Esempio n. 1
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        public void Update(GameTime gameTime, Room currentRoom, Hero gameHero)
        {
            explodeTime -= gameTime.ElapsedGameTime.TotalMilliseconds;
            animTime += gameTime.ElapsedGameTime.TotalMilliseconds;
            if (animTime >= animTargetTime)
            {
                animTargetTime = animTargetTime / 1.3;
                animTime = 0;

                CurrentFrame = 1 - CurrentFrame;
            }

            if (explodeTime <= 0)
            {
                Active = false;
                Room.World.Explode(Position, 8f, (currentRoom == Room));
                if (Room == currentRoom) ParticleController.Instance.SpawnExplosion(Position);

                foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == currentRoom))
                {
                    if (Vector3.Distance(Position, e.Position) < 10f)
                    {
                        float dam = (100f / 10f) * Vector3.Distance(Position, e.Position);
                        Vector3 speed = (Position-e.Position);
                        speed.Normalize();
                        e.DoHit(e.Position, speed * 0.5f, dam);
                    }
                }
                gameHero.DoExplosionHit(Position, 10f);
                AudioController.PlaySFX("explosion1", 1f, -0.1f, 0.1f);
            }
        }
Esempio n. 2
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        public Enemy(Vector3 pos, Room room, VoxelSprite sprite)
        {
            Position = pos;
            Room = room;

            spriteSheet = sprite;
        }
Esempio n. 3
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        public void Draw(Camera gameCamera, Room currentRoom)
        {
            foreach (Enemy e in Enemies.Where(en=>en.Room==currentRoom))
            {
                drawEffect.DiffuseColor = new Vector3(1f,1f-e.hitAlpha,1f-e.hitAlpha);
                drawEffect.Alpha = 1f;
                drawEffect.World = gameCamera.worldMatrix *
                    Matrix.CreateRotationX(MathHelper.PiOver2) *
                        Matrix.CreateRotationZ(e.Rotation-MathHelper.PiOver2) *
                        Matrix.CreateScale(e.Scale) *
                        Matrix.CreateTranslation(e.Position);

                foreach (EffectPass pass in drawEffect.CurrentTechnique.Passes)
                {
                    pass.Apply();

                    if (e.Type != EnemyType.Ooze)
                    {
                        if (!e.attacking)
                            graphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalColor>(PrimitiveType.TriangleList, e.spriteSheet.AnimChunks[e.CurrentFrame + e.offsetFrame].VertexArray, 0, e.spriteSheet.AnimChunks[e.CurrentFrame + e.offsetFrame].VertexArray.Length, e.spriteSheet.AnimChunks[e.CurrentFrame + e.offsetFrame].IndexArray, 0, e.spriteSheet.AnimChunks[e.CurrentFrame + e.offsetFrame].VertexArray.Length / 2);
                        else
                            graphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalColor>(PrimitiveType.TriangleList, e.spriteSheet.AnimChunks[e.numFrames + e.offsetFrame + e.attackFrame].VertexArray, 0, e.spriteSheet.AnimChunks[e.numFrames + e.offsetFrame + e.attackFrame].VertexArray.Length, e.spriteSheet.AnimChunks[e.numFrames + e.offsetFrame + e.attackFrame].IndexArray, 0, e.spriteSheet.AnimChunks[e.numFrames + e.offsetFrame + e.attackFrame].VertexArray.Length / 2);
                    }

                }

                if (e.Type == EnemyType.Ooze)
                {
                    foreach (EffectPass pass in drawEffect.CurrentTechnique.Passes)
                    {
                        pass.Apply();
                        graphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalColor>(PrimitiveType.TriangleList, e.spriteSheet.AnimChunks[e.CurrentFrame + e.offsetFrame + 3].VertexArray, 0, e.spriteSheet.AnimChunks[e.CurrentFrame + e.offsetFrame + 3].VertexArray.Length, e.spriteSheet.AnimChunks[e.CurrentFrame + e.offsetFrame + 3].IndexArray, 0, e.spriteSheet.AnimChunks[e.CurrentFrame + e.offsetFrame + 3].VertexArray.Length / 2);
                    }

                    drawEffect.Alpha = 0.5f;

                    foreach (EffectPass pass in drawEffect.CurrentTechnique.Passes)
                    {
                        pass.Apply();
                        graphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalColor>(PrimitiveType.TriangleList, e.spriteSheet.AnimChunks[e.CurrentFrame + e.offsetFrame].VertexArray, 0, e.spriteSheet.AnimChunks[e.CurrentFrame + e.offsetFrame].VertexArray.Length, e.spriteSheet.AnimChunks[e.CurrentFrame + e.offsetFrame].IndexArray, 0, e.spriteSheet.AnimChunks[e.CurrentFrame + e.offsetFrame].VertexArray.Length / 2);
                    }
                }

                drawEffect.DiffuseColor = new Vector3(1f, 1f, 1f);
                drawEffect.Alpha = 0.2f;
                drawEffect.World = gameCamera.worldMatrix *
                    Matrix.CreateRotationX(MathHelper.PiOver2) *
                        Matrix.CreateRotationZ(e.Rotation-MathHelper.PiOver2) *
                        Matrix.CreateTranslation(new Vector3(0, 0, (-(e.spriteSheet.Z_SIZE * SpriteVoxel.HALF_SIZE)) + SpriteVoxel.HALF_SIZE)) *
                        Matrix.CreateScale(e.Scale) *
                        Matrix.CreateScale(new Vector3(1f,1f,0.1f)) *
                        Matrix.CreateTranslation(new Vector3(e.Position.X,e.Position.Y, e.groundHeight-0.35f));
                foreach (EffectPass pass in drawEffect.CurrentTechnique.Passes)
                {
                    pass.Apply();

                    graphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalColor>(PrimitiveType.TriangleList, e.spriteSheet.AnimChunks[e.spriteSheet.AnimChunks.Count - 1].VertexArray, 0, e.spriteSheet.AnimChunks[e.spriteSheet.AnimChunks.Count - 1].VertexArray.Length, e.spriteSheet.AnimChunks[e.spriteSheet.AnimChunks.Count - 1].IndexArray, 0, e.spriteSheet.AnimChunks[e.spriteSheet.AnimChunks.Count - 1].VertexArray.Length / 2);
                }
            }
        }
Esempio n. 4
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        public void Update(GameTime gameTime, Hero gameHero, ref Room[,] Rooms)
        {
            float dist = 4f - Vector3.Distance(new Vector3(gameHero.RoomX, gameHero.RoomY, 0f), new Vector3(RoomX, RoomY, 0f));
            dist = MathHelper.Clamp(dist, 0f, 3f);
            Vector3 dir = new Vector3(RoomX, RoomY, 0f) - new Vector3(gameHero.RoomX, gameHero.RoomY, 0f);

            AudioController.instances["roomscrape"].Pan = (1f / 3f) * dir.X;
            AudioController.instances["roomscrape"].Volume = (1f / 3f) * dist;

            shiftTime += gameTime.ElapsedGameTime.TotalMilliseconds;
            if (shiftTime >= targetShiftTime)
            {
                AudioController.instances["roomscrape"].Pause();
                AudioController.PlaySFX("roomclunk", (1f / 3f) * dist, 0f, (1f / 3f) * dir.X);
                Complete = true;
                Room tempRoom = Rooms[RoomX, RoomY];
                Rooms[RoomX, RoomY] = Rooms[RoomTargetX, RoomTargetY];
                Rooms[RoomTargetX, RoomTargetY] = tempRoom;

                if (gameHero.RoomX == RoomX && gameHero.RoomY == RoomY)
                {
                    gameHero.RoomX = RoomTargetX;
                    gameHero.RoomY = RoomTargetY;
                }
            }

            dist = 3f - Vector3.Distance(new Vector3(gameHero.RoomX, gameHero.RoomY, 0f), new Vector3(RoomX, RoomY, 0f));
            dist = MathHelper.Clamp(dist, 0f, 3f);
            if (Helper.Random.Next(2) == 1) dist = -dist;
            cameraShake = new Vector3(((float)Helper.Random.NextDouble() * dist), 0f, ((float)Helper.Random.NextDouble() * dist)) * 0.1f;
        }
Esempio n. 5
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        public override void Update(GameTime gameTime, Room currentRoom, Hero gameHero, List<Door> doors)
        {
            if (currentRoom != Room) return;

            Vector3 dir = Target - Position;
            if (dir.Length() > 0f)
                dir.Normalize();
            Speed = dir * 0.05f;

            if (Vector3.Distance(Position, Target) <= 1f) Target = Position + (new Vector3(Helper.AngleToVector(((Rotation + MathHelper.Pi) - MathHelper.PiOver2) + ((float)Helper.Random.NextDouble() * MathHelper.Pi), 100f), 0f));

            Rotation = Helper.TurnToFace(new Vector2(Position.X, Position.Y), new Vector2(Position.X, Position.Y) + (new Vector2(Speed.X, Speed.Y) * 50f), Rotation, 1f, 0.5f);

            boundingSphere = new BoundingSphere(Position, 3f - (1f * Iteration));

            if (Helper.Random.Next(300) == 1)
            {
                dir = gameHero.Position - Position;
                dir.Normalize();

                ProjectileController.Instance.Spawn(ProjectileType.Acid, Room, Position, Matrix.Identity, new Vector3(dir.X * 0.3f, dir.Y * 0.3f, -(float)Helper.Random.NextDouble()), 5000, true);
                AudioController.PlaySFX("ooze_spit", 1f, 0f, 0f);

            }

            Scale = 1f - (0.2f * (float)Iteration);

            if (hitAlpha > 0f) hitAlpha -= 0.1f;

            base.Update(gameTime, currentRoom, gameHero, doors);
        }
Esempio n. 6
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        public Manhack(Vector3 pos, Room room, VoxelSprite sprite)
            : base(pos, room, sprite)
        {
            Type = EnemyType.Manhack;

            Position.Z -= 2f;
            animTargetTime = 30f;

            Health = 50f;
        }
Esempio n. 7
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        public override void Update(GameTime gameTime, Room currentRoom, Hero gameHero, List<Door> doors)
        {
            if (currentRoom != Room) return;

            if (Vector3.Distance(Position, gameHero.Position) < 30f) attacking = true;

            if (attacking)
            {
                Speed = Vector3.Zero;
                Rotation = Helper.TurnToFace(new Vector2(Position.X, Position.Y), new Vector2(gameHero.Position.X, gameHero.Position.Y), Rotation, 1f, 0.5f);

                attackTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                if (attackTime >= attackTargetTime)
                {
                    attackTime = 0;
                    attackFrame += attackDir;

                    if (attackFrame == numAttackFrames-1 && attackDir == 1)
                    {
                        ProjectileController.Instance.Spawn(ProjectileType.Laserbolt, Room, Position, Matrix.CreateRotationZ(Rotation), new Vector3(Helper.AngleToVector(Rotation, 0.5f),0f), 5000, false);
                        AudioController.PlaySFX("sentinel_shoot", 1f, 0f, 0f);

                    }

                    if (attackFrame == numAttackFrames-1) { attackDir = -1; attackFrame = numAttackFrames-2; }
                    if (attackFrame == -1) { attackFrame = 0; if (Vector3.Distance(Position, gameHero.Position) >= 30f) attacking = false; attackDir = 1; }
                }
            }
            else
            {
                Vector3 dir = Target - Position;
                if (dir.Length() > 0f)
                    dir.Normalize();
                Speed = dir * 0.2f;

                if (Vector3.Distance(Position, Target) <= 1f) Target = Position + (new Vector3(Helper.AngleToVector(((Rotation + MathHelper.Pi) - MathHelper.PiOver2) + ((float)Helper.Random.NextDouble() * MathHelper.Pi), 100f), 0f));

                Rotation = Helper.TurnToFace(new Vector2(Position.X, Position.Y), new Vector2(Position.X, Position.Y) + (new Vector2(Speed.X, Speed.Y) * 50f), Rotation, 1f, 0.5f);

                base.Update(gameTime, currentRoom, gameHero, doors);
            }

            boundingSphere = new BoundingSphere(Position, 3f);

            for (float z = Position.Z; z < 25f; z += 0.1f)
            {
                if (Room.World.GetVoxel(new Vector3(Position.X, Position.Y, z)).Active) { groundHeight = z; break; }
            }

            if (hitAlpha > 0f) hitAlpha -= 0.1f;

            if (Health <= 0f) Die();
        }
Esempio n. 8
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        public Ooze(Vector3 pos, Room room, VoxelSprite sprite)
            : base(pos, room, sprite)
        {
            Type = EnemyType.Ooze;

            animTargetTime = 500;
            numFrames = 3;
            offsetFrame = 1;
            Target = Position;
            Health = 50;
            Rotation = (float)(Helper.Random.NextDouble() * MathHelper.TwoPi);
        }
Esempio n. 9
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        public override void DoCollide(bool x, bool y, bool z, Vector3 checkPosition, Room currentRoom, Hero gameHero, bool withPlayer)
        {
            // Target = new Vector3(Helper.Random.Next(Room.World.X_SIZE) * Voxel.SIZE, Helper.Random.Next(Room.World.Y_SIZE) * Voxel.SIZE, Position.Z);

            Target = Position + (new Vector3(Helper.AngleToVector(((Rotation + MathHelper.Pi) - MathHelper.PiOver2) + ((float)Helper.Random.NextDouble() * MathHelper.Pi), 100f), 0f)); //new Vector3(Helper.Random.Next(Room.World.X_SIZE) * Voxel.SIZE, Helper.Random.Next(Room.World.Y_SIZE) * Voxel.SIZE, Position.Z);  //Position + (-Speed * 100f);
            Vector3 dir = Target - Position;
            if (dir.Length() > 0f)
                dir.Normalize();
            Speed = dir * 0.2f;

            base.DoCollide(x, y, z, checkPosition, currentRoom, gameHero, withPlayer);
        }
Esempio n. 10
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        public void Update(GameTime gameTime, Room currentRoom, Hero gameHero)
        {
            Time += gameTime.ElapsedGameTime.TotalMilliseconds;

            if (affectedByGravity) Speed.Z += GRAVITY;

            CheckCollisions(currentRoom, gameHero);

            Position += Speed;

            Color c;
            switch (Type)
            {
                case ProjectileType.Laserbolt:

                    break;
                case ProjectileType.Rocket:
                    if (gameHero.Position.X < Position.X) Speed.X -= 0.01f;
                    if (gameHero.Position.X > Position.X) Speed.X += 0.01f;
                    if (gameHero.Position.Y < Position.Y) Speed.Y -= 0.01f;
                    if (gameHero.Position.Y > Position.Y) Speed.Y += 0.01f;

                    Rotation = Matrix.CreateRotationZ(Helper.V2ToAngle(new Vector2(Speed.X, Speed.Y)));

                    if(Helper.Random.Next(2)==0)
                        c = new Color(new Vector3(1.0f, (float)Helper.Random.NextDouble(), 0.0f)) * (0.7f + ((float)Helper.Random.NextDouble() * 0.3f));
                    else
                        c = new Color(Vector3.One * (0.5f+((float)Helper.Random.NextDouble()*0.3f)));

                    ParticleController.Instance.Spawn(Position, -(Speed*0.3f) + new Vector3(-0.01f + ((float)Helper.Random.NextDouble() * 0.02f), -0.01f + ((float)Helper.Random.NextDouble() * 0.02f), -0.01f + ((float)Helper.Random.NextDouble() * 0.02f)), 0.4f, c, 100, false);

                    break;
                case ProjectileType.Gatling:
                    c = new Color(new Vector3(1.0f, (float)Helper.Random.NextDouble(), 0.0f)) * (0.7f + ((float)Helper.Random.NextDouble() * 0.3f));
                    ParticleController.Instance.Spawn(Position, Vector3.Zero, 0.4f, c, 20, false);
                    break;

                case ProjectileType.Acid:
                    c = new Color(new Vector3(0f, 1f, 0.0f)) * (0.5f + ((float)Helper.Random.NextDouble() * 0.5f));
                    if(Helper.Random.Next(2)==1) ParticleController.Instance.Spawn(Position, Vector3.Zero, 0.5f, c, 0, false);
                    break;
            }

            if (Time >= Life)
            {
                //if (Type == ProjectileType.Grenade || Type == ProjectileType.Rocket)
                //{
                //    ParticleController.Instance.SpawnExplosion(Position);
                //    gameWorld.Explode(Position + new Vector3(0,0,-2f), 5f);
                //}
                Active = false;
            }
        }
Esempio n. 11
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        public Sentinel(Vector3 pos, Room room, VoxelSprite sprite)
            : base(pos, room, sprite)
        {
            Type = EnemyType.Sentinel;

            animTargetTime = 100;
            numFrames = 5;
            offsetFrame = 1;
            Target = Position;
            Rotation = (float)(Helper.Random.NextDouble() * MathHelper.TwoPi);

            numAttackFrames = 6;
        }
Esempio n. 12
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        public void Update(GameTime gameTime, Camera gameCamera, Hero gameHero, Room currentRoom)
        {
            foreach (Pickup p in Pickups.Where(proj => proj.Active))
            {
                p.Update(gameTime, currentRoom, gameHero);
                if (gameHero.boundingSphere.Intersects(p.boundingSphere) && p.Room==currentRoom) p.Collect(gameHero);
            }

            Pickups.RemoveAll(proj => !proj.Active);

            drawEffect.World = gameCamera.worldMatrix;
            drawEffect.View = gameCamera.viewMatrix;
            drawEffect.Projection = gameCamera.projectionMatrix;
        }
Esempio n. 13
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        public Head(Vector3 pos, Room room, VoxelSprite sprite)
            : base(pos, room, sprite)
        {
            Type = EnemyType.Head;

            Position.Z -= 5f;

            numFrames = 1;
            offsetFrame = 0;

            numAttackFrames = 7;

            Health = 500f;
        }
Esempio n. 14
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        public Pickup(PickupType type, Room room, Vector3 pos)
        {
            Type = type;
            Room = room;
            Position = pos;
            Rotation = (float)Helper.Random.NextDouble() * MathHelper.TwoPi;

            Active = true;

            switch (Type)
            {
                case PickupType.Health:
                    numFrames = 3;
                    frameOffset = 8;
                    break;
            }
        }
Esempio n. 15
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        public override void DoCollide(bool x, bool y, bool z, Vector3 checkPosition, Room currentRoom, Hero gameHero, bool withPlayer)
        {
            if (withPlayer)
            {
                if (!gameHero.DoHit(checkPosition, Speed, 0.5f))
                {
                    if (x) Speed.X = (Speed.X * -0.9f);
                    if (y) Speed.Y = (Speed.Y * -0.9f);
                    if (z) Speed.Z = (Speed.Z * -0.9f);
                }
                else
                {
                    if (x) Speed.X = 0f;
                    if (y) Speed.Y = 0f;
                    if (z) Speed.Z = 0f;
                }
            }
            else
            {
                if (x) Speed.X = (Speed.X * -0.9f);
                if (y) Speed.Y = (Speed.Y * -0.9f);
                if (z) Speed.Z = (Speed.Z * -0.9f);
            }

            if (Speed.Length() > 0.2f)
            {
                Vector3 worldSpace = VoxelWorld.FromScreenSpace(checkPosition);
                Voxel v = Room.World.GetVoxel(checkPosition);

                if (v.Active && Active)
                {
                    if (v.Destructable == 1)
                    {
                        if (Helper.Random.Next(4) == 1)
                        {
                            Room.World.SetVoxelActive((int)worldSpace.X, (int)worldSpace.Y, (int)worldSpace.Z, false);
                            if (Room == currentRoom) ParticleController.Instance.Spawn(Position, new Vector3(-0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -((float)Helper.Random.NextDouble() * 0.5f)), 0.25f, new Color(v.SR, v.SG, v.SB), 1000, true);
                        }
                    }
                    //Active = false;
                }
            }

            //base.DoCollide(x, y, z);
        }
Esempio n. 16
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        public void Draw(Camera gameCamera, Room currentRoom)
        {
            foreach (Pickup p in Pickups.Where(proj => proj.Type == PickupType.Health && proj.Room == currentRoom))
            {
                drawEffect.World = gameCamera.worldMatrix *
                                   Matrix.CreateRotationX(MathHelper.PiOver2) *
                                   Matrix.CreateRotationZ(p.Rotation - MathHelper.PiOver2) *
                                   Matrix.CreateScale(1f) *
                                   Matrix.CreateTranslation(p.Position);
                foreach (EffectPass pass in drawEffect.CurrentTechnique.Passes)
                {
                    pass.Apply();

                    graphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalColor>(PrimitiveType.TriangleList, pickupStrip.AnimChunks[p.currentFrame + p.frameOffset].VertexArray, 0, pickupStrip.AnimChunks[p.currentFrame + p.frameOffset].VertexArray.Length, pickupStrip.AnimChunks[p.currentFrame + p.frameOffset].IndexArray, 0, pickupStrip.AnimChunks[p.currentFrame + p.frameOffset].VertexArray.Length / 2);

                }
            }
        }
Esempio n. 17
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        public void Draw(Camera gameCamera, Room currentRoom)
        {
            drawEffect.Projection = gameCamera.projectionMatrix;
            drawEffect.View = gameCamera.viewMatrix;

            foreach (Bomb b in Bombs.Where(bom=>bom.Room==currentRoom))
            {
                drawEffect.World = gameCamera.worldMatrix *
                                       Matrix.CreateRotationX(MathHelper.PiOver2) *
                                       Matrix.CreateRotationZ(-MathHelper.PiOver2) *
                                       Matrix.CreateScale(0.75f) *
                                       Matrix.CreateTranslation(b.Position);
                foreach (EffectPass pass in drawEffect.CurrentTechnique.Passes)
                {
                    pass.Apply();

                    graphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalColor>(PrimitiveType.TriangleList, spriteSheet.AnimChunks[1 + b.CurrentFrame].VertexArray, 0, spriteSheet.AnimChunks[1 + b.CurrentFrame].VertexArray.Length, spriteSheet.AnimChunks[1 + b.CurrentFrame].IndexArray, 0, spriteSheet.AnimChunks[1 + b.CurrentFrame].VertexArray.Length / 2);

                }
            }
        }
Esempio n. 18
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        public void Draw(Camera gameCamera, Room currentRoom)
        {
            foreach (Projectile p in Projectiles.Where(proj => proj.Type == ProjectileType.Laserbolt && proj.Room == currentRoom))
            {
                drawEffect.Alpha = 0.5f;
                drawEffect.World = gameCamera.worldMatrix *
                                   Matrix.CreateRotationX(MathHelper.PiOver2) *
                                   Matrix.CreateRotationZ(-MathHelper.PiOver2) *
                                   p.Rotation *
                                   Matrix.CreateScale(0.5f) *
                                   Matrix.CreateTranslation(p.Position);
                foreach (EffectPass pass in drawEffect.CurrentTechnique.Passes)
                {
                    pass.Apply();

                    graphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalColor>(PrimitiveType.TriangleList, projectileStrip.AnimChunks[1].VertexArray, 0, projectileStrip.AnimChunks[1].VertexArray.Length, projectileStrip.AnimChunks[1].IndexArray, 0, projectileStrip.AnimChunks[1].VertexArray.Length / 2);

                }
                drawEffect.Alpha = 1f;
            }
            foreach (Projectile p in Projectiles.Where(proj => proj.Type == ProjectileType.Rocket && proj.Room == currentRoom))
            {

                drawEffect.World = gameCamera.worldMatrix *
                                   Matrix.CreateRotationX(MathHelper.PiOver2) *
                                   Matrix.CreateRotationZ(-MathHelper.PiOver2) *
                                   p.Rotation *
                                   Matrix.CreateScale(0.5f) *
                                   Matrix.CreateTranslation(p.Position);
                foreach (EffectPass pass in drawEffect.CurrentTechnique.Passes)
                {
                    pass.Apply();

                    graphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalColor>(PrimitiveType.TriangleList, projectileStrip.AnimChunks[0].VertexArray, 0, projectileStrip.AnimChunks[0].VertexArray.Length, projectileStrip.AnimChunks[0].IndexArray, 0, projectileStrip.AnimChunks[0].VertexArray.Length / 2);

                }

            }
        }
Esempio n. 19
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        public void Update(GameTime gameTime, Room currentRoom, Hero gameHero)
        {
            if (currentRoom != Room) return;

            Speed.Z += (0.001f * bobDir);
            if (Speed.Z > 0.05f) bobDir = -1f;
            if (Speed.Z < -0.05f) bobDir = 1f;

            frameTime += gameTime.ElapsedGameTime.TotalMilliseconds;
            if (frameTime >= frameTargetTime)
            {
                frameTime = 0;
                currentFrame+=frameDir;
                if (currentFrame == numFrames) { currentFrame -= 2; frameDir = -1; }
                if (currentFrame == -1) { currentFrame = 1; frameDir = 1; }
            }

            Rotation += 0.01f;

            Position += Speed;

            boundingSphere = new BoundingSphere(Position, 1f);
        }
Esempio n. 20
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            if (generatedPercent >= 100)
            {
                MouseState cms = Mouse.GetState();
                KeyboardState cks = Keyboard.GetState();
                GamePadState cgs = GamePad.GetState(PlayerIndex.One);

                Vector2 mp2D = Vector2.Clamp(new Vector2(cms.X, cms.Y), Vector2.Zero, new Vector2(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height));
                Vector3 mousePos = Helper.ProjectMousePosition(mp2D, GraphicsDevice.Viewport, gameCamera.worldMatrix, gameCamera.viewMatrix, gameCamera.projectionMatrix, 0f);

                Vector2 virtualJoystick = Vector2.Zero;
                if (cks.IsKeyDown(Keys.W) || cks.IsKeyDown(Keys.Up)) virtualJoystick.Y = -1;
                if (cks.IsKeyDown(Keys.A) || cks.IsKeyDown(Keys.Left)) virtualJoystick.X = -1;
                if (cks.IsKeyDown(Keys.S) || cks.IsKeyDown(Keys.Down)) virtualJoystick.Y = 1;
                if (cks.IsKeyDown(Keys.D) || cks.IsKeyDown(Keys.Right)) virtualJoystick.X = 1;
                if (virtualJoystick.Length() > 0f) virtualJoystick.Normalize();
                if (cgs.ThumbSticks.Left.Length() > 0.1f)
                {
                    virtualJoystick = cgs.ThumbSticks.Left;
                    virtualJoystick.Y = -virtualJoystick.Y;
                }

                if(gameHero.introTargetReached) gameHero.Move(virtualJoystick);

                if ((cks.IsKeyDown(Keys.Space) && !lks.IsKeyDown(Keys.Space)) || (cgs.Buttons.B == ButtonState.Pressed && lgs.Buttons.B != ButtonState.Pressed)) gameHero.TryPlantBomb(currentRoom);
                if (cks.IsKeyDown(Keys.Z) || cks.IsKeyDown(Keys.Enter) || cgs.Buttons.A == ButtonState.Pressed) gameHero.DoAttack();

                if (cks.IsKeyDown(Keys.X) || cks.IsKeyDown(Keys.RightShift) || cgs.Buttons.X == ButtonState.Pressed) gameHero.DoDefend(true, virtualJoystick); else gameHero.DoDefend(false, virtualJoystick);

                int openCount = 0;
                foreach (Door d in Doors) if (d.IsOpen) openCount++;

                if (gameHero.introTargetReached)
                {
                    #region ROOM STATE SHIT
                    switch (roomState)
                    {
                        case RoomState.DoorsOpening:
                            OpenDoors();
                            if (openCount > 0) roomState = RoomState.DoorsOpen;
                            doorCountdown = doorCountdownTarget;
                            break;
                        case RoomState.DoorsOpen:
                            if (doorCountdown > 0)
                            {
                                doorCountdown -= gameTime.ElapsedGameTime.TotalMilliseconds;

                                if (doorCountdown <= 0)
                                {
                                    roomState = RoomState.DoorsClosing;
                                }
                            }
                            break;
                        case RoomState.DoorsClosing:
                            foreach (Door d in Doors) d.Close(false);
                            if (openCount == 0)
                            {
                                roomMovesLeft = 3 + Helper.Random.Next(5);
                                DoRoomShift();
                                roomState = RoomState.RoomsShifting;
                            }
                            break;
                        case RoomState.RoomsShifting:
                            foreach (Door d in Doors) d.Close(true);
                            if (roomShift != null)
                            {
                                roomShift.Update(gameTime, gameHero, ref Rooms);
                                if (roomShift.Complete)
                                {
                                    if (roomMovesLeft > 0) DoRoomShift();
                                    else roomShift = null;
                                }
                            }
                            if (roomShift == null && roomMovesLeft == 0)
                            {
                                roomState = RoomState.DoorsOpening;
                            }
                            break;
                    }
                    #endregion
                }
                else
                {
                    if (Vector3.Distance(gameHero.Position, gameHero.IntroTarget) < 5f)
                    {
                        exitDoor.Close(false);
                    }
                }

                if (gameHero.RoomX == exitRoomX && gameHero.RoomY == exitRoomY)
                {
                    if (exitDoor.IsOpen)
                    {
                        particleController.Spawn(exitDoor.ParticlePosition, new Vector3(-0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -0.05f + ((float)Helper.Random.NextDouble() * 0.1f)) + exitDoor.ParticleDir * 0.2f, 2f, Color.White * 0.5f, 1000, false);
                    }

                }

                if (roomShift != null)
                    gameCamera.Update(gameTime, currentRoom.World, roomShift.cameraShake);
                else
                    gameCamera.Update(gameTime, currentRoom.World, Vector3.Zero);

                foreach (Room r in Rooms)
                    if (r.World != null) r.World.Update(gameTime, gameCamera, currentRoom == r);
                //currentRoom.World.Update(gameTime, gameCamera);

                gameHero.Update(gameTime, gameCamera, currentRoom, Doors, ref Rooms, allRoomsComplete, exitRoomX, exitRoomY, exitDoor);
                currentRoom = Rooms[gameHero.RoomX, gameHero.RoomY];
                currentRoom.Update(gameTime);

                enemyController.Update(gameTime, gameCamera, currentRoom, gameHero, Doors);
                particleController.Update(gameTime, gameCamera, currentRoom.World);
                pickupController.Update(gameTime, gameCamera, gameHero, currentRoom);
                projectileController.Update(gameTime, gameCamera, gameHero, currentRoom);
                bombController.Update(gameTime, currentRoom, gameHero);
                AudioController.Update(gameTime);

                foreach (Door d in Doors) d.Update(gameTime);

                drawEffect.View = gameCamera.viewMatrix;
                drawEffect.World = gameCamera.worldMatrix;

                lms = cms;
                lks = cks;
                lgs = cgs;

                if (gameHero.Dead || gameHero.exitReached)
                {
                    deadTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                    if (deadTime >= 5000)
                    {
                        Reset();
                    }
                    if (showCompleteAlpha < 1f) showCompleteAlpha += 0.1f;
                    AudioController.StopMusic();

                }

                allRoomsComplete = true;
                foreach (Room r in Rooms) if (!r.IsComplete) allRoomsComplete = false;

                if (allRoomsComplete && !shownComplete)
                {
                    if (gameHero.RoomX == exitRoomX && gameHero.RoomY == exitRoomY && roomState == RoomState.DoorsOpen) exitDoor.Open(false);
                    if(showCompleteAlpha<1f) showCompleteAlpha += 0.1f;
                    showCompleteTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                    if (showCompleteTime > 5000)
                    {
                        shownComplete = true;
                    }
                }
                if (shownComplete && showCompleteAlpha > 0f && !gameHero.exitReached) showCompleteAlpha -= 0.1f;
                //if (gameHero.exitReached && showCompleteAlpha < 1f) showCompleteAlpha += 0.1f;
                //if (gameHero.exitReached)
                //{
                //    dead
                //}
            }
            else
            {
                titleFrameTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                if (titleFrameTime >= 100)
                {
                    titleFrameTime = 0;
                    titleCurrentFrame++;
                    if (titleCurrentFrame == 4) titleCurrentFrame = 0;
                }
                titleScrollPos += Vector2.One;
                if (titleScrollPos.X == texTitleBG.Width) titleScrollPos = Vector2.Zero;
            }

            base.Update(gameTime);
        }
Esempio n. 21
0
        public virtual void CheckCollisions(VoxelWorld world, List<Door> doors, Room currentRoom, Hero gameHero)
        {
            float checkRadius = 3.5f;
            float radiusSweep = 0.75f;
            Vector2 v2Pos = new Vector2(Position.X, Position.Y);
            float checkHeight = Position.Z - 1f;
            Voxel checkVoxel;
            Vector3 checkPos;

            Vector3 mapBoundsMin = new Vector3(Chunk.X_SIZE * Voxel.SIZE, Chunk.Y_SIZE * Voxel.SIZE, 0f);
            Vector3 mapBoundsMax = new Vector3(world.X_SIZE * Voxel.SIZE, world.Y_SIZE * Voxel.SIZE, world.Z_SIZE) - new Vector3(Chunk.X_SIZE * Voxel.SIZE, Chunk.Y_SIZE * Voxel.SIZE, 0f);

            if (Speed.Y < 0f)
            {
                for (float a = -MathHelper.PiOver2 - radiusSweep; a < -MathHelper.PiOver2 + radiusSweep; a += 0.02f)
                {
                    checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, checkRadius, a), checkHeight);
                    checkVoxel = world.GetVoxel(checkPos);
                    if ((checkVoxel.Active && world.CanCollideWith(checkVoxel.Type)))
                    {
                        DoCollide(false, true, false, checkPos, currentRoom, gameHero, false);
                    }
                    foreach (Door d in doors) { if (d.CollisionBox.Contains(checkPos) == ContainmentType.Contains) DoCollide(false, true, false, checkPos, currentRoom, gameHero, false); break; }
                    if (knockbackTime <= 0) foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room && en!=this)) { if (e.boundingSphere.Contains(checkPos) == ContainmentType.Contains) DoCollide(false, true, false, checkPos, currentRoom, gameHero, false); break; }
                    if (gameHero.boundingSphere.Contains(checkPos) == ContainmentType.Contains) { DoCollide(false, true, false, checkPos, currentRoom, gameHero, true); break; }
                    if (checkPos.Y < mapBoundsMin.Y || checkPos.Y > mapBoundsMax.Y) { DoCollide(false, true, false, checkPos, currentRoom, gameHero, false); break; }
                }
            }
            if (Speed.Y > 0f)
            {
                for (float a = MathHelper.PiOver2 - radiusSweep; a < MathHelper.PiOver2 + radiusSweep; a += 0.02f)
                {
                    checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, checkRadius, a), checkHeight);
                    checkVoxel = world.GetVoxel(checkPos);
                    if ((checkVoxel.Active && world.CanCollideWith(checkVoxel.Type)))
                    {
                        DoCollide(false, true, false, checkPos, currentRoom, gameHero, false);
                    }
                    foreach (Door d in doors) { if (d.CollisionBox.Contains(checkPos) == ContainmentType.Contains) DoCollide(false, true, false, checkPos, currentRoom, gameHero, false); break; }
                    if (knockbackTime <= 0) foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room && en != this)) { if (e.boundingSphere.Contains(checkPos) == ContainmentType.Contains) DoCollide(false, true, false, checkPos, currentRoom, gameHero, false); break; }
                    if (gameHero.boundingSphere.Contains(checkPos) == ContainmentType.Contains) { DoCollide(false, true, false, checkPos, currentRoom, gameHero, true); break; }
                    if (checkPos.Y < mapBoundsMin.Y || checkPos.Y > mapBoundsMax.Y) { DoCollide(false, true, false, checkPos, currentRoom, gameHero, false); break; }

                }
            }
            if (Speed.X < 0f)
            {
                for (float a = -MathHelper.Pi - radiusSweep; a < -MathHelper.Pi + radiusSweep; a += 0.02f)
                {
                    checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, checkRadius, a), checkHeight);
                    checkVoxel = world.GetVoxel(checkPos);
                    if ((checkVoxel.Active && world.CanCollideWith(checkVoxel.Type)))
                    {
                        DoCollide(true, false, false, checkPos, currentRoom, gameHero, false);
                    }
                    foreach (Door d in doors) { if (d.CollisionBox.Contains(checkPos) == ContainmentType.Contains) DoCollide(true, false, false, checkPos, currentRoom, gameHero, false); break; }
                    if (knockbackTime <= 0) foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room && en != this)) { if (e.boundingSphere.Contains(checkPos) == ContainmentType.Contains) DoCollide(true, false, false, checkPos, currentRoom, gameHero, false); break; }
                    if (gameHero.boundingSphere.Contains(checkPos) == ContainmentType.Contains) { DoCollide(true, false, false, checkPos, currentRoom, gameHero, true); break; }
                    if (checkPos.X < mapBoundsMin.X || checkPos.X > mapBoundsMax.X) { DoCollide(true, false, false, checkPos, currentRoom, gameHero, false); break; }

                }
            }
            if (Speed.X > 0f)
            {
                for (float a = -radiusSweep; a < radiusSweep; a += 0.02f)
                {
                    checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, checkRadius, a), checkHeight);
                    checkVoxel = world.GetVoxel(checkPos);
                    if ((checkVoxel.Active && world.CanCollideWith(checkVoxel.Type)))
                    {
                        DoCollide(true, false, false, checkPos, currentRoom, gameHero, false);
                    }
                    foreach (Door d in doors) { if (d.CollisionBox.Contains(checkPos) == ContainmentType.Contains) DoCollide(true, false, false, checkPos, currentRoom, gameHero, false); break; }
                    if (knockbackTime <= 0) foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room && en != this)) { if (e.boundingSphere.Contains(checkPos) == ContainmentType.Contains) DoCollide(true, false, false, checkPos, currentRoom, gameHero, false); break; }
                    if (gameHero.boundingSphere.Contains(checkPos) == ContainmentType.Contains) { DoCollide(true, false, false, checkPos, currentRoom, gameHero, true); break;}
                    if (checkPos.X < mapBoundsMin.X || checkPos.X > mapBoundsMax.X) { DoCollide(true, false, false, checkPos, currentRoom, gameHero, false); break; }

                }
            }
        }
Esempio n. 22
0
        public virtual void Update(GameTime gameTime, Room currentRoom, Hero gameHero, List<Door> doors)
        {
            CheckCollisions(currentRoom.World, doors, currentRoom, gameHero);

            Position += Speed;

            if (Speed.Length() > 0)
            {
                animTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                if (animTime >= animTargetTime)
                {
                    animTime = 0;

                    CurrentFrame++;
                    if (CurrentFrame == numFrames) CurrentFrame = 0;
                }
            }

            for (float z = Position.Z; z < 25f;z+=0.1f)
            {
                if (Room.World.GetVoxel(new Vector3(Position.X, Position.Y, z)).Active) { groundHeight = z; break; }
            }

            boundingSphere = new BoundingSphere(Position, 3f);

            if (knockbackTime > 0) knockbackTime -= gameTime.ElapsedGameTime.TotalMilliseconds;

            if (Health <= 0f) Die();
        }
Esempio n. 23
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 public virtual void DoCollide(bool x, bool y, bool z, Vector3 checkPosition, Room currentRoom, Hero gameHero, bool withPlayer)
 {
     if (x) Speed.X = 0;
     if (y) Speed.Y = 0;
     if (z) Speed.Z = 0;
 }
Esempio n. 24
0
        private void ResetDoors(List<Door> doors, ref Room[,] rooms, bool allRoomsComplete, int exitRoomX, int exitRoomY, Door exitDoor)
        {
            if (RoomX <= -1) { RoomX = 0; exitReached = true; exitDoor.Close(false); }
            if (RoomY <= -1) { RoomY = 0; exitReached = true; exitDoor.Close(false); }
            if (RoomX >= 4) { RoomX = 3; exitReached = true; exitDoor.Close(false); }
            if (RoomY >= 4) { RoomX = 3; exitReached = true; exitDoor.Close(false); }

            if (!exitReached)
            {
                if (RoomX > 0 && !rooms[RoomX - 1, RoomY].IsGap) doors[3].Open(true); else doors[3].Close(true);
                if (RoomX < 3 && !rooms[RoomX + 1, RoomY].IsGap) doors[1].Open(true); else doors[1].Close(true);
                if (RoomY > 0 && !rooms[RoomX, RoomY - 1].IsGap) doors[0].Open(true); else doors[0].Close(true);
                if (RoomY < 3 && !rooms[RoomX, RoomY + 1].IsGap) doors[2].Open(true); else doors[2].Close(true);

                if (allRoomsComplete && RoomX == exitRoomX && RoomY == exitRoomY) exitDoor.Open(true);

                ParticleController.Instance.Reset();
                ProjectileController.Instance.Reset();
            }
        }
Esempio n. 25
0
        void CheckCollisions(VoxelWorld world, List<Door> doors, Room currentRoom)
        {
            float checkRadius = 3.5f;
            float radiusSweep = 0.75f;
            Vector2 v2Pos = new Vector2(Position.X, Position.Y);
            float checkHeight = Position.Z - 1f;
            Voxel checkVoxel;
            Vector3 checkPos;

            if (Speed.Y < 0f)
            {
                for (float a = -MathHelper.PiOver2 - radiusSweep; a < -MathHelper.PiOver2 + radiusSweep; a += 0.02f)
                {
                    checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, checkRadius, a), checkHeight);
                    checkVoxel = world.GetVoxel(checkPos);
                    if ((checkVoxel.Active && world.CanCollideWith(checkVoxel.Type)))
                    {
                        Speed.Y = 0f;
                    }
                    foreach (Door d in doors) { if (d.IsBlocked && d.CollisionBox.Contains(checkPos)==ContainmentType.Contains) Speed.Y = 0f; }
                    foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == currentRoom)) { if (e.boundingSphere.Contains(checkPos + new Vector3(0f,0f,-5f)) == ContainmentType.Contains) Speed.Y = 0f; }

                }
            }
            if (Speed.Y > 0f)
            {
                for (float a = MathHelper.PiOver2 - radiusSweep; a < MathHelper.PiOver2 + radiusSweep; a += 0.02f)
                {
                    checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, checkRadius, a), checkHeight);
                    checkVoxel = world.GetVoxel(checkPos);
                    if ((checkVoxel.Active && world.CanCollideWith(checkVoxel.Type)))
                    {
                        Speed.Y = 0f;
                    }
                    foreach (Door d in doors) { if (d.IsBlocked && d.CollisionBox.Contains(checkPos) == ContainmentType.Contains) Speed.Y = 0f; }
                    foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == currentRoom)) { if (e.boundingSphere.Contains(checkPos + new Vector3(0f, 0f, -5f)) == ContainmentType.Contains) Speed.Y = 0f; }

                }
            }
            if (Speed.X < 0f)
            {
                for (float a = -MathHelper.Pi - radiusSweep; a < -MathHelper.Pi + radiusSweep; a += 0.02f)
                {
                    checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, checkRadius, a), checkHeight);
                    checkVoxel = world.GetVoxel(checkPos);
                    if ((checkVoxel.Active && world.CanCollideWith(checkVoxel.Type)))
                    {
                        Speed.X = 0f;
                    }
                    foreach (Door d in doors) { if (d.IsBlocked && d.CollisionBox.Contains(checkPos) == ContainmentType.Contains) Speed.X = 0f; }
                    foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == currentRoom)) { if (e.boundingSphere.Contains(checkPos + new Vector3(0f, 0f, -5f)) == ContainmentType.Contains) Speed.X = 0f; }

                }
            }
            if (Speed.X > 0f)
            {
                for (float a = -radiusSweep; a < radiusSweep; a += 0.02f)
                {
                    checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, checkRadius, a), checkHeight);
                    checkVoxel = world.GetVoxel(checkPos);
                    if ((checkVoxel.Active && world.CanCollideWith(checkVoxel.Type)))
                    {
                        Speed.X = 0f;
                    }
                    foreach (Door d in doors) { if (d.IsBlocked && d.CollisionBox.Contains(checkPos) == ContainmentType.Contains) Speed.X = 0f; }
                    foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == currentRoom)) { if (e.boundingSphere.Contains(checkPos + new Vector3(0f, 0f, -5f)) == ContainmentType.Contains) Speed.X = 0f; }

                }
            }
        }
Esempio n. 26
0
        internal void TryPlantBomb(Room currentRoom)
        {
            if (Dead || !introTargetReached) return;

            if (numBombs > 0)
            {
                BombController.Instance.Spawn(Position + new Vector3(0f, 0f, -3f), currentRoom);
                numBombs--;
                if (bombRespawnTime <= 0) bombRespawnTime = 5000;
                AudioController.PlaySFX("bomb_place", 1f, 0f, 0f);
            }
        }
Esempio n. 27
0
        public void Update(GameTime gameTime, Camera gameCamera, Room currentRoom, List<Door> doors, ref Room[,] rooms, bool allRoomsComplete, int exitRoomX, int exitRoomY, Door exitDoor)
        {
            if (Dead) return;

            Health = MathHelper.Clamp(Health, 0f, MaxHealth);

            //Health = MaxHealth;

            Vector2 v2pos = new Vector2(Position.X, Position.Y);
            Vector2 v2speed = new Vector2(Speed.X, Speed.Y);
            if (Speed.Length() > 0f)
            {
                //if (!defending)
                Rotation = Helper.TurnToFace(v2pos, v2pos + (v2speed * 50f), Rotation, 1f, 0.5f);
            }
            if(introTargetReached) CheckCollisions(currentRoom.World, doors, currentRoom);
            Position += Speed;

            v2speed = new Vector2(Speed.X, Speed.Y);
            if (Speed.Length() > 0f)
            {
                frameTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                if (frameTime >= frameTargetTime)
                {
                    frameTime = 0;
                    currentFrame++;
                    if (currentFrame == 4) currentFrame = 0;
                }
            }

            if (RoomX == exitRoomX && RoomY == exitRoomY && introTargetReached)
            {
                if (Position.X < doors[3].Position.X - 5f && doors[3] == exitDoor) { exitReached = true; }
                if (Position.X > doors[1].Position.X + 5f && doors[1] == exitDoor) { exitReached = true; }
                if (Position.Y < doors[0].Position.Y - 5f && doors[0] == exitDoor) { exitReached = true; }
                if (Position.Y > doors[2].Position.Y + 5f && doors[2] == exitDoor) { exitReached = true; }
            }

            if (introTargetReached)
            {
                if (Position.X < doors[3].Position.X && !(doors[3] == exitDoor && RoomX == exitRoomX && RoomY == exitRoomY)) { RoomX--; Position = doors[1].Position + new Vector3(0f, 0f, 4f); ResetDoors(doors, ref rooms, allRoomsComplete, exitRoomX, exitRoomY, exitDoor); }
                if (Position.X > doors[1].Position.X && !(doors[1] == exitDoor && RoomX == exitRoomX && RoomY == exitRoomY)) { RoomX++; Position = doors[3].Position + new Vector3(0f, 0f, 4f); ResetDoors(doors, ref rooms, allRoomsComplete, exitRoomX, exitRoomY, exitDoor); }
                if (Position.Y < doors[0].Position.Y && !(doors[0] == exitDoor && RoomX == exitRoomX && RoomY == exitRoomY)) { RoomY--; Position = doors[2].Position + new Vector3(0f, 0f, 4f); ResetDoors(doors, ref rooms, allRoomsComplete, exitRoomX, exitRoomY, exitDoor); }
                if (Position.Y > doors[2].Position.Y && !(doors[2] == exitDoor && RoomX == exitRoomX && RoomY == exitRoomY)) { RoomY++; Position = doors[0].Position + new Vector3(0f, 0f, 4f); ResetDoors(doors, ref rooms, allRoomsComplete, exitRoomX, exitRoomY, exitDoor); }

            }

            Vector2 p = Helper.RandomPointInCircle(Helper.PointOnCircle(ref v2pos, 1f, (Rotation - MathHelper.Pi) + 0.1f), 0f, 2f);
            ParticleController.Instance.Spawn(new Vector3(p, Position.Z-1f), new Vector3(0f, 0f, -0.01f - ((float)Helper.Random.NextDouble() * 0.01f)), 0.5f, Color.Black*0.2f, 2000, false);

            drawEffect.Projection = gameCamera.projectionMatrix;
            drawEffect.View = gameCamera.viewMatrix;
            drawEffect.World = gameCamera.worldMatrix *
                               Matrix.CreateRotationX(MathHelper.PiOver2) *
                               Matrix.CreateRotationZ(Rotation - MathHelper.PiOver2) *
                               Matrix.CreateTranslation(new Vector3(0, 0, (-(spriteSheet.Z_SIZE * SpriteVoxel.HALF_SIZE)) + SpriteVoxel.HALF_SIZE)) *
                               Matrix.CreateScale(0.9f) *
                               Matrix.CreateTranslation(Position);

            boundingSphere = new BoundingSphere(Position + new Vector3(0f,0f,-4f), 3f);

            timeSinceLastHit -= gameTime.ElapsedGameTime.TotalMilliseconds;

            if (attacking)
            {
                attackTime += gameTime.ElapsedGameTime.TotalMilliseconds;
                if (attackTime >= attackTargetTime)
                {
                    attackTime = 0;
                    attackFrame+=attackDir;

                    if (attackFrame == 1 && attackDir == 1)
                    {
                        bool hit = false;
                        float radiusSweep = 1f;
                        foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == currentRoom))
                        {
                            for (float az = 0f; az > -8f; az -= 1f)
                            {
                                for (float a = Rotation - radiusSweep; a < Rotation + radiusSweep; a += 0.02f)
                                {
                                    for (float dist = 0f; dist < 5f; dist += 0.2f)
                                    {
                                        Vector3 attackPos = new Vector3(Helper.PointOnCircle(ref v2pos, dist, Rotation), Position.Z + az);

                                        if (e.boundingSphere.Contains(attackPos) == ContainmentType.Contains && !hit)
                                        {
                                            e.DoHit(attackPos, new Vector3(Helper.AngleToVector(Rotation, 0.01f), 0f), 10f);
                                            hit = true;
                                        }
                                    }
                                }
                            }
                        }

                    }

                    if (attackFrame == 3) { attackDir = -1; attackFrame = 1; }
                    if (attackFrame == -1) { attackFrame = 0; attacking = false; }

                }
            }

            if (hitAlpha > 0f) hitAlpha -= 0.1f;

            if (Health <= 0f) Die();

            bombRespawnTime -= gameTime.ElapsedGameTime.TotalMilliseconds;
            if (bombRespawnTime <= 0 && numBombs < 3)
            {
                numBombs++;
                bombRespawnTime = 5000;
                if (numBombs == 3) bombRespawnTime = 0;
            }

            if (!introTargetReached)
            {
                if (IntroTarget.X < Position.X) Move(new Vector2(-0.3f, 0f));
                if (IntroTarget.X > Position.X) Move(new Vector2(0.3f, 0f));
                if (IntroTarget.Y < Position.Y) Move(new Vector2(0f,-0.3f));
                if (IntroTarget.Y > Position.Y) Move(new Vector2(0f,0.3f));

                if(Vector3.Distance(IntroTarget, Position)<1f) introTargetReached = true;
            }
        }
Esempio n. 28
0
 public Bomb(Vector3 pos, Room room)
 {
     Position = pos;
     Room = room;
 }
Esempio n. 29
0
        void CreateRoomsAsync()
        {
            int gapRoomX = Helper.Random.Next(4);
            int gapRoomY = Helper.Random.Next(4);

            float roomPercent = 100f / 16f;

            for (int x = 0; x < 4; x++)
                for (int y = 0; y < 4; y++)
                {
                    if (!(x == gapRoomX && y == gapRoomY))
                    {
                        Rooms[x, y] = new Room(tileSheet, objectSheet, false);
                    }
                    else Rooms[x, y] = new Room(tileSheet, objectSheet, true);
                    generatedPercent += (int)roomPercent;
                }

            // make exit
            bool made = false;
            while (!made)
            {
                int side = Helper.Random.Next(4);

                switch (side)
                {
                    case 0:
                        exitRoomX = Helper.Random.Next(4);
                        exitRoomY = -1;
                        if (!Rooms[exitRoomX, exitRoomY + 1].IsGap) made = true;
                        break;
                    case 1:
                        exitRoomY = Helper.Random.Next(4);
                        exitRoomX = 4;
                        if (!Rooms[exitRoomX - 1, exitRoomY].IsGap) made = true;
                        break;
                    case 2:
                        exitRoomX = Helper.Random.Next(4);
                        exitRoomY = 4;
                        if (!Rooms[exitRoomX, exitRoomY - 1].IsGap) made = true;
                        break;
                    case 3:
                        exitRoomY = Helper.Random.Next(4);
                        exitRoomX = -1;
                        if (!Rooms[exitRoomX + 1, exitRoomY].IsGap) made = true;
                        break;
                }
            }

            gameHero.RoomX = exitRoomX;// = new Hero(exitRoomX, exitRoomY, new Vector3(0, 0, 0));
            gameHero.RoomY = exitRoomY;

            //VoxelWorld.ToScreenSpace((7 * 16) + 7, 7, 21) + new Vector3(Voxel.HALF_SIZE,Voxel.HALF_SIZE,Voxel.HALF_SIZE), 0, doorSheet));
            ///VoxelWorld.ToScreenSpace((14 * 16) + 7, (4 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 1, doorSheet));
            //VoxelWorld.ToScreenSpace((7 * 16) + 7, (8 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 2, doorSheet));
            //VoxelWorld.ToScreenSpace(7, (4 * 16) + 7, 21) + new Vector3(Voxel.HALF_SIZE, Voxel.HALF_SIZE, Voxel.HALF_SIZE), 3, doorSheet));

            if (gameHero.RoomX == -1)
            {
                gameHero.RoomX = 0;
                exitRoomX = 0;
                gameHero.IntroTarget = Doors[3].Position + new Vector3(7f, 0f, 4f);
                gameHero.Position = Doors[3].Position + new Vector3(-7f, 0f, 4f);
                gameHero.Rotation = 0f;
                Doors[3].Open(true);
                exitDoor = Doors[3];
            }
            if (gameHero.RoomX == 4)
            {
                gameHero.RoomX = 3;
                exitRoomX = 3;
                gameHero.IntroTarget = Doors[1].Position + new Vector3(-7f, 0f, 4f);
                gameHero.Position = Doors[1].Position + new Vector3(7f, 0f, 4f);
                gameHero.Rotation = -MathHelper.Pi;
                Doors[1].Open(true);
                exitDoor = Doors[1];

            }
            if (gameHero.RoomY == -1)
            {
                gameHero.RoomY = 0;
                exitRoomY = 0;
                gameHero.IntroTarget = Doors[0].Position + new Vector3(0f, 7f, 4f);
                gameHero.Position = Doors[0].Position + new Vector3(0f, -7f, 4f);
                gameHero.Rotation = MathHelper.PiOver2;
                Doors[0].Open(true);
                exitDoor = Doors[0];

            }
            if (gameHero.RoomY == 4)
            {
                gameHero.RoomY = 3;
                exitRoomY = 3;
                gameHero.IntroTarget = Doors[2].Position + new Vector3(0f, -7f, 4f);
                gameHero.Position = Doors[2].Position + new Vector3(0f, 7f, 4f);
                gameHero.Rotation = -MathHelper.PiOver2;
                Doors[2].Open(true);
                exitDoor = Doors[2];

            }

            currentRoom = Rooms[gameHero.RoomX, gameHero.RoomY];

            enemyController.Enemies.RemoveAll(en => en.Room == currentRoom);

            gameCamera.Position = new Vector3((currentRoom.World.X_SIZE * Voxel.SIZE) / 2, (currentRoom.World.Y_SIZE * Voxel.SIZE) / 2, 0f);
            gameCamera.Target = new Vector3((currentRoom.World.X_SIZE * Voxel.SIZE) / 2, (currentRoom.World.Y_SIZE * Voxel.SIZE) / 2, 0f);

            generatedPercent = 100;

            OpenDoors();

            AudioController.PlayMusic("0");
        }
Esempio n. 30
0
        void CheckCollisions(Room currentRoom, Hero gameHero)
        {
            Vector3 worldSpace;
            switch (Type)
            {
                case ProjectileType.Laserbolt:
                case ProjectileType.Gatling:
                    for (float d = 0f; d < 1f; d += 0.25f)
                    {
                        worldSpace = VoxelWorld.FromScreenSpace(Position + (d * ((Position + Speed) - Position)));
                        Voxel v = Room.World.GetVoxel(Position + (d*((Position+Speed)-Position)));

                        if (v.Active && Active)
                        {
                            if (v.Destructable == 1)
                            {
                                Room.World.SetVoxelActive((int)worldSpace.X, (int)worldSpace.Y, (int)worldSpace.Z, false);
                                if(Room == currentRoom) for (int i = 0; i < 4; i++) ParticleController.Instance.Spawn(Position, new Vector3(-0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -((float)Helper.Random.NextDouble() * 0.5f)), 0.25f, new Color(v.SR, v.SG, v.SB), 1000, true);

                            }
                            Active = false;
                        }
                        if (!gameHero.Dead && gameHero.boundingSphere.Contains(Position + (d * ((Position + Speed) - Position))) == ContainmentType.Contains)
                        {
                            if (!gameHero.DoHit(Position + (d * ((Position + Speed) - Position)), Speed, 2f))
                            {
                                Speed = -Speed;
                                float rot = Helper.V2ToAngle(new Vector2(Speed.X,Speed.Y));
                                if(Type== ProjectileType.Gatling) rot = (rot-0.2f) + ((float)Helper.Random.NextDouble() * 0.4f);
                                Speed = new Vector3(Helper.AngleToVector(rot, 1f),0f);
                                Deflected = true;
                                Rotation = Matrix.CreateRotationZ(rot);
                                AudioController.PlaySFX(Type== ProjectileType.Laserbolt?"deflect":"gatling_deflect", Type== ProjectileType.Laserbolt?0.5f:1f, -0.1f, 0.1f);
                            }
                            else Active = false;
                        }
                        if (Deflected) foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room)) { if (e.boundingSphere.Contains(Position + (d * ((Position + Speed) - Position))) == ContainmentType.Contains) { e.DoHit(Position + (d * ((Position + Speed) - Position)), Speed, 5f); Active = false; } }

                    }
                    break;
                case ProjectileType.Rocket:
                    for (float d = 0f; d < 1f; d += 0.25f)
                    {
                        worldSpace = VoxelWorld.FromScreenSpace(Position + (d * ((Position + Speed) - Position)));
                        Voxel v = Room.World.GetVoxel(Position + (d * ((Position + Speed) - Position)));

                        if (v.Active && Active)
                        {

                            Room.World.Explode(Position + (d * ((Position + Speed) - Position)), 5f, Room == currentRoom);
                            if (Room == currentRoom) ParticleController.Instance.SpawnExplosion(Position);
                            gameHero.DoExplosionHit(Position + (d * ((Position + Speed) - Position)), 5f);
                            if (Deflected)
                            {
                                foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room))
                                {
                                    e.DoExplosionHit(Position + (d * ((Position + Speed) - Position)), 5f);
                                    Room.World.Explode(Position + (d * ((Position + Speed) - Position)), 5f, Room == currentRoom);
                                    if (Room == currentRoom) ParticleController.Instance.SpawnExplosion(Position);
                                }
                            }

                            Active = false;
                            AudioController.PlaySFX("explosion2",1f, -0.1f, 0.1f);

                        }
                        if (!gameHero.Dead && gameHero.boundingSphere.Contains(Position + (d * ((Position + Speed) - Position))) == ContainmentType.Contains)
                        {
                            if (!gameHero.DoHit(Position + (d * ((Position + Speed) - Position)), Speed, 0f))
                            {
                                Speed = -Speed;
                                Deflected = true;
                                Rotation = Matrix.CreateRotationZ(Helper.V2ToAngle(new Vector2(Speed.X, Speed.Y)));
                                AudioController.PlaySFX("deflect", 0.5f, -0.1f, 0.1f);

                            }
                            else
                            {
                                gameHero.DoExplosionHit(Position + (d * ((Position + Speed) - Position)), 5f);
                                Room.World.Explode(Position + (d * ((Position + Speed) - Position)), 5f, Room == currentRoom);
                                if (Room == currentRoom) ParticleController.Instance.SpawnExplosion(Position);
                                Active = false;
                                AudioController.PlaySFX("explosion2", 1f, -0.1f, 0.1f);

                            }
                        }
                        if (Deflected)
                            foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room))
                            {
                                if (e.boundingSphere.Contains(Position + (d * ((Position + Speed) - Position))) == ContainmentType.Contains)
                                {
                                    e.DoExplosionHit(Position + (d * ((Position + Speed) - Position)), 5f);
                                    Room.World.Explode(Position + (d * ((Position + Speed) - Position)), 5f, Room == currentRoom);
                                    if (Room == currentRoom) ParticleController.Instance.SpawnExplosion(Position);
                                    Active = false;
                                    AudioController.PlaySFX("explosion2", 1f, -0.1f, 0.1f);

                                }
                            }

                    }
                    break;
                case ProjectileType.Acid:
                    for (float d = 0f; d < 1f; d += 0.25f)
                    {
                        worldSpace = VoxelWorld.FromScreenSpace(Position + (d * ((Position + Speed) - Position)));
                        Voxel v = Room.World.GetVoxel(Position + (d * ((Position + Speed) - Position)));

                        if (v.Active && Active)
                        {
                            Room.World.Explode(Position + (d * ((Position + Speed) - Position)), 2f, Room == currentRoom);
                            for (int i = 0; i < 4; i++)
                            {
                                ParticleController.Instance.Spawn(Position, new Vector3(-0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -((float)Helper.Random.NextDouble() * 0.5f)), 0.5f, new Color(0f, 0.5f + ((float)Helper.Random.NextDouble() * 0.5f), 0f), 1000, true);
                            }

                            Active = false;
                            AudioController.PlaySFX("acid_hit", 1f, -0.1f, 0.1f);

                        }
                        if (!gameHero.Dead && gameHero.boundingSphere.Contains(Position + (d * ((Position + Speed) - Position))) == ContainmentType.Contains)
                        {
                            if (!gameHero.DoHit(Position + (d * ((Position + Speed) - Position)), Speed, 5f))
                            {
                                Speed = -Speed;
                                float rot = Helper.V2ToAngle(new Vector2(Speed.X, Speed.Y));
                                if (Type == ProjectileType.Gatling) rot = (rot - 0.2f) + ((float)Helper.Random.NextDouble() * 0.4f);
                                Speed = new Vector3(Helper.AngleToVector(rot, 0.2f), Speed.Z);
                                Deflected = true;
                                Rotation = Matrix.CreateRotationZ(rot);
                            }
                            else
                            {
                                Active = false;
                                AudioController.PlaySFX("acid_hit", 1f, -0.1f, 0.1f);

                                for (int i = 0; i < 4; i++)
                                {
                                    ParticleController.Instance.Spawn(Position, new Vector3(-0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -0.05f + ((float)Helper.Random.NextDouble() * 0.1f), -((float)Helper.Random.NextDouble() * 0.5f)), 0.5f, new Color(0f, 0.5f + ((float)Helper.Random.NextDouble() * 0.5f), 0f), 1000, true);
                                }
                            }
                        }
                        //if (Deflected)
                        //    foreach (Enemy e in EnemyController.Instance.Enemies.Where(en => en.Room == Room))
                        //    { if (e.boundingSphere.Contains(Position + (d * ((Position + Speed) - Position))) == ContainmentType.Contains) { e.DoHit(Position + (d * ((Position + Speed) - Position)), Speed, 5f); Active = false; } }

                    }
                    break;
                //case ProjectileType.Grenade:
                //    float checkRadius = 1f;
                //    float radiusSweep = 0.5f;
                //    Vector2 v2Pos = new Vector2(Position.X,Position.Y);
                //    Voxel checkVoxel;
                //    Vector3 checkPos;
                //    if (Speed.Z > 0f)
                //    {
                //        for (float z = 0f; z < 2f; z+=1f)
                //        {
                //            Voxel v = gameWorld.GetVoxel(Position + new Vector3(0f, 0f, z));
                //            if (v.Active && gameWorld.CanCollideWith(v.Type)) Speed = new Vector3(Speed.X * 0.6f, Speed.Y * 0.6f, -(Speed.Z / 2f));
                //        }
                //    }
                //    if (Speed.Y < 0f)
                //    {
                //        for (float r = checkRadius; r > 0f; r -= 1f)
                //        {
                //            for (float a = -MathHelper.PiOver2 - radiusSweep; a < -MathHelper.PiOver2 + radiusSweep; a += 0.02f)
                //            {
                //                checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, r, a), Position.Z);
                //                checkVoxel = gameWorld.GetVoxel(checkPos);
                //                if ((checkVoxel.Active && gameWorld.CanCollideWith(checkVoxel.Type)))
                //                {
                //                    Speed.Y = 0f;
                //                }
                //            }
                //        }
                //    }
                //    if (Speed.Y > 0f)
                //    {
                //        for (float r = checkRadius; r > 0f; r -= 1f)
                //        {
                //            for (float a = MathHelper.PiOver2 - radiusSweep; a < MathHelper.PiOver2 + radiusSweep; a += 0.02f)
                //            {
                //                checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, r, a), Position.Z);
                //                checkVoxel = gameWorld.GetVoxel(checkPos);
                //                if ((checkVoxel.Active && gameWorld.CanCollideWith(checkVoxel.Type)))
                //                {
                //                    Speed.Y = 0f;
                //                }
                //            }
                //        }
                //    }
                //    if (Speed.X < 0f)
                //    {
                //        for (float r = checkRadius; r > 0f; r -= 1f)
                //        {
                //            for (float a = -MathHelper.Pi - radiusSweep; a < -MathHelper.Pi + radiusSweep; a += 0.02f)
                //            {
                //                checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, r, a), Position.Z);
                //                checkVoxel = gameWorld.GetVoxel(checkPos);
                //                if ((checkVoxel.Active && gameWorld.CanCollideWith(checkVoxel.Type)))
                //                {
                //                    Speed.X = 0f;
                //                }
                //            }
                //        }
                //    }
                //    if (Speed.X > 0f)
                //    {
                //        for (float r = checkRadius; r > 0f; r -= 1f)
                //        {
                //            for (float a = -radiusSweep; a < radiusSweep; a += 0.02f)
                //            {
                //                checkPos = new Vector3(Helper.PointOnCircle(ref v2Pos, r, a), Position.Z);
                //                checkVoxel = gameWorld.GetVoxel(checkPos);
                //                if ((checkVoxel.Active && gameWorld.CanCollideWith(checkVoxel.Type)))
                //                {
                //                    Speed.X = 0f;
                //                }
                //            }
                //        }
                //    }
                //    break;
            }
        }