Esempio n. 1
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        ///////////////////////////////////// CONSTRUCTOR \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
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        //Pre: Row, Column, and the tile type for this tile
        //Post: The Tile is created using the row, column, and tile type
        //Desc: A constructor for the current tile
        public Tile(int row, int column, TileType tileType)
        {
            //Sets the current row, column, and tile type
            Row             = row;
            Column          = column;
            CurrentTileType = tileType;

            //Calculates the X and Y position of the current tile
            CalcPostion();

            //If the current tile is a wall tile
            if (CurrentTileType == TileType.Wall)
            {
                //Sets four index's to the lines array representing four lines to the tile
                Lines = new RaycastLine[4];

                //Sets the lines for raycasting
                Lines[0] = new RaycastLine(true, false, new Vector2(PositionRect.X, PositionRect.Y),
                                           new Vector2(PositionRect.X, PositionRect.Y + PositionRect.Height));
                Lines[1] = new RaycastLine(true, false, new Vector2(PositionRect.X + PositionRect.Width, PositionRect.Y),
                                           new Vector2(PositionRect.X + PositionRect.Width, PositionRect.Y + PositionRect.Height));
                Lines[2] = new RaycastLine(false, true, new Vector2(PositionRect.X, PositionRect.Y),
                                           new Vector2(PositionRect.X + PositionRect.Width, PositionRect.Y));
                Lines[3] = new RaycastLine(false, true, new Vector2(PositionRect.X, PositionRect.Y + PositionRect.Height),
                                           new Vector2(PositionRect.X + PositionRect.Width, PositionRect.Y + PositionRect.Height));
            }

            //Sets the enemy to unexistant (for map creation)
            EnemyExists = false;
            EnemyPlaced = null;
        }
Esempio n. 2
0
        //Pre: The two lines that the intersection point has to be calculated for
        //Post: The intersection point between the two lines is returned
        //Desc: A method for calculating the intersection point between two lines
        private Vector2 CalcIntersectionPoint(RaycastLine firstLine, RaycastLine secondLine)
        {
            //Variables for the X and Y of the intersection point
            double x = 0;
            double y = 0;

            //If the second line is not a vertical line
            if (!secondLine.VerticalLine)
            {
                //If the first line is not horizontal or vertical
                if (!firstLine.HorizontalLine && !firstLine.VerticalLine)
                {
                    //Calculates the X of the intersection point
                    x = firstLine.LineM - secondLine.LineM;
                    x = (secondLine.LineB - firstLine.LineB) / x;

                    //Calculates the Y of the intersection point
                    y = (firstLine.LineM * x) + firstLine.LineB;
                }
                //If the first line is vertical
                else if (!firstLine.HorizontalLine && firstLine.VerticalLine)
                {
                    //Sets the X and Y of the intersection
                    x = firstLine.LineB;
                    y = secondLine.LineB;
                }
            }
            else
            {
                //If the first line is not horizontal or vertical
                if (!firstLine.HorizontalLine && !firstLine.VerticalLine)
                {
                    //Calculates the Y of the intersection point
                    y = (firstLine.LineM * secondLine.LineB) + firstLine.LineB;

                    //Calculates the X of the intersection point
                    x = (y - firstLine.LineB) / firstLine.LineM;
                }
                //If the first line is horizontal
                else if (firstLine.HorizontalLine && !firstLine.VerticalLine)
                {
                    //Sets the X and Y of the intersection
                    x = secondLine.LineB;
                    y = firstLine.LineB;
                }
            }

            //Returns the intersection point
            return(new Vector2((float)x, (float)y));
        }
Esempio n. 3
0
        //Pre: The player and game tiles
        //Post: A boolean is returned for whether the player is in the enemy's line of sight
        //Desc: A method for determining whether the enemy can see the player
        private bool IsPlayerInView(Player player, Tile[,] gameTiles)
        {
            //Creates vectors for the player and enemy center positions
            Vector2 centerPlayer = new Vector2(player.Position.X + (player.GetBounds().Width / 2), player.Position.Y + (player.GetBounds().Height / 2));
            Vector2 centerEnemy  = new Vector2(Position.X + (bounds.Width / 2), Position.Y + (bounds.Height / 2));

            //Variable for the player's line
            RaycastLine playerLine;

            //If the X's and Y's for the enemy and player are not the same
            if (centerPlayer.X != centerEnemy.X && centerPlayer.Y != centerEnemy.Y)
            {
                //Creates the line from the player to the enemy
                playerLine = new RaycastLine(false, false, centerPlayer, centerEnemy);
            }
            //If they are the same Y values (horizontal line)
            else if (centerPlayer.Y == centerEnemy.Y)
            {
                //Creates the line from the player to the enemy
                playerLine = new RaycastLine(false, true, centerPlayer, centerEnemy);
            }
            //If they are the same X values (vertical line)
            else
            {
                //Creates the line from the player to the enemy
                playerLine = new RaycastLine(true, false, centerPlayer, centerEnemy);
            }

            //Calculates the quadrant for the enemy relative to the player
            Quadrant playerQuadrant = GetQuadrant(centerPlayer, centerEnemy);

            //Temp vector for storing the location of the current intersection point
            Vector2 tempVector = new Vector2(0, 0);

            //Boolean for whether the enemy can see the player
            bool playerInView = true;

            //For each tile in the game tiles array
            foreach (Tile tile in gameTiles)
            {
                //If the current tile is a wall tile
                if (tile.CurrentTileType == TileType.Wall)
                {
                    //For each line in the tile
                    foreach (RaycastLine line in tile.Lines)
                    {
                        //Sets the temp vector to the current intersection point
                        tempVector = CalcIntersectionPoint(playerLine, line);

                        //Checks if the quadrant of the  position relative to the player is the same quadrant as the enemy to the player
                        if (GetQuadrant(centerPlayer, tempVector) == playerQuadrant)
                        {
                            //If the temp vector x is between the x's of the player and enemy
                            if (tempVector.X >= centerPlayer.X && tempVector.X <= centerEnemy.X ||
                                tempVector.X >= centerEnemy.X && tempVector.X <= centerPlayer.X)
                            {
                                //If the temp vector y is between teh y's of the player and enemy
                                if (tempVector.Y >= centerPlayer.Y && tempVector.Y <= centerEnemy.Y ||
                                    tempVector.Y >= centerEnemy.Y && tempVector.Y <= centerPlayer.Y)
                                {
                                    //Checks if the intersection is between the bounds of the tile
                                    if (tempVector.X >= tile.PositionRect.X && tempVector.X <= tile.PositionRect.X + tile.PositionRect.Width &&
                                        tempVector.Y >= tile.PositionRect.Y && tempVector.Y <= tile.PositionRect.Y + tile.PositionRect.Height)
                                    {
                                        //Sets the player to not being in the enemies view
                                        playerInView = false;
                                        break;
                                    }
                                }
                            }
                        }
                    }

                    //If the player is not in the enemies view
                    if (!playerInView)
                    {
                        //Breaks from the for each loop
                        break;
                    }
                }
            }

            //Returns whether the player is in the enemies view
            return(playerInView);
        }