Esempio n. 1
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 /// <summary>
 /// Check if a unit is outside of the level
 /// </summary>
 /// <param name="unit">The unit to check</param>
 /// <returns>true if the unit is outside, otherwise false</returns>
 public bool IsOutsideLevel(Unit unit)
 {
     Vector2 position = unit.GetPosition();
     //Don't bother getting an accurate size for the unit rectangle,
     //the level check doesn't require that much accuracy
     Rectangle rect = new Rectangle((int)position.X, (int)position.Y, 10, 10);
     //The level rectangle intersects with the unit's rectangle
     if (bounds.Intersects(rect)) {
         return false;
     }
     return true;
 }
Esempio n. 2
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 public void removeFromObjects(Unit unit)
 {
     objectsInGame.Remove(unit);
 }
Esempio n. 3
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 public void removeFromGame(Unit unit)
 {
     objectsInGame.Remove(unit);
     if (unit is SpaceShip)
     {
         redTeam.Remove(unit as SpaceShip);
         blueTeam.Remove(unit as SpaceShip);
     }
     else if (unit is IObstacle)
     {
         obstacles.Remove(unit as IObstacle);
     }
 }
Esempio n. 4
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 // Adds to unit collection in game
 public void addToGame(Unit unit)
 {
     objectsInGame.Add(unit);
 }
Esempio n. 5
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        /// <summary>
        /// Calculate own collision damage, check if colliding with an explosion
        /// Call OnDestroy/OnDeath and do blast damage (if applicable)
        /// </summary>
        /// <param name="unit"></param>
        protected void HandleCollision(Unit unit, GameTime gameTime)
        {
            if (health <= 0 && unit.getHealth() <= 0)
                return;

            // TODO: calulate ratio based on a fixed number and armor:
            double ratio = 1;
            double moveEnergy = 0.2; //The percentage of energy involved in movement

            double energyOther = (float)unit.getMass() * Math.Sqrt(Math.Pow(unit.getVelocity().X,2) + Math.Pow(unit.getVelocity().Y,2));
            double energySelf = (float)getMass() * Math.Sqrt(Math.Pow(getVelocity().X,2) + Math.Pow(getVelocity().Y,2));
            double _damageSelf = Math.Max(energyOther / 1000, 1);
            double _damageOther = Math.Max(energySelf / 1000, 1);
            Log.getLog().addEvent(unitID + " collision damage " + this.GetType() + ": " + _damageSelf);
            Log.getLog().addEvent(unit.getUnitID() + " collision damage " + unit.GetType() + ": " + _damageOther);

            damage(_damageSelf, gameTime, false);
            unit.damage(_damageOther, gameTime, false);

            if (health <= 0)
            {
                OnDestroy(gameTime, true);
                if (unit is ConcreteObstacle_Asteroid && this is SpaceShip)
                {
                    if ((this as SpaceShip).GetOwner() != null)
                    {
                        IPlayer pl = (this as SpaceShip).GetOwner();

                        (pl as Human).IncreaseDeathsByAsteroid();
                    }

                }
            }
            if (unit.getHealth() <= 0)
            {
                unit.OnDestroy(gameTime, true);

                if (this is ConcreteObstacle_Asteroid && unit is SpaceShip)
                {
                    if ((unit as SpaceShip).GetOwner() != null)
                    {
                        IPlayer pl = (unit as SpaceShip).GetOwner();

                        (pl as Human).IncreaseDeathsByAsteroid();
                    }

                }

            }

            Vector2 velocityUnit = unit.getVelocity();
            Vector2 positionUnit = unit.GetPosition();
            Rectangle unitRec = unit.getUnitRectangle();
            double unitMass = unit.getMass();

            Log.getLog().addEvent(unitID + " at (" + position.X + ", " + position.Y + ") collided with " + unit.getUnitID() + " at (" + positionUnit.X + ", " + positionUnit.Y + ")");

            //From here starts calculations that will move the lightest unit out of the other unit's hitbox
            Vector2 difference = new Vector2(position.X - positionUnit.X, position.Y - positionUnit.Y);
            double distance = Math.Sqrt(Math.Pow(difference.X, 2) + Math.Pow(difference.Y, 2));

            //Finds the vector that multiplies difference, but only reaches to the edge of the hitbox
            double rad = Math.Sqrt(Math.Pow(animationFrame.Width / 2, 2) + Math.Pow(animationFrame.Height / 2, 2));
            double var = Math.Sqrt(Math.Pow(rad, 2) / (Math.Pow(difference.X, 2) + Math.Pow(difference.Y, 2)));
            Vector2 edge = new Vector2((float)var*difference.X, (float)var*difference.Y);
            edge = -edge;
            edge = downSize(edge, new Vector2(animationFrame.Width / 2, animationFrame.Height / 2));

            //Finds the vector that multiplies difference, but only reaches to the edge of the other ship's hitbox
            rad = Math.Sqrt(Math.Pow(unitRec.Width / 2, 2) + Math.Pow(unitRec.Height / 2, 2));
            var = Math.Sqrt(Math.Pow(rad, 2) / (Math.Pow(difference.X, 2) + Math.Pow(difference.Y, 2)));
            Vector2 edge2 = new Vector2((float)var * difference.X, (float)var * difference.Y);
            edge2 = downSize(edge2, new Vector2(unitRec.Width/2, unitRec.Height/2));

            var = Math.Sqrt(1 / (Math.Pow(difference.X, 2) + Math.Pow(difference.Y, 2)));
            Vector2 unity = new Vector2((float)(difference.X * var), (float)(difference.Y * var));

            //Moves the lightest ship
            Vector2 move;
            if (mass > unit.getMass())
            {
                move = edge - edge2 - unity + difference;
                unit.setPosition(positionUnit + move);
            }
            else
            {
                move = edge2 + unity - edge - difference;
                setPosition(position + move);
            }

            //End of movement calculations
            /*
            double vel1x = (moveEnergy * velocity.X * (mass - unitMass) + 2 * unitMass * velocityUnit.X) / (mass + unitMass);
            double vel2x = (moveEnergy * velocityUnit.X * (unitMass - mass) + 2 * mass * velocity.X) / (mass + unitMass);
            double vel1y = (moveEnergy * velocity.Y * (mass - unitMass) + 2 * unitMass * velocityUnit.Y) / (mass + unitMass);
            double vel2y = (moveEnergy * velocityUnit.Y * (unitMass - mass) + 2 * mass * velocity.Y) / (mass + unitMass);
            */

            double velx = ((mass * velocity.X + unitMass * velocityUnit.X) / (mass + unitMass));
            double vely = ((mass * velocity.Y + unitMass * velocityUnit.Y) / (mass + unitMass));

            setVelocity(new Vector2((float)velx, (float)vely));
            unit.setVelocity(new Vector2((float)velx, (float)vely));

            bool test = getUnitRectangle().Intersects(unit.getUnitRectangle());
        }
Esempio n. 6
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 /// <summary>
 /// The method that will called when this Unit collides with another.
 /// Usually, this method will only call HandleCollision.
 /// </summary>
 public void Collide(Unit unit, GameTime gameTime)
 {
     if (readyToCollide(gameTime) && unit.readyToCollide(gameTime))
     {
         if (ableToCollide(unit) && unit.ableToCollide(this))
         {
             HandleCollision(unit, gameTime);
             addCd(new CollisionCd(unit));
             unit.addCd(new CollisionCd(this));
         }
     }
 }
Esempio n. 7
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 /// <summary>
 /// Check whether two units are ready to collide again
 /// </summary>
 /// <param name="unit"></param>
 /// <returns></returns>
 public bool ableToCollide(Unit unit)
 {
     foreach (CollisionCd cd in cooldowns)
     {
         if (cd.getUnit() == unit) { return false; }
     }
     return true;
 }