Esempio n. 1
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        //constructor
        public AI_Object(BaseKeys keys, Vector2 position,
                         Color color, float rotation,
                         Vector2 scale, SpriteEffects effects, float layerDepth, Hero hero, GameObject enemy, Boolean isRandomAi)
            : base(position,
                   color, rotation,
                   scale, effects, layerDepth, hero)
        {
            this.keys              = keys;
            Game1.event_update    += update;
            velocity               = new Vector2(0, 0);
            isJumping              = false;
            isHitting              = false;
            isDucking              = false;
            isGameOver             = false;
            HitCount               = 0;
            positionBeforeJump     = Vector2.Zero;
            isMovementAllowedRight = true;
            isMovementAllowedLeft  = true;
            isInputAllowed         = false;
            animationRandomizer    = new Random();
            aiRandom               = new Random();
            movementChangeRate     = ((float)randomMovementDirection.Next(2, 10)) / 10;
            this.isRandomAi        = isRandomAi;

            this.enemy = enemy;
        }
Esempio n. 2
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        void JumpingRandom(GameTime gameTime)
        {
            if (!jumpingGotRandom) // randomize a jumping random
            {
                jumpRandom       = jumpRandomizer.Next(0, 101);
                jumpingGotRandom = true;
            }

            if (jumpRandom < 15) // 15 percent chance to jump
            {
                jump = true;
            }

            if (jump) // if jumping, wait until the timer expires then request a new random
            {
                jumpingTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (jumpingTimer > jumpRate)
                {
                    jump             = false;
                    this.keys        = new BotKeys(false, false, false, false, false);
                    jumpingTimer     = 0;
                    jumpingGotRandom = false;
                }
            }

            else // wait until the timer expires and then request a new timer if the ai randomized not to jum
            {
                jumpingTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (jumpingTimer > jumpRate)
                {
                    jumpingTimer     = 0;
                    jumpingGotRandom = false;
                }
            }
        }
Esempio n. 3
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 /// <summary>
 /// making the ai hit
 /// </summary>
 void Hit()
 {
     this.keys       = new BotKeys(false, false, false, true, false);
     attackingTimer += (float)Global.gameTime.ElapsedGameTime.TotalSeconds;
     if (attackingTimer > attackingRate)
     {
         this.keys      = new BotKeys(false, false, false, false, false);
         attackingTimer = 0;
     }
 }
Esempio n. 4
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 /// <summary>
 /// making the ai jump
 /// </summary>
 void Jump()
 {
     jump = true;
     RandomMovement(Global.gameTime);
     if (jump) // if jumping, wait until the timer expires then request a new random
     {
         jumpingTimer += (float)Global.gameTime.ElapsedGameTime.TotalSeconds;
         if (jumpingTimer > jumpRate)
         {
             jump         = false;
             this.keys    = new BotKeys(false, false, false, false, false);
             jumpingTimer = 0;
         }
     }
 }
Esempio n. 5
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 /// <summary>
 /// if the enemy is likely to hit, the ai has a 50 percent chance to either hit back or duck the hit.
 /// </summary>
 void DuckOrHit()
 {
     if (!duckOrAttackGotRandom && duckOrAttackRandom.Next(0, 101) < 50)
     {
         Hit();
     }
     else
     {
         this.keys             = new BotKeys(false, false, false, false, true);
         duckOrAttackGotRandom = true;
         if (duckingTimer > duckingRate)
         {
             this.keys             = new BotKeys(false, false, false, false, false);
             duckingTimer          = 0;
             duckOrAttackGotRandom = false;
         }
     }
 }
Esempio n. 6
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 //GameObject constructor
 public OnlineChar(Vector2 position,
                   Color color, float rotation,
                   Vector2 scale, SpriteEffects effects, float layerDepth, Hero hero)
     : base(position,
            color, rotation,
            scale, effects, layerDepth, hero)
 {
     this.keys              = new BotKeys(false, false, false, false, false);
     velocity               = new Vector2(0, 0);
     isJumping              = false;
     isHitting              = false;
     isDucking              = false;
     isGameOver             = false;
     HitCount               = 0;
     positionBeforeJump     = Vector2.Zero;
     isMovementAllowedRight = true;
     isMovementAllowedLeft  = true;
     isInputAllowed         = true;
     animationRandomizer    = new Random();
 }
Esempio n. 7
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 //GameObject constructor
 public GameObject(BaseKeys keys, Vector2 position,
                   Color color, float rotation,
                   Vector2 scale, SpriteEffects effects, float layerDepth, Hero hero, Boolean isAI)
     : base(position,
            color, rotation,
            scale, effects, layerDepth, hero)
 {
     this.keys              = keys;
     Game1.event_update    += update;
     velocity               = new Vector2(0, 0);
     isJumping              = false;
     isHitting              = false;
     isDucking              = false;
     isGameOver             = false;
     HitCount               = 0;
     positionBeforeJump     = Vector2.Zero;
     isMovementAllowedRight = true;
     isMovementAllowedLeft  = true;
     isInputAllowed         = false;
     animationRandomizer    = new Random();
 }
Esempio n. 8
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        void DuckingRandom(GameTime gameTime)
        {
            if (enemy.isHitting && closeCombat) // if the enemy is hitting in close combat
            {
                if (!duckingGotRandom)          // generate a random for the ducking
                {
                    duckingRandom    = aiRandom.Next(0, 101);
                    duckingGotRandom = true;
                }

                if (duckingRandom < 75) // 75 percent chance to duck
                {
                    ducking   = true;
                    this.keys = new BotKeys(false, false, false, false, true);
                }
            }

            if (ducking) // if the randomizer chose ducking, duck until the ducking timer expires, then request a new random
            {
                duckingTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (duckingTimer > duckingRate)
                {
                    ducking          = false;
                    this.keys        = new BotKeys(false, false, false, false, false);
                    duckingTimer     = 0;
                    duckingGotRandom = false;
                }
            }
            else // if not ducking, do not duck until the ducking timer expires and then request a new random
            {
                duckingTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (duckingTimer > duckingRate)
                {
                    duckingTimer     = 0;
                    duckingGotRandom = false;
                }
            }
        }
Esempio n. 9
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        void AttackRandom(GameTime gameTime)
        {
            if (!attackGotRandom) // generate a random for the attack
            {
                attackRandom    = attackRandomizer.Next(0, 101);
                attackGotRandom = true;
            }

            if (attackRandom < 60) // 60 percent chance to attack
            {
                attacking = true;
                this.keys = new BotKeys(false, false, false, true, false);
            }
            else
            {
                RandomMovement(Global.gameTime); //if attacking was not the result of the random, move the character
            }
            if (attacking)                       // if the randomizer chose attacking, attack until the attacking timer expires, then request a new random
            {
                attackingTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (attackingTimer > attackingRate)
                {
                    attacking       = false;
                    this.keys       = new BotKeys(false, false, false, false, false);
                    attackingTimer  = 0;
                    attackGotRandom = false;
                }
            }
            else // if not attacking, do not attack until the attacking timer expires and then request a new random
            {
                attackingTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (attackingTimer > attackingRate)
                {
                    attackingTimer  = 0;
                    attackGotRandom = false;
                }
            }
        }
Esempio n. 10
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        void RandomMovement(GameTime gameTime)
        {
            if (!movementGotRandom) // randomize a movement direction
            {
                movementRandom    = randomMovementDirection.Next(0, 101);
                movementGotRandom = true;
            }

            if (this.Position.X > this.enemy.Position.X)
            {
                if (movementRandom < 90) // 90% chance to move in the direction of the enemy, 10% chance to move backwards
                {
                    if (jump)
                    {
                        this.keys = new BotKeys(true, false, true, false, false);       //if the character is jumping, jump while moving
                    }
                    else
                    {
                        this.keys = new BotKeys(true, false, false, false, false);
                    }
                }
                else
                {
                    if (jump)
                    {
                        this.keys = new BotKeys(false, true, true, false, false);      //if the character is jumping, jump while moving
                    }
                    else
                    {
                        this.keys = new BotKeys(false, true, false, false, false);
                    }
                }
            }

            else
            {
                if (movementRandom < 90) // 90% chance to move in the direction of the enemy, 10% chance to move backwards
                {
                    if (jump)
                    {
                        this.keys = new BotKeys(false, true, true, false, false);      //if the character is jumping, jump while moving
                    }
                    else
                    {
                        this.keys = new BotKeys(false, true, false, false, false);
                    }
                }
                else
                {
                    if (jump)
                    {
                        this.keys = new BotKeys(true, false, true, false, false);      //if the character is jumping, jump while moving
                    }
                    else
                    {
                        this.keys = new BotKeys(true, false, false, false, false);
                    }
                }
            }

            movementChangeTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;         // increase the movement timer
            if (movementChangeTimer > movementChangeRate)                                // if the movement timer reached its rate
            {
                movementChangeRate  = ((float)randomMovementDirection.Next(2, 10)) / 10; //radnomize another rate between 0.2 seconds and a second
                movementChangeTimer = 0;                                                 // reset the timer
                movementGotRandom   = false;                                             //request a new random

                //here we make the ai randomize a new direction every time the random rate ends
            }
        }