                //RemoveAt method allows you to remove pickup using index
                pickups.RemoveAt(0);

                // STUDENTS: if there's another pickup to collect, set teddy target
                // If not, clear teddy target and stop the teddy from collecting
                if (pickups.Count > 0)
                {
                    Rectangle pickupRect     = pickups[0].CollisionRectangle;
                    Vector2   pickupLocation = new Vector2(pickupRect.X, pickupRect.Y);
                    teddy.SetTarget(pickupLocation);
                }
                else
                {
                    teddy.ClearTarget();
                    teddy.Collecting = false;
                }
            }

            base.Update(gameTime);
        }
        public void TargetNearest(List<Pickup> pickups)
        {
            Vector2 nearestTarget = pickups[0].CollisionRectangle.Center.ToVector2();
            Pickup nearestPickup = pickups[0];

            foreach (Pickup pickup in pickups)
            {
                float nearestDistance = Vector2.Distance(location, nearestTarget);
                Vector2 newTarget = pickup.CollisionRectangle.Center.ToVector2();
                float distance = Vector2.Distance(location, newTarget);

                if (distance < nearestDistance)
                {
                    nearestTarget = newTarget;
                    nearestPickup = pickup;
                }
            }

            SetTarget(nearestTarget);
            target = nearestPickup;
        }