Esempio n. 1
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 /// <summary>
 /// Draw a unit's sprite to the screen
 /// </summary>
 /// <param name="sb">SpriteBatch with which to draw</param>
 /// <param name="unit">Unit to draw</param>
 /// <param name="xCameraOffset">x coordinate of left side of viewport</param>
 /// <param name="yCameraOffset">y coordinate of left side of viewport</param>
 public static void DrawSprite(SpriteBatch sb, Unit unit, int xCameraOffset, int yCameraOffset)
 {
     sprite = unit.Sprite;
     locationVector.X = unit.Center.X - xCameraOffset;
     locationVector.Y = unit.Center.Y - yCameraOffset;
     drawSprite(sb, sprite.TextureKey, locationVector, sprite.TextureSelectRect,
          sprite.Shade, sprite.Origin, sprite.Angle, sprite.Scale, sprite.FacingRight);
 }
Esempio n. 2
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        public void CheckAgainstPlayer(Unit player)
        {
            if (_state == UnitState.Dead)
                return;

            float xDisp = player.Center.X - Center.X;
            float yDisp = player.Center.Y - Center.Y;
            //dont fire if not facing
            if ((xDisp >= 0 && !Sprite.FacingRight) || (xDisp <= 0 && Sprite.FacingRight))
            {
                return;
            }

            //fire if close enough to player
            if (Math.Abs(xDisp) < _weapon.Range && Math.Abs(yDisp) < MAX_Y_ATTACK_OFFSET)
            {
                _state = UnitState.Attacking;
                _attacking = true;
                _weapon.Fire(Center, Vector2.UnitX * ((player.Center.X > Center.X) ? 1 : -1));
            }
        }
Esempio n. 3
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 /// <summary>
 /// Move a unit based on its velocity and the surrounding tiles
 /// </summary>
 /// <param name="unit">the unit to move</param>
 private void moveUnit(Unit unit)
 {
     //enter unit moving logic here
     //I suggest breaking down unit.Velocity into individual x and y components, cast into integers
 }
Esempio n. 4
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        /// <summary>
        /// Move a unit based on its velocity and the surrounding tiles
        /// </summary>
        /// <param name="unit">the unit to move</param>
        private void moveUnit(Unit unit, GameTime gameTime)
        {
            int pxRight = (int)(unit.Velocity.X * (float)gameTime.ElapsedGameTime.TotalSeconds);
            int pxDown = (int)(unit.Velocity.Y * (float)gameTime.ElapsedGameTime.TotalSeconds);

            if (pxRight != 0)
                checkHorizontalCollision(unit, pxRight);
            if (pxDown != 0)
                checkVerticalCollision(unit, pxDown);

            if (unit.Top > _collisionLayer.LayerHeight * _collisionLayer.TileHeight)
            {
                unit.Damage(100, Direction.South);
            }
        }
Esempio n. 5
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        private void checkVerticalCollision(Unit unit, int pxDown)
        {
            if (unit.Bottom >= _collisionLayer.LayerHeight * _collisionLayer.TileHeight)
            {
                unit.Y += pxDown;
                return; //let unit fall
            }
            int forwardEdge = (pxDown > 0) ? unit.Bottom : unit.Top;

            //1 for down, -1 for up
            int yDirection = pxDown / Math.Abs(pxDown);

            //start at initial forward edge
            int startRow = forwardEdge / _collisionLayer.TileHeight;
            //assume unit moves full distance
            unit.Y += pxDown;
            //check up to new assumed unit hitrect edge
            int endRow = (forwardEdge + pxDown) / _collisionLayer.TileHeight;

            startRow = (int)MathHelper.Clamp(startRow, 0, _collisionLayer.LayerHeight - 1);
            endRow = (int)MathHelper.Clamp(endRow, 0, _collisionLayer.LayerHeight - 1);

            for (int row = startRow; row != (endRow + yDirection); row = row + yDirection)
            {
                for (int col = (unit.Left + 1) / _collisionLayer.TileWidth;
                    col <= (unit.Right - 1) / _collisionLayer.TileWidth;
                    col++)
                {
                    if (!_collisionLayer.IsValidTileLocation(col, row))
                    {
                        continue;
                    }

                    //pickup checks
                    if (unit == _gino && _pickupLayer.IsValidTileLocation(col, row) && _pickupLayer.Tiles[col, row] != null)
                    {
                        if (_pickupLayer.Tiles[col, row].TileIndexProperties.ContainsKey("PickupType"))
                        {
                            getPickup(_pickupLayer.Tiles[col, row].TileIndexProperties["PickupType"], row, col);
                        }
                    }

                    if (_collisionLayer.Tiles[col, row] != null && _collisionLayer.Tiles[col, row].TileIndex != 0)
                    {
                        if (pxDown > 0)
                        {
                            unit.CollideWithObstacle(Direction.South);
                            unit.Bottom = row * _collisionLayer.TileHeight;
                        }
                        else
                        {
                            unit.CollideWithObstacle(Direction.North);
                            unit.Top = (row + 1) * _collisionLayer.TileHeight;
                        }
                        break;  //no need to check more
                    }
                }
            }
        }
Esempio n. 6
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        private void checkHorizontalCollision(Unit unit, int pxRight)
        {
            if (unit.Left < 0 || unit.Right >= _collisionLayer.LayerWidth * _collisionLayer.TileWidth)
            {
                unit.X += pxRight;
                return;
            }
            //Get the coordinate of the forward-facing edge
            //If walking left, forwardEdge = left of bounding box
            //If walking right, forwardEdge = right of bounding box
            int forwardEdge = (pxRight > 0) ? unit.Right : unit.Left;

            //-1 for left, 1 for right
            int xDirection = pxRight / Math.Abs(pxRight);

            int startCol = forwardEdge / _collisionLayer.TileWidth;
            int endCol = (forwardEdge + pxRight) / _collisionLayer.TileWidth;
            startCol = (int)MathHelper.Clamp(startCol, 0, _collisionLayer.LayerWidth - 1);
            endCol = (int)MathHelper.Clamp(endCol, 0, _collisionLayer.LayerWidth - 1);

            unit.X += pxRight;

            for (int col = startCol; col != (endCol + xDirection); col = col + xDirection)
            {
                for (int row = unit.Top / _collisionLayer.TileHeight;
                    row <= (unit.Bottom - 1) / _collisionLayer.TileHeight;
                    row++)
                {
                    if (!_collisionLayer.IsValidTileLocation(col, row))
                    {
                        continue;
                    }
                    //pickup checks
                    if (unit == _gino && _pickupLayer.Tiles[col, row] != null)
                    {
                        if (_pickupLayer.Tiles[col, row].TileIndexProperties.ContainsKey("PickupType"))
                        {
                            getPickup(_pickupLayer.Tiles[col, row].TileIndexProperties["PickupType"], row, col);
                        }
                    }
                    //check boundary collision for enemies
                    if (_enemyLayer.IsValidTileLocation(col, row))
                    {
                        if (_enemyLayer.Tiles[col, row] != null &&
                            _enemyLayer.Tiles[col, row].TileIndexProperties.ContainsKey("Name") &&
                            _enemyLayer.Tiles[col, row].TileIndexProperties["Name"] == "Bound")
                        {
                            unit.CollideWithObstacle(pxRight > 0 ? Direction.East : Direction.West);
                        }
                    }

                    //within bounds -- check tile collision
                    if (_collisionLayer.Tiles[col, row] != null && _collisionLayer.Tiles[col, row].TileIndex != 0)
                    {
                        if (pxRight > 0)
                        {
                            unit.CollideWithObstacle(Direction.East);
                            unit.Right = col * _collisionLayer.TileWidth;
                        }
                        else
                        {
                            unit.CollideWithObstacle(Direction.West);
                            unit.Left = (col + 1) * _collisionLayer.TileWidth;
                        }
                        break;  //no need to check more
                    }
                }
            }
        }