Exemple #1
0
        // given point on the screen identify the cursor
        public System GetSystem(Vector2 targetSize, Point p)
        {
            Vector2     worldSize = new Vector2(WorldWidth, WorldHeight);
            ScreenUtils su        = new ScreenUtils(targetSize, worldSize, 40);

            foreach (System system in System.Systems)
            {
                Vector2   screenPos  = su.WorldToScreen(system.Position);
                Rectangle screenRect = new Rectangle((int)screenPos.X - SystemHitR, (int)screenPos.Y - SystemHitR,
                                                     SystemHitR * 2, SystemHitR * 2);
                if (screenRect.Contains(p))
                {
                    return(system);
                }
            }
            return(null);
        }
        public override void Draw(Vector2 targetSize)
        {
            float       aspect = targetSize.X / (float)targetSize.Y;
            ScreenUtils su     = new ScreenUtils(targetSize, new Vector2(aspect * 2, 2), 0);

            DrawColoredRect(new Vector2(0, 0),
                            targetSize,
                            Color.Black);

            foreach (Streak streak in streaks)
            {
                DrawColoredRect(su.WorldToScreen(streak.Position),
                                new Vector2(streak.Distance, streak.Thickness),
                                Color.White);
            }

            {
                float   desiredHeight  = su.ScaleToScreen(boardingRegion.Height);
                Vector2 textureSize    = new Vector2(boardingShip.Width, boardingShip.Height);
                Vector2 invScale       = new Vector2(su.ScaleToScreen(boardingRegion.Width), su.ScaleToScreen(boardingRegion.Height)) / textureSize;
                Vector2 shipScreenSize = invScale * textureSize;
                Vector2 shipPos        = su.WorldToScreen(boardingRegion.Position);

                GameSpriteBatch().Draw(boardingShip,
                                       shipPos - 0.5f * shipScreenSize,
                                       null, // source rect
                                       Color.White,
                                       0,
                                       Vector2.Zero,
                                       invScale,
                                       SpriteEffects.None,
                                       0);
            }
            {
                float   desiredHeight  = su.ScaleToScreen(enemyRegion.Height);
                Vector2 textureSize    = new Vector2(enemy.Width, enemy.Height);
                Vector2 invScale       = new Vector2(su.ScaleToScreen(enemyRegion.Width), su.ScaleToScreen(enemyRegion.Height)) / textureSize;
                Vector2 shipScreenSize = invScale * textureSize;
                Vector2 shipPos        = su.WorldToScreen(enemyRegion.Position);

                GameSpriteBatch().Draw(enemy,
                                       shipPos - 0.5f * shipScreenSize,
                                       null, // source rect
                                       Color.White,
                                       0,
                                       Vector2.Zero,
                                       invScale,
                                       SpriteEffects.None,
                                       0);
            }
            {
                float shipWorldSize = 0.5f;
                float desiredSize   = su.ScaleToScreen(shipWorldSize);
                float invScale      = desiredSize / (float)battleship.Height;

                Vector2 shipPos        = su.WorldToScreen(shipPosW);
                Vector2 shipScreenSize = new Vector2(invScale * battleship.Width, invScale * battleship.Height);

                GameSpriteBatch().Draw(battleship,
                                       shipPos - 0.5f * shipScreenSize,
                                       null, // source rect
                                       Color.White,
                                       0,
                                       Vector2.Zero,
                                       invScale,
                                       SpriteEffects.None,
                                       0);


                float   desiredSize2     = su.ScaleToScreen(shipWorldSize * 0.5f);
                float   invScale2        = desiredSize2 / (float)turret.Height;
                Vector2 turretScreenSize = new Vector2(invScale2 * turret.Width, invScale2 * turret.Height);
                Vector2 turretPos        = su.WorldToScreen(turretPosW);

                GameSpriteBatch().Draw(turret,
                                       turretPos,
                                       null, // source rect
                                       Color.White,
                                       turretRotation,
                                       0.5f * new Vector2(turret.Width, turret.Height),
                                       invScale2,
                                       SpriteEffects.None,
                                       0);
            }

            foreach (Laser laser in friendlyLasers)
            {
                Vector2 laserPos     = su.WorldToScreen(laser.Pos);
                Vector2 laserTailPos = su.WorldToScreen(laser.Pos - laser.Dir * laser.Length);

                DrawColoredLine(laserPos, laserTailPos, Color.Red, 4);
            }


            int     fullChargeWidth = 80;
            int     chargePadding   = 4;
            Vector2 bufferOrigin    = new Vector2(targetSize.X * 0.5f, targetSize.Y - 100);

            //int maxLasers = 4;
            //float laserBuffer = 0;
            for (int i = 0; i < maxLasers; i++)
            {
                float chargeWidth = (float)Math.Min(1.0f, laserBuffer - i) * fullChargeWidth;
                DrawColoredRect(bufferOrigin + new Vector2((fullChargeWidth + chargePadding) * i, 0), new Vector2(fullChargeWidth, 20), Color.Orange);
                DrawColoredRect(bufferOrigin + new Vector2((fullChargeWidth + chargePadding) * i, 0), new Vector2(chargeWidth, 20), Color.Red);
            }
        }
        public override void Update(Vector2 targetSize, GameTime gameTime)
        {
            float       aspect = targetSize.X / (float)targetSize.Y;
            ScreenUtils su     = new ScreenUtils(targetSize, new Vector2(aspect * 2, 2), 0);

            Vector2 turretD           = su.ScreenToWorld(MouseTracker().Position) - turretPosW;
            float   dstTurretRotation = (float)(-Math.Atan2(-turretD.Y, turretD.X)) + (float)Math.PI * 1.5f;

            float totalTime   = (float)gameTime.TotalGameTime.TotalSeconds;
            float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            //laserBuffer = laserBuffer + gameTime.

            // NOTE: this code sucks, but I'm tired
            if (turretRotation < dstTurretRotation)
            {
                turretRotation += 0.5f * elapsedTime;
            }
            else
            {
                turretRotation -= 0.5f * elapsedTime;
            }

            laserBuffer = Math.Min(laserBuffer + elapsedTime * 0.5f, maxLasers);

            MouseTracker().Update();
            if (MouseTracker().WasPressed() && laserBuffer >= 1)
            {
                //Vector2 target = su.ScreenToWorld(MouseTracker().Position);
                Laser laser = new Laser();
                laser.Pos    = turretPosW;
                laser.Dir    = new Vector2(-(float)Math.Sin(turretRotation), (float)Math.Cos(turretRotation)); //Vector2.Normalize(target - laser.Pos);
                laser.Length = 0.1f;
                laser.Speed  = 0.05f;
                friendlyLasers.Add(laser);

                laserBuffer -= 1;

                if (boardingState == BoardingState.PREPARED)
                {
                    boardingState = BoardingState.BOARDING;
                }
            }

            enemyRegion.Position = new Vector2(0.4f * (float)Math.Sin(totalTime * 1.5f), -0.6f + 0.02f * (float)Math.Cos(totalTime * 0.5f));

            if (boardingState == BoardingState.PREPARED)
            {
                boardingRegion.Position = enemyRegion.Position;
            }
            else if (boardingState == BoardingState.BOARDING)
            {
                Vector2 d = shipPosW - boardingRegion.Position;
                d.Normalize();
                boardingRegion.Position += d * 0.1f * elapsedTime;
            }
            else if (boardingState == BoardingState.DESTROYED)
            {
                // TODO: animate this, use acceleration
                boardingRegion.Acceleration = new Vector2(1, 0);
                boardingRegion.Velocity     = boardingRegion.Acceleration * elapsedTime;
                boardingRegion.Position    += boardingRegion.Velocity;

                //asset.Velocity = asset.Acceleration * elapsedTime;
                //asset.Position += su.ScaleToScreen(asset.Velocity);
            }

            shipPosW   = new Vector2(0.2f * (float)Math.Sin(totalTime), 0.6f + 0.02f * (float)Math.Cos(totalTime * 0.5f));
            turretPosW = shipPosW + new Vector2(0.26f, 0.0f);

            for (int i = 0; i < NUM_STREAKS; i++)
            {
                float speed        = 2 + (i % 4);
                float x            = -aspect + (float)Math.Cos(i) + speed * totalTime; //20 + 50 * (float)Math.Cos(i);
                int   screenWidths = (int)(x / (2 * aspect));
                x = x - screenWidths * (2 * aspect) - aspect;

                float y = 2 * ((i + 1.0f) / (NUM_STREAKS + 1)) - 1; //+ 30.0f * (float)Math.Sin(i);
                streaks[i].Position  = new Vector2(x, y);
                streaks[i].Distance  = targetSize.X * 0.002f * speed;
                streaks[i].Thickness = 2;
            }

            // remove distant lasers
            List <Laser> unimpactedLasers = new List <Laser>();

            foreach (Laser laser in friendlyLasers)
            {
                Vector2 prevPos           = laser.Pos;
                Vector2 newPos            = laser.Pos + laser.Dir * laser.Speed;
                Vector2?enemyImpactPos    = enemyRegion.Trace(prevPos, newPos);
                Vector2?boardingImpactPos = boardingRegion.Trace(prevPos, newPos);
                float   boardingDistance  = shipPosW.Y - boardingRegion.Position.Y;

                if (boardingState == BoardingState.BOARDING && boardingImpactPos != null && boardingDistance > 0.15f)
                {
                    var explosion = new TextureAnimationAsset(explosionTexture, 3, 5);
                    explosion.Position     = su.WorldToScreen(boardingImpactPos.Value);
                    explosion.Acceleration = new Vector2(1, 0);
                    AddChild("explosion_effect", explosion);
                    boardingHealth--;
                    if (boardingHealth == 0)
                    {
                        boardingState = BoardingState.DESTROYED;
                    }
                }
                else if (enemyImpactPos != null)
                {
                    var explosion = new TextureAnimationAsset(explosionTexture, 3, 5);
                    explosion.Position     = su.WorldToScreen(enemyImpactPos.Value);
                    explosion.Acceleration = new Vector2(1, 0);
                    AddChild("explosion_effect", explosion);
                }
                else if (laser.Pos.Length() < 10)
                {
                    unimpactedLasers.Add(laser);
                }
                laser.Pos = laser.Pos + laser.Dir * laser.Speed;
            }
            friendlyLasers = unimpactedLasers;

            foreach (KeyValuePair <string, Asset> pair in children)
            {
                if (typeof(TextureAnimationAsset).IsInstanceOfType(pair.Value))
                {
                    TextureAnimationAsset asset = (TextureAnimationAsset)pair.Value;
                    asset.Velocity  = asset.Acceleration * elapsedTime;
                    asset.Position += su.ScaleToScreen(asset.Velocity);
                }
            }

            bool isNotFinishedExplosion(Asset asset)
            {
                if (typeof(TextureAnimationAsset).IsInstanceOfType(asset))
                {
                    TextureAnimationAsset anim = (TextureAnimationAsset)asset;
                    return(!anim.IsFinished());
                }

                return(true);
            }

            children = children.FindAll(pair => isNotFinishedExplosion(pair.Value));
        }
Exemple #4
0
        public override void Draw(Vector2 targetSize)
        {
            if (systemTexture == null)
            {
                systemTexture = Game().Content.Load <Texture2D>("system");
                playerTexture = Game().Content.Load <Texture2D>("galaxy_player_ship");
            }

            Vector2     worldSize = new Vector2(WorldWidth, WorldHeight);
            ScreenUtils su        = new ScreenUtils(targetSize, worldSize, 40);

            // draw hover system
            if (hoverSystem != null)
            {
                Vector2 hoverPos = su.WorldToScreen(hoverSystem.Position) - new Vector2(SystemHitR, SystemHitR);

                Vector2 texToScreen = new Vector2(SystemHitR * 2, SystemHitR * 2);

                DrawColoredRect(hoverPos, texToScreen, Color.YellowGreen);
            }

            // draw connections
            //
            foreach (System system in System.Systems)
            {
                Vector2 systemScreenPos = su.WorldToScreen(system.Position);

                // NOTE: this draws each line twice
                foreach (System neighbor in system.Neighbors)
                {
                    Vector2 neighborScreenPos = su.WorldToScreen(neighbor.Position);
                    if (travelPath != null && travelPath.Contains(system) && travelPath.Contains(neighbor))
                    {
                        DrawColoredLine(systemScreenPos, neighborScreenPos, Color.Gray * 0.4f, 1);
                    }
                }
            }

            // draw systems
            //
            foreach (System system in System.Systems)
            {
                float   spriteRadius    = 3 + (int)Math.Ceiling(Math.Sqrt(system.Planets.Count));
                Vector2 systemScreenPos = su.WorldToScreen(system.Position);

                // draw system
                //
                float   texToScreenRatio = spriteRadius * 2.0f / systemTexture.Width;
                Vector2 texToScreen      = new Vector2(texToScreenRatio, texToScreenRatio);
                GameSpriteBatch().Draw(systemTexture,
                                       systemScreenPos - new Vector2(spriteRadius, spriteRadius),
                                       null, // source rect
                                       system.Color,
                                       0,
                                       Vector2.Zero,
                                       texToScreen,
                                       SpriteEffects.None,
                                       0);

                // draw label
                //
                float   nameWidth = NormalFont().MeasureString(system.Name).X;
                Vector2 namePos   = su.WorldToScreen(system.Position) + new Vector2(-nameWidth * 0.5f, 10);
                namePos = new Vector2((int)namePos.X, (int)namePos.Y);
                GameSpriteBatch().DrawString(NormalFont(), system.Name, namePos, Color.White);
            }

            // draw player
            //
            Vector2 screenPos = su.WorldToScreen(playerPos);

            GameSpriteBatch().Draw(playerTexture, screenPos);
        }