Esempio n. 1
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 public Body ClosestTarget(Entity e)
 {
     AI a = e.GetComponent<AI>();
     PhysicsBody pb = world.GetClosestBody(e.GetComponent<ITransform>().Position, a.HostileGroup);
     Body b = new Body(world, pb.UserData as Entity);
     return b;
 }
Esempio n. 2
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 public AI(Body target, Func<Body, bool> behavior, string targetGroup, float searchRadius)
 {
     this.Target = target;
     this.Targeting = Targeting.Closest;
     this.TargetGroup = targetGroup;
     this.SearchRadius = searchRadius;
     this.Behavior = behavior;
     Notify = (x, y) => { return; };
 }
Esempio n. 3
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        public void CallChildren(Body b)
        {
            foreach (Entity e in children)
            {
                if (e != null && e.HasComponent<Function>())
                {
                    Function f = e.GetComponent<Function>();

                    f.Behavior.Invoke(b);
                }
            }
        }
Esempio n. 4
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 /// <summary>
 /// Creates a sprite with a spritesheet and abody.
 /// </summary>
 /// <param name="spriteSheet"></param>
 /// <param name="spriteKey"></param>
 /// <param name="body"></param>
 /// <param name="scale"></param>
 /// <param name="color"></param>
 /// <param name="layer"></param>
 public Sprite(SpriteSheet spriteSheet, string spriteKey, Body body, float scale, Color color, float layer)
     : this(spriteSheet, spriteKey, AssetCreator.CalculateOrigin(body) / scale, scale, color, layer)
 {
 }
Esempio n. 5
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 /// <summary>
 /// Creates a new sprite with a source and a texture using a body.
 /// </summary>
 /// <param name="spriteSheet"></param>
 /// <param name="source"></param>
 /// <param name="body"></param>
 /// <param name="scale"></param>
 /// <param name="color"></param>
 /// <param name="layer"></param>
 public Sprite(Texture2D spriteSheet, Rectangle source, Body body, float scale, Color color, float layer)
     : this(spriteSheet, source, AssetCreator.CalculateOrigin(body) / scale, scale, color, layer)
 {
 }
Esempio n. 6
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 public AI(Body target, Func<Body, bool> behavior, string targetGroup, bool recalculate)
     : this(target, behavior, targetGroup, 200f)
 {
     Recalculate = recalculate;
 }
Esempio n. 7
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 public AI(Body target, Func<Body, bool> behavior)
     : this(target, behavior, "", 200f)
 {
 }
Esempio n. 8
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        public static Func<Body, bool> CreateWarMachine(Entity ent, float speed, Body bitch, float sideTime, float shootTime, Sprite s, EntityWorld _World)
        {
            float shotTime = 0f;
            float time = 0f;

            return
                (target) =>
                {
                    if (time > sideTime)
                        time = 0f;

                    Body b = ent.GetComponent<Body>();
                    float x = (float)(ConvertUnits.ToSimUnits(ScreenHelper.Viewport.Width / 2) * (Math.Cos(MathHelper.ToRadians(360 / sideTime) * time)));

                    if (shotTime > shootTime)
                    {
                        shotTime = 0f;
                        Vector2 velocity1 = new Vector2(0, 1);
                        velocity1 *= 8f;

                        SoundManager.Play("Shot2");
                        _World.CreateEntity("ExplosiveBullet", bitch.Position, velocity1, 1, "reddownmissile").Refresh();
                    }

                    if (!ent.HasComponent<Slow>())
                    {
                        b.Position = new Vector2(x, b.Position.Y + speed * _World.Delta / 1000);
                        shotTime += (float)_World.Delta / 1000;
                        time += (float)_World.Delta / 1000;
                    }
                    else
                    {
                        handleSlow(ent, _World);
                    }
                    return false;
                };
        }
Esempio n. 9
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 public AI(Body target, Func<Body, bool> behavior, string targetGroup)
     : this(target, behavior, targetGroup, 200f)
 {
 }
Esempio n. 10
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 public AI(Body target, Func<Body, bool> behavior, float searchRadius)
     : this(target, behavior, "", searchRadius)
 {
 }
Esempio n. 11
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        public static Func<Body, bool> CreateFlamer(Entity ent, float speed, Body bitch, Sprite s, EntityWorld _World)
        {
            int times = 0;
            return
                (target) =>
                {
                    ++times;
                    Body b = ent.GetComponent<Body>();
                    Vector2 distance = target.Position - b.Position;

                    if (distance != Vector2.Zero)
                        distance.Normalize();
                    distance *= speed;

                    if (target != null && target.LinearVelocity != distance && !ent.HasComponent<Slow>())
                    {
                        b.LinearVelocity = distance;
                    }

                    if (times % 10 == 0)
                    {
                        int range = s.CurrentRectangle.Width / 2;
                        float posx = -range;
                        Vector2 pos1 = bitch.Position + ConvertUnits.ToSimUnits(new Vector2(posx, 0));
                        Vector2 pos2 = bitch.Position - ConvertUnits.ToSimUnits(new Vector2(posx, 0));
                        float x = posx / range;

                        float y = 1;

                        Vector2 velocity1 = new Vector2(x, y);
                        velocity1.Normalize();
                        velocity1 *= 7;
                        Vector2 velocity2 = new Vector2(-velocity1.X, velocity1.Y);

                        _World.CreateEntity("Fire", pos1, velocity1).Refresh();
                        _World.CreateEntity("Fire", pos2, velocity2).Refresh();
                    }
                    return false;
                };
        }
Esempio n. 12
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        /// <summary>
        /// Finds a new target for AI component
        /// </summary>
        /// <param name="ai"></param>
        /// <param name="location"></param>
        /// <returns></returns>
        private Body _FindNewTarget(AI ai, Body location)
        {
            //find all fixtures in world around the location.
            AABB aabb = new AABB(location.Position, ai.SearchRadius, ai.SearchRadius);
            #if WINDOWS
            HashSet<PhysicsBody> bodies = new HashSet<PhysicsBody>();
            #else
            List<PhysicsBody> bodies = new List<PhysicsBody>();
            #endif

            world.QueryAABB(x =>
            {
                if (x.Body.BodyId != location.BodyId)
                {
                    if ((string.IsNullOrEmpty(ai.TargetGroup) || ai.TargetGroup.Equals((x.Body.UserData as Entity).Group)) &&
                        !(world.GetEntity((x.Body.UserData as Entity).Id) == null || (
                                world.GetEntity((x.Body.UserData as Entity).Id) != null &&
                                world.GetEntity((x.Body.UserData as Entity).Id).GetComponent<Body>() != null &&
                                !world.GetEntity((x.Body.UserData as Entity).Id).GetComponent<Body>().Equals(x.Body))))
                    {
                        bodies.Add(x.Body);
                    }
                }
                return true;
            }, ref aabb);

            if (bodies.Count > 0) //IF BODIES IN SEARCH RADIUS.
            {
                PhysicsBody[] list = new PhysicsBody[bodies.Count];
                bodies.CopyTo(list);
                Entity ent = (location.UserData as Entity);

                //SORT BY TARGETING TYPE.
                switch (ai.Targeting)
                {
                    case Targeting.Closest:
                        return ClosestEntity(location.Position, list).GetComponent<Body>();

                    case Targeting.Strongest:
                        return StrongestEntity(list).GetComponent<Body>();

                    case Targeting.Weakest:
                        return WeakestEntity(list).GetComponent<Body>();

                    case Targeting.None:
                        return null;

                    default:
                        return null;
                }
            }
            else
                return null;
        }