Esempio n. 1
0
        /// <summary>
        /// Update this AI instance.
        /// </summary>
        /// <param name="wo">WorldObject controlled by this AI instance
        /// </param>
        /// <param name="lev">Currently active level</param>
        public override void Update(WorldObject wo, Level lev)
        {
            // If the player is dead then do not update and stop motion
            if (lev.Player.Dead)
            {
                wo.Stand();
                wo.VelocityX = 0.0F;
                wo.VelocityY = 0.0F;
                return;
            }

            // Update the timers
            CurFireTime += GameMain.SecondsPerFrame;
            CurDuckTime += GameMain.SecondsPerFrame;

            // If attacking then let it finish
            if (wo.State == WorldObject.AnimationState.Attack)
            {
                return;
            }

            // Distance to any incoming shots
            float shotDistX = 0.0F;
            float shotDistY = 0.0F;

            // Cache some parameters
            Player p            = lev.Player;
            float  deltaPlayerX = p.WorldX - wo.WorldX;
            float  deltaPlayerY = p.WorldY - wo.WorldY;

            // Check if the world object should evade a shot
            if (!CheckDuck(wo, lev, ref shotDistX, ref shotDistY))
            {
                if (wo.State != WorldObject.AnimationState.Duck &&
                    Math.Abs(deltaPlayerX) <= MaxX &&
                    CurFireTime >= CurFireRate)
                {
                    // If the player is within range, the world object is not
                    // ducking, and it is time to fire then shoot at the
                    // player
                    CurFireTime = 0;
                    CurFireRate = (FireRateMin + GameMain.Random() *
                                   (FireRateMax - FireRateMin));
                    wo.Attack();
                    wo.VelocityX = 0.0F;
                }
                else if (wo.State != WorldObject.AnimationState.Duck)
                {
                    // Walk toward the player if not overlapping
                    // Overlapping can only occur when collisions are off
                    if (deltaPlayerX > 5.0F)
                    {
                        wo.Walk();
                        wo.VelocityX = VelocityX;
                        wo.FlipX();
                    }
                    else if (deltaPlayerX < -5.0F)
                    {
                        wo.Walk();
                        wo.VelocityX = -VelocityX;
                        wo.UnflipX();
                    }
                    else
                    {
                        wo.Stand();
                        wo.VelocityX = 0.0F;
                    }
                }
            }
            else
            {
                // Stop all movement if ducking
                wo.VelocityX = 0.0F;
            }
        }
Esempio n. 2
0
 /// <summary>
 /// Initialize this instance of AI.
 /// </summary>
 /// <param name="wo">WorldObject controlled by this AI instance
 /// </param>
 /// <param name="lev">Currently active level</param>
 public override void Init(WorldObject wo, Level lev)
 {
     wo.Stand();
     CurFireRate = (FireRateMin +
                    GameMain.Random() * (FireRateMax - FireRateMin));
 }