Esempio n. 1
0
        /// <summary>
        /// This creates random size in random location
        /// TODO: Look at existing sizes more carefully to see what size to create
        /// TODO: Don't create something near the player - take a list of spheres to avoid (or maybe cubes)
        /// TODO: Have certain features of the map be sources - maybe a couple hidden moving sources that slowly move around the edge of the map
        /// TODO: When creating asteroids, create a small stream of them
        /// </summary>
        private static ChangeInstruction[] ExamineAsteroids_Add1(int count, Boundry boundry)
        {
            ChangeInstruction[] retVal = new ChangeInstruction[count];

            for (int cntr = 0; cntr < count; cntr++)
            {
                //asteroidSize = 4 + (rand.NextDouble() * 6);       // medium
                //asteroidSize = 9 + (rand.NextDouble() * 10);      // large
                double asteroidSize = 4 + StaticRandom.NextDouble(16);

                Point3D position = Math3D.GetRandomVector(boundry.Outer_Min, boundry.Outer_Max, boundry.Inner_Min, boundry.Inner_Max).ToPoint();

                Vector3D velocity = Math3D.GetRandomVector_Circular(6d);
                Vector3D angVel   = Math3D.GetRandomVector_Spherical(1d);

                AsteroidDNA asteroid = new AsteroidDNA()
                {
                    PartType        = Asteroid.PARTTYPE,
                    Radius          = asteroidSize,
                    Position        = position, //NOTE: These are duplication and aren't used, but storing them anyway
                    Velocity        = velocity,
                    AngularVelocity = angVel,
                };

                retVal[cntr] = new ChangeInstruction(position, velocity, angVel, asteroid);
            }

            return(retVal);
        }
Esempio n. 2
0
        private void AddMineral(ChangeInstruction instr)
        {
            Mineral mineral = new Mineral(instr.Mineral.MineralType, instr.Add_Position, instr.Mineral.Volume, _world, _material_Mineral, _sharedVisuals, ItemOptionsAstMin2D.MINERAL_DENSITYMULT, instr.Mineral.Volume / ItemOptionsAstMin2D.MINERAL_AVGVOLUME);

            mineral.PhysicsBody.AngularVelocity = instr.Add_AngVel;
            mineral.PhysicsBody.Velocity        = instr.Add_Velocity;

            _map.AddItem(mineral);
        }
Esempio n. 3
0
        private void AddAsteroid(ChangeInstruction instr)
        {
            //NOTE: The dna only holds radius, no triangles
            AsteroidExtra extra = new AsteroidExtra()
            {
                GetMineralsByDestroyedMass = _getMineralsByDestroyedMass,
                MineralMaterialID          = _material_Mineral,
                MinChildRadius             = _minChildAsteroidRadius,
            };

            Asteroid asteroid = new Asteroid(instr.Asteroid.Radius, _getAsteroidMassByRadius, instr.Add_Position, _world, _map, _material_Asteroid, extra);

            asteroid.PhysicsBody.AngularVelocity = instr.Add_AngVel;
            asteroid.PhysicsBody.Velocity        = instr.Add_Velocity;

            _map.AddItem(asteroid);
        }
        /// <summary>
        /// This creates random size in random location
        /// TODO: Look at existing sizes more carefully to see what size to create
        /// TODO: Don't create something near the player - take a list of spheres to avoid (or maybe cubes)
        /// TODO: Have certain features of the map be sources - maybe a couple hidden moving sources that slowly move around the edge of the map
        /// TODO: When creating asteroids, create a small stream of them
        /// </summary>
        private static ChangeInstruction[] ExamineAsteroids_Add1(int count, Boundry boundry)
        {
            ChangeInstruction[] retVal = new ChangeInstruction[count];

            for (int cntr = 0; cntr < count; cntr++)
            {
                //asteroidSize = 4 + (rand.NextDouble() * 6);       // medium
                //asteroidSize = 9 + (rand.NextDouble() * 10);      // large
                double asteroidSize = 4 + StaticRandom.NextDouble(16);

                Point3D position = Math3D.GetRandomVector(boundry.Outer_Min, boundry.Outer_Max, boundry.Inner_Min, boundry.Inner_Max).ToPoint();

                Vector3D velocity = Math3D.GetRandomVector_Circular(6d);
                Vector3D angVel = Math3D.GetRandomVector_Spherical(1d);

                AsteroidDNA asteroid = new AsteroidDNA()
                {
                    PartType = Asteroid.PARTTYPE,
                    Radius = asteroidSize,
                    Position = position,        //NOTE: These are duplication and aren't used, but storing them anyway
                    Velocity = velocity,
                    AngularVelocity = angVel,
                };

                retVal[cntr] = new ChangeInstruction(position, velocity, angVel, asteroid);
            }

            return retVal;
        }
        private void AddMineral(ChangeInstruction instr)
        {
            Mineral mineral = new Mineral(instr.Mineral.MineralType, instr.Add_Position, instr.Mineral.Volume, _world, _material_Mineral, _sharedVisuals, ItemOptionsAstMin2D.MINERAL_DENSITYMULT, instr.Mineral.Volume / ItemOptionsAstMin2D.MINERAL_AVGVOLUME);

            mineral.PhysicsBody.AngularVelocity = instr.Add_AngVel;
            mineral.PhysicsBody.Velocity = instr.Add_Velocity;

            _map.AddItem(mineral);
        }
        private void AddAsteroid(ChangeInstruction instr)
        {
            //NOTE: The dna only holds radius, no triangles
            AsteroidExtra extra = new AsteroidExtra()
            {
                GetMineralsByDestroyedMass = _getMineralsByDestroyedMass,
                MineralMaterialID = _material_Mineral,
                MinChildRadius = _minChildAsteroidRadius,
            };

            Asteroid asteroid = new Asteroid(instr.Asteroid.Radius, _getAsteroidMassByRadius, instr.Add_Position, _world, _map, _material_Asteroid, extra);

            asteroid.PhysicsBody.AngularVelocity = instr.Add_AngVel;
            asteroid.PhysicsBody.Velocity = instr.Add_Velocity;

            _map.AddItem(asteroid);
        }