Esempio n. 1
0
        private List <Agent> FindNeighbors(List <Agent> Agents)
        {
            List <Agent> nearby = new List <Agent>();
            float        a1     = -FlockAngle;
            float        a2     = FlockAngle;
            Vector2      dir    = FlockTools.GetSafeNormal(Velocity);

            foreach (Agent a in Agents)
            {
                if (AgentId != a.AgentId)
                {
                    Vector2 toNeighbor = Vector2.Subtract(a.Position, Position);
                    float   dsq        = toNeighbor.LengthSquared();
                    if (dsq < FlockDistanceSqared)
                    {
                        toNeighbor.Normalize();
                        float dotProduct = Vector2.Dot(dir, toNeighbor);
                        float theta      = (float)Math.Acos(dotProduct);
                        if (theta < FlockAngle)
                        {
                            nearby.Add(a);
                        }
                    }
                }
            }
            NumNeighbors = nearby.Count;
            return(nearby);
        }
Esempio n. 2
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        void Flit(float CurrentTime, float DeltaTime)
        {
            //POrientation = MathHelper.WrapAngle(POrientation);
            PerlinBeat = MathHelper.Clamp(PerlinBeat + FlockTools.GetRandomFloat(-0.05f, 0.05f), -1f, 1f);
            float perlinR = (Noise.GetNoise(CurrentTime * 100, 0, 0)) * DeltaTime * PerlinBeat;

            PTheta        = MathHelper.WrapAngle(PTheta + perlinR);
            POrientation += perlinR;
        }
Esempio n. 3
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        public Agent()
        {
            AgentId         = CurrentAgentId++;
            MaxForceSqared  = MaxForce * MaxForce;
            MaxSpeedSquared = MaxSpeed * MaxSpeed;
            Position        = new Vector2(FlockTools.GetRandomFloat(SirFlocksalotGame.ScreenSize.X), FlockTools.GetRandomFloat(SirFlocksalotGame.ScreenSize.Y));
            float QuarterSpeed = MaxSpeed * 0.25f;

            Velocity    = FlockTools.GetRandomVector2(-QuarterSpeed, QuarterSpeed, -QuarterSpeed, QuarterSpeed);
            Orientation = Velocity.Heading();
        }
Esempio n. 4
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 public void CreateFlock(List <Texture2D> PetalTextures, Texture2D RogueTexture)
 {
     for (int i = 0; i < NumFlock; i++)
     {
         Agents.Add(new FlockAgent(FlockTools.Pick(PetalTextures)));
     }
     for (int i = 0; i < NumRogue; i++)
     {
         Agents.Add(new RogueAgent(RogueTexture));
     }
 }
Esempio n. 5
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 public virtual void Update(float CurrentTime, float DeltaTime, float TimeModifier, List <Agent> Agents)
 {
     FlockTools.Limit(ref Acceleration, MaxForceSqared, MaxForce);
     Velocity += Acceleration;
     FlockTools.Limit(ref Velocity, MaxSpeedSquared, MaxSpeed);
     if (Velocity.LengthSquared() > 1)
     {
         Orientation = Velocity.Heading();
     }
     Position += Velocity * DeltaTime;
     FlockTools.WrapVector(ref Position, SirFlocksalotGame.ScreenSize.ToVector2(), 100);
     Acceleration *= 0.9f;
 }
Esempio n. 6
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 public FlockAgent(Texture2D AgentTexture) : base()
 {
     Texture             = AgentTexture;
     MaxForce            = 10;
     MaxForceSqared      = MaxForce * MaxForce;
     FlockDistance       = 80 + FlockTools.GetRandomFloat(30.0f);
     FlockDistanceSqared = FlockDistance * FlockDistance;
     FlockAngle          = (float)Math.PI - FlockTools.GetRandomFloat((float)Math.PI * 0.5f);
     CohesionWeight      = 0.3f + FlockTools.GetRandomFloat(0.3f) - 0.1f;
     SeparationWeight    = 0.2f + FlockTools.GetRandomFloat(0.25f) - 0.1f;
     AlignmentWeight     = 0.3f + FlockTools.GetRandomFloat(0.25f) - 0.05f;
     PTheta     = FlockTools.GetRandomFloat(MathHelper.TwoPi);
     PerlinBeat = FlockTools.GetRandomFloat(-0.01f, 0.01f);
 }
Esempio n. 7
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        void Wander(float CurrentTime, float DeltaTime)
        {
            Vector2 forward_target = new Vector2((float)Math.Cos(Orientation), (float)Math.Sin(Orientation));

            forward_target *= WanderDistance;

            WanderDelta = MathHelper.Clamp(WanderDelta + FlockTools.GetRandomFloat(-1, 1), -10, 10);
            float value = Noise.GetNoise(CurrentTime * WanderDelta * WanderRate, 0, 0) * WanderAmp;

            WanderTheta += MathHelper.WrapAngle(WanderTheta + value * DeltaTime);

            float x = WanderRadius * (float)Math.Cos(WanderTheta) - WanderRadius * (float)Math.Sin(WanderTheta);
            float y = WanderRadius * (float)Math.Cos(WanderTheta) + WanderRadius * (float)Math.Sin(WanderTheta);

            Vector2 wander_target = new Vector2(forward_target.X + x, forward_target.Y + y);

            wander_target.Normalize();
            Acceleration += wander_target * WanderStrength;
        }
Esempio n. 8
0
        Vector2 Flock(List <Agent> Neighbors)
        {
            if (Neighbors.Count == 0)
            {
                return(Vector2.Zero);
            }
            Vector2 steer      = Vector2.Zero;
            Vector2 alignment  = Vector2.Zero;
            Vector2 separation = Vector2.Zero;
            Vector2 cohesion   = Vector2.Zero;
            Vector2 cv         = Vector2.Zero;

            foreach (Agent a in Neighbors)
            {
                float   distSq = Vector2.DistanceSquared(Position, a.Position);
                float   t      = FlockTools.Map(distSq, 0, FlockDistanceSqared, 1, 0);
                Vector2 dir    = Vector2.Multiply(a.Velocity, t);
                if (a.IsRogue)
                {
                    steer += Seek(a.Position + a.Velocity * 10) * CohesionWeight;
                    return(steer);
                }
                alignment += dir;
                Vector2 sep = Vector2.Subtract(Position, a.Position);
                float   r   = sep.LengthSquared();
                sep.Normalize();
                sep        *= 1.0f / r;
                separation += sep;
                cv         += a.Position;
            }
            alignment /= Neighbors.Count;
            alignment.Normalize();
            steer += alignment * AlignmentWeight;

            cv      /= Neighbors.Count;
            cohesion = Seek(cv);
            cohesion.Normalize();
            steer += cohesion * CohesionWeight;

            separation.Normalize();
            steer += separation * SeparationWeight;
            return(steer);
        }
Esempio n. 9
0
 private void CreateHistory()
 {
     for (int i = Past.Count - 1; i >= 0; i--)
     {
         Past[i].Color.A -= 5;
         if (Past[i].Color.A < 5)
         {
             Past.RemoveAt(i);
         }
     }
     if (Past.Count > 0)
     {
         int   index       = FlockTools.GetRandomInteger(Past.Count);
         Color PickedColor = FlockTools.Pick(new List <Color> {
             Color.DarkSeaGreen, Color.DarkTurquoise, Color.DarkRed, Color.LightYellow, Color.White, Color.FloralWhite
         }) * 0.5f;
         PickedColor.A     = Past[index].Color.A;
         Past[index].Color = PickedColor;
     }
     Past.Add(new PastPosition()
     {
         Position = Position + FlockTools.GetRandomVector2(-2, 2, -2, 2), Color = Color.White
     });
 }